Hello all,
We are testing our application on various Android devices, but our QA can consistent crash our Samsung Galaxy S4 phone device when using a 3rd party library to play movie textures on 3d objects. When ithe app crashes, we are getting this low level adreno driver stack trace. Is this a known bug in the adreno library, or is there something we can do to prevent it?
BackTrace: (From Samsung Galaxy S4 model I337)
I/DEBUG ( 265): backtrace:
I/DEBUG ( 265): #00 pc 000a15b4 /system/vendor/lib/egl/libGLESv2_adreno.so (oxili_tile_texture+1363)
I/DEBUG ( 265): #01 pc 0007a92d /system/vendor/lib/egl/libGLESv2_adreno.so (rb_texture_update_hw_subimage+4588)
I/DEBUG ( 265): #02 pc 0007b311 /system/vendor/lib/egl/libGLESv2_adreno.so (rb_texture_loadsubimage+56)
I/DEBUG ( 265): #03 pc 0005a049 /system/vendor/lib/egl/libGLESv2_adreno.so (TexSubImageLoad+276)
I/DEBUG ( 265): #04 pc 0005a265 /system/vendor/lib/egl/libGLESv2_adreno.so (core_glTexSubImage2D+220)
I/DEBUG ( 265): #05 pc 00039edf /system/vendor/lib/egl/libGLESv2_adreno.so (glTexSubImage2D+50)
I/DEBUG ( 265): #06 pc 00002a44 /data/app-lib/com.company.game-1/libtheorawrapper.so
I/DEBUG ( 265): #07 pc 00003eb4 /data/app-lib/com.company.game-1/libtheorawrapper.so (UnityRenderEvent+480)
I/DEBUG ( 265): #08 pc 00002414 <unknown>
Sounds like an issue we'd want to take a closer look at. Are you able to share the apk with us so that we can do some detailed testing with?
Is the crash isolated to the Samsung Galaxy S4? Also what is the OS and build information (settings/about phone)?
I won't be able to share the original APK due to contract. But I can tell you it occurs using an app built using Unity 4.6.2 with the Mobile Movies Texutre plugin (http://u3d.as/content/defiant-development-pty-ltd/mobile-movie-texture/2w1) that uses their own custom library (libtheorawrapper) to decode OGV movies and render onto a texture.
Perhaps after the project I can try to replicate it in a smaller sample project, but thought I'd at least share the crash/backtrace for now. its not a 100% occurence so it makes a bit difficult to reproduce, but essentially occurs using that plugin to play multiple movies one after another.
As far as hardware, we have limited devices, but I believe we have only seen it thus far on our Samsung Galaxy S4 model I337, Android 4.4.2, build # KOT49H.I1337UCUFNI1.. Others have reported it on the Unity forums, so I suspect its other Adreno devices too.
Thanks for looking into this!
I won't be able to share the original APK due to contract. But I can tell you it occurs using an app built using Unity 4.6.2 with the Mobile Movies Texutre plugin (http://u3d.as/content/defiant-development-pty-ltd/mobile-movie-texture/2w1) that uses their own custom library (libtheorawrapper) to decode OGV movies and render onto a texture.
Perhaps after the project I can try to replicate it in a smaller sample project, but thought I'd at least share the crash/backtrace for now. its not a 100% occurence so it makes a bit difficult to reproduce, but essentially occurs using that plugin to play multiple movies one after another.
As far as hardware, we have limited devices, but I believe we have only seen it thus far on our Samsung Galaxy S4 model I337, Android 4.4.2, build # KOT49H.I1337UCUFNI1.. Others have reported it on the Unity forums, so I suspect its other Adreno devices too.
Thanks for looking into this!
I'm seeing a bunch of these crashes in my app's Google Play error reporting.
The app is native (Java), not JavaScript app. It's worth remembering that Android since 5.0 uses the GPU hardware much more (the "material" UI theme with a lot of subtle and not so subtle animation effects, ripples, etc.)
Looks like same or similar crash. There are comments from other developers too.
https://code.google.com/p/android/issues/detail?id=175143
Qualcomm -- are you going to fix your driver bugs?
I'm also seeing crashes. I have three EGL context active on three different threads and it randomly crashes with null point apparently:
Is there a workaround we could use to avoid this GPU bug?
thanks,
Fernando