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Godot 4 - Game doesn't run on my Android phone (Moto G6, android 9) #65217

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Ajrarn777 opened this issue Sep 1, 2022 · 8 comments
Closed

Godot 4 - Game doesn't run on my Android phone (Moto G6, android 9) #65217

Ajrarn777 opened this issue Sep 1, 2022 · 8 comments

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@Ajrarn777
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Ajrarn777 commented Sep 1, 2022

Godot version

4.0.14

System information

Android 9, vulkan

Issue description

Game doesn't run on my android phone (Moto G6, Android 9).
I see the launching Godot boot screen logo, then nothing.

I have created a new app to test, same problem.

When the remote debug is attached, I got thousand of logs like those:

E 0:00:22:0472   draw_list_draw: Condition "!dl" is true.
  <C++ Source>   drivers/vulkan/rendering_device_vulkan.cpp:7747 @ draw_list_draw()
E 0:00:22:0472   framebuffer_format_get_texture_samples: Condition "!E" is true. Returning: TEXTURE_SAMPLES_1
  <C++ Source>   drivers/vulkan/rendering_device_vulkan.cpp:4079 @ framebuffer_format_get_texture_samples()
E 0:00:22:0472   _generate_version: Condition "pipeline.is_null()" is true. Returning: RID()
  <C++ Source>   servers/rendering/renderer_rd/pipeline_cache_rd.cpp:60 @ _generate_version()
E 0:00:00:0569   _window_create: Condition "err != OK" is true. Returning: ERR_CANT_CREATE
  <C++ Source>   drivers/vulkan/vulkan_context.cpp:1461 @ _window_create()
E 0:00:00:0618   texture_create: Format 'R8_Uint' does not support usage as storage image.
  <C++ Error>    Method/function failed. Returning: RID()
  <C++ Source>   drivers/vulkan/rendering_device_vulkan.cpp:1831 @ texture_create()

Steps to reproduce

Create new app, run on android.

Minimal reproduction project

No response

@dave2
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dave2 commented Sep 12, 2022

I'm also getting this (ironically with the same phone) using 4.0 alpha 16.

@Ajrarn777
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@dave2 It is not ironic, that's a hint ;) .
Now we need to find other phones with the same issue, and the link between them.

It was shipped with android 8, and upgraded to 9... maybe something like that.

@Zireael07
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A much more likely link is the GPU the device uses.

@dave2
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dave2 commented Sep 15, 2022

I tried my game on another device, this time a Samsung Galaxy Tab S3. Also running Android 9, and with a Adreno 530 GPU (different to the Moto G6 but same family). Same errors.

@dave2
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dave2 commented Oct 14, 2022

As of beta 3, I no longer get a looping set of errors about creating a 2-pass render, but it now just exits fairly early with this error:

E 0:00:00:0934   texture_create: Format 'R8_Uint' does not support usage as storage image.
  <C++ Error>    Method/function failed. Returning: RID()
  <C++ Source>   drivers/vulkan/rendering_device_vulkan.cpp:1829 @ texture_create()

Followed by a warning from a singleton being imported. It doesn't appear to get as far as _ready() on a script on the root of the default scene. Could be something broken in a singleton but there's no error messages for them.

@clayjohn
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Looks like the main error here was fixed by #67227. So closing in favour of #67430 which reports the "R8_Uint" bug more specifically.

@clayjohn clayjohn added this to the 4.0 milestone Oct 15, 2022
@Ajrarn777
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I confirm, issue is fixed in beta 3

Thanks for the follow up..

@salvin18
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Just wanted to share, in android export, If MSAA 3d is set to 2x, it renders 3d scenes as a black screen. UI components render fine.
Tested on Pixel 2xl with android 11

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