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[TRACKER] 4.0 Android rendering issues #39033
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Cannot reproduce on my Google Pixel 3a (Android 10) |
@nathanfranke Thanks for info! I'll add that to the description. |
@pouleyKetchoupp Android 7.0 is supposed to have poor vulkan support, so the issue could be with the vulkan drivers on the device. |
@m4gr3d That makes sense. I've updated the description, and we'll see if this is confirmed with more tests on different devices. |
@pouleyKetchoupp Could you upload an APK of the minimal reproduction project and put it into a ZIP file (so GitHub accepts it)? This would make testing significantly easier. I managed to compile an APK here, but couldn't actually run it after exporting because none of the scenes were included in the final project for some reason. |
@Calinou Added! |
@pouleyKetchoupp I've finally got around to test your attached debug apk.
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This is what I get on my OnePlus 6 running Android 10.0.0: Colors are correct, and I can scroll the area in the top-right corner as expected. PS: I can't access the image @m4gr3d posted - it's marked as "File is in owner's trash". |
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Thanks all for testing on different devices! I'm off for the week but I'll update the issue's description with details as soon as I have more time. |
Has anyone been working on/made progress on refactors to fix the 3D rendering issues? I was looking to help with that but don't want to duplicate effort if work has already started! |
@The-O-King The 3D Vulkan renderer is still receiving significant changes right now. I'd wait until work on the renderer is done before starting to port it to mobile. |
I've reproduced one of the issues already mentioned:
This is on master 2797c2a using a OnePlus 3T. Same issue on both OxygenOS and separately on LineageOS 17.1 with Android 10. I believe I heard that 4.0 development is transitioning primarily to fixing bugs with the renderer and that all significant new features are implemented. Are there any devs planning on looking at these issues in the near future? |
Not yet, features like occlusion culling have yet to be implemented. |
Most if not all of these issues have been addressed with the Vulkan Mobile renderer. Closing this now as it is long out of date. |
This tracker lists remaining rendering issues on Android after integrating Vulkan support from #36919.
Minimal project I'm using for tests:
line-edit-keyboard.zip
Debug APK for quick test:
line-edit-keyboard_debug_apk.zip
Shaders currently fail because of descriptor set limits (tested on Galaxy Note 5):
Reproduced on:
Samsung Galaxy Note 5 (Android 7.0)
Google Pixel 2 XL (Android 10)
Google Pixel 3 XL (Android 10)
Could be related to this error:
Reproduced on:
Google Pixel 2 XL (Android 10)
Note: This could be due to poor Vulkan support with some drivers on older versions of Android
Reproduced on:
Samsung Galaxy Note 5 (Android 7.0)
Samsung Galaxy S7 Edge (Exynos variant, Android 8.0)
Honor 10 (Android 9)
Can't repro on:
Google Pixel 3a (Android 10)
Google Pixel 3 XL (Android 10)
OnePlus 6 (Android 10)
Xiaomi Mi MIX 3 (Android 10)
Example with
TextureRect
:Vulkan validation layers are not working (fails on
vkGetInstanceProcAddr
)It's disabled on Android for now to avoid crashes.
Errors when using format list in
RenderingDeviceVulkan::texture_create
vmaCreateImage
fails withVK_IMAGE_CREATE_MUTABLE_FORMAT_BIT
(returnsVK_ERROR_OUT_OF_HOST_MEMORY
)It's disabled on Android for now to avoid crashes.
Errors in
RenderingDeviceVulkan::compute_pipeline_create
vkCreateComputePipelines
returnsVK_ERROR_INITIALIZATION_FAILED
in some casesMissing VR support
There's specific initialization for GL, based on
xrMode
, it's not handled for Vulkan.Missing fallback to GLES2
Building templates with Android API 18 to 23
Vulkan support should be disabled in this case.
Properly handleonVkSurfaceChanged
event to update the rendering systemRight now, pausing and resuming the app causes it to restart completely instead.
addressed in Proper surface reset when resuming app on Android #39004
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