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Android export not working just a black screen on Android versions older than 9.0 #63943
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No idea what caused the regression yes but I'll mention a few who have been involved in changing Vulkan setup the past few weeks: @RandomShaper @BastiaanOlij |
It's trying to recreate the framebuffer each frame which is why it's error spamming. The question is why it's erroring out to begin with. The first one that stands out is: It could be the VRS issue on devices that don't support VRS that clayjohn just fixed that was happening on integrated GPUs. We should run this with validation layers turned on, on a device that is giving issues. That will give us more detailed info. I'll test it on my android device as soon as I have some free time. |
May be related? #65217 |
I may be having the same issue on both of my two Android devices. One is a Huawei P10 Lite running Android 8, the other is a Retroid Pocket 2+ running Android 9. I'm afraid I don't know how to access the log files in Android, but am willing to try with guidance if it would help narrow down the fault. I've been exporting an APK and installing it manually on both devices, rather than using one-click deploy. I can provide a reproduction project, though like madmiraal, it doesn't matter which project I use: https://drive.google.com/uc?id=1Refr6GJsew6gnNNfGoSdrNWZtm2KrP4h&export=download I've been discussing the issue with other users in this thread on the Godot Forums: https://godotforums.org/d/31827-40b3-40b4-black-screen-on-android |
While Vulkan is in theory supported on Android 7.0 and later, Vulkan support on versions below Android 9.0 is considered pretty broken in general (not just among Godot developers). The OpenGL renderer will have to be made working to get actual support for Android versions older than 9.0. This renderer is already present as of 4.0.beta4, but is currently experimental and doesn't have a working Android context yet. |
It would be good to test this on a more recent beta as #67227 may have fixed this issue |
I've just tested an export from 4.0b5 on both the Retroid Pocket 2+ and the Huawei P10 Lite. In both cases, the result was the same as before when using the Mobile renderer. When using the OpenGL renderer, both devices showed this error message. |
Just tested exporting from 4.0b7. The issue is back to being a black screen after the Godot splash, with no error message shown. The game no longer crashes on the Pocket 2+, but the black screen still persists on both devices. |
@Snowy-Fox Does that include the OpenGL renderer? We just added Android export for the OpenGL renderer in Beta 7 |
@clayjohn It does - I tested it with both the mobile renderer and the OpenGL renderer. Reported observed behaviour is from the OpenGL export. |
If the feedback is any help, I can keep testing and reporting my findings on these devices with new beta releases. |
Update: as of Godot 4 beta 8, while using OpenGL, I now have a nearly-functioning picture on my Retroid Pocket 2+ and Huawei P10 Lite! A semi-related screen tearing issue previously observed in Android exports from Godot 3.x has re-emerged. This was previously resolved by using GLES2, so I guess now I should just wait and hope for support for that to be re-added. |
Wonderful! Closing this as resolved. Feel free to open another bug report for issues you encounter in using the OpenGL backend |
Hi guys, So what is the solution after all? I also got a black screen on some devices. Godot 4.0.3 |
Godot version
4.0.alpha13
System information
Android 8
Issue description
Exports to Android no longer work with 4.0.alpha13. It worked fine with 4.0.alpha12. All I get now is a black screen.
Logcat:
The above is just the beginning of the error log, but these errors continue as long as the game's black screen is open.
Steps to reproduce
Export a project to Android (using one-click deploy). See nothing but a black screen.
Minimal reproduction project
Any project will do, but here's one:
Test.zip
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