libGLESv2_adreno.so crash with Galaxy Note 4

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libGLESv2_adreno.so crash with Galaxy Note 4

Postby jgg » Sun Apr 19, 2015 12:09 am

I published my game in Google Play 3 weeks ago after testing in different devices, including 5.0.1 and 4.4 versions of the Android OS and everything worked like a charm. However, since the game was launched, users that try to play it in a Galaxy Note 4 with Lollipop in the United States (not happening in Spain for example with the same device) are having issues: they say they can't start the game because it crashes on start up.

This is the error that the Google Play Developer Console gathers:

Code: Select all
*** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
Build fingerprint: 'Verizon/trltevzw/trltevzw:5.0.1/LRX22C/N910VVRU1BOAF:user/release-keys'
Revision: '12'
ABI: 'arm'
pid: 31988, tid: 32004, name: GLThread 26126 >>> com.mangoprotocol.psychotic.mechanika <<<
signal 6 (SIGABRT), code -6 (SI_TKILL), fault addr --------
r0 00000000 r1 00007d04 r2 00000006 r3 00000000
r4 b3affdb8 r5 00000006 r6 00000002 r7 0000010c
r8 ad4bd140 r9 00000000 sl 00000001 fp aa939de0
ip 00007d04 sp b3aff830 lr b6ef2ff5 pc b6f16998 cpsr 600b0010

backtrace:
#00 pc 00037998 /system/lib/libc.so (tgkill+12)
#01 pc 00013ff1 /system/lib/libc.so (pthread_kill+52)
#02 pc 00014c0f /system/lib/libc.so (raise+10)
#03 pc 00011531 /system/lib/libc.so (__libc_android_abort+36)
#04 pc 0000fcbc /system/lib/libc.so (abort+4)
#05 pc 00001259 /system/lib/libstdc++.so
#06 pc 00000afb /system/lib/libstdc++.so (__cxa_pure_virtual+6)
#07 pc 000e3a65 /system/vendor/lib/egl/libGLESv2_adreno.so (EsxGlObject::DecRefCount(EsxContext*)+28)
#08 pc 000b40df /system/vendor/lib/egl/libGLESv2_adreno.so (EsxContext::GlUseProgram(unsigned int)+150)
#09 pc 000df7a3 /system/vendor/lib/egl/libGLESv2_adreno.so (EsxGlApiParamValidate::GlUseProgram(EsxDispatch*, unsigned int)+34)
#10 pc 000ab2f1 /system/vendor/lib/egl/libGLESv2_adreno.so (glUseProgram+44)
#11 pc 002e98b7 /data/dalvik-cache/arm/data@app@com.mangoprotocol.psychotic.mechanika-1@base.apk@classes.dex


but I can't guess what is really happening with this...

I've just read about many issues related with Lollipop and Galaxy Note 4 in the States, but that's all the information I have, so I don't know how to face it...

Any idea about what may cause this issue and how to solve it? Thanks in advance!
jgg
 
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Location: Barcelona

Re: libGLESv2_adreno.so crash with Galaxy Note 4

Postby jgg » Sun Apr 19, 2015 7:06 pm

If anyone with a Galaxy Note 4 wants to help me with this issue, just let me know and I'll be happy to share the APK so we can try to guess what is causing this error.
jgg
 
Posts: 157
Joined: Sat May 18, 2013 2:28 pm
Location: Barcelona

Re: libGLESv2_adreno.so crash with Galaxy Note 4

Postby Magnesus » Tue Apr 21, 2015 1:01 pm

It is probably affecting only those Note 4's that have Snapdragon (which has Adreno GPU). It explain why only see US users having this problem - Snapdragon was most spread in USA I think, in Europe there is more Exynoses.

I have Exynos Note 4 so I can't help but if you find a solution I would like to know, since I have had a complain from a Note 4 user about some crash, maybe it's related (I will check crash reports too and get back to you if I find a similar report).
Magnesus
 
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Re: libGLESv2_adreno.so crash with Galaxy Note 4

Postby Magnesus » Tue Apr 21, 2015 1:09 pm

PS. I have checked a few thousand ACRA reports from the last days for my games (I know, that's a lot, I was surprised myself, but most reports are weird and not reproductable - like "eglSwapBuffers failed: EGL_BAD_ATTRIBUTE") and I have no report that is in any way similar to yours. Either affected users already uninstalled my games or I have no such problem.

Maybe the affected devices are limited to Verizon firmware? Or it's one user who plays your game a lot and has a faulty device that likes to crash but he just continues to play despite the crashes?
Magnesus
 
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Re: libGLESv2_adreno.so crash with Galaxy Note 4

Postby jgg » Tue Apr 21, 2015 1:17 pm

Thanks for your input, Magnesus. It's not only happening with Verizon but also with AT&T an Sprint versions:
    - trltevzw (4)
    - trltespr (3)
    - trlteatt (3)
    - trlte (1)
Could be only 4 users, but it still smells like a general issue.

And btw, I've just checked and it seems that the European version of the Galaxy Note 4 is SM-N910F, which comes with Snapdragon 805, thus Adreno 420, is this right?
jgg
 
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Location: Barcelona

Re: libGLESv2_adreno.so crash with Galaxy Note 4

Postby pedro » Mon Apr 27, 2015 10:14 pm

Finally I found something about this crash :)

I asked around on the IRC a few times but no one knew about this... so I tried googling it again and found this thread.

I'm having this crash for about a month already, which made the game impossible to play for hundreds or thousands of players (Im getting this crash report a lot, literally hundreds of them on Google Play Dev Console). Luckily not everyone updated to 5.0.1.

I dont have a device to test, but from my guess the crash is on the PixmapPacker. Do you happen to use pixmap packer @jgg ?

My game is pretty stable, works on all devices, the only one that is causing crash is the US versions of Samsung Galaxy Note 4 with 5.0.1 OS. So I guess the issue is with Samsung, but it is impacting my bottomline. Any way to circumvent/prevent this crash?

Best
pedro
 
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Re: libGLESv2_adreno.so crash with Galaxy Note 4

Postby jgg » Mon Apr 27, 2015 11:37 pm

I'm not using PixmapPacker at all. However thanks for sharing this information with us. I hope someone can help us to solve this issue, because Galaxy Note 4 has been an Android best seller, so I'm really interested in make it work... haha.
jgg
 
Posts: 157
Joined: Sat May 18, 2013 2:28 pm
Location: Barcelona

Re: libGLESv2_adreno.so crash with Galaxy Note 4

Postby pedro » Tue Apr 28, 2015 11:49 am

Oh, I have no idea then why the crash happens. In my case it crashes when the match begins (the main menu works fine). Most of the draw-related operations I use during the game I also use on the main menu, and using PixmapPacker was one of the most "bizarre" differences, thats why I thought it might be the culprit.

Anyone with a US Galaxy Note 4 to test to us? :)
pedro
 
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Re: libGLESv2_adreno.so crash with Galaxy Note 4

Postby pedro » Sun May 03, 2015 1:00 pm

I noticed it happens with Galaxy Edge devices also (tbltespr, tblteusc, tblteatt), and some Galaxy S5 (kccat6, lentisltektt). Anyone with any of those devices who is willing to debug this issue?

EDIT: Just noticed that it *seems* that the Sprint version of Galaxy Note 4 (trltespr) is not crashing anymore, but it's hard to tell for sure. Maybe they rolled out a fix?

Also, can anyone with a LibGDX game with a good number of downloads/active users confirm he is *NOT* having this crash (no reports on Google Play Dev Console at all with "Native crash at /system/lib/libc.so" coming from Galaxy Note 4 with Android 5.0.1)? I have 700+ reports of that crash on Google Play Dev Console (that is, from people who actually took the time to report the crash).

It looks like a Samsung issue, but why we arent seeing people using Unity and other engines complaining that their game is crashing? I didnt find much (or any) of that on my search.

Maybe there is a bug on LibGDX code that only causes crash on these devices? Hell, could even be a bug on our code (mine and jgg, and possibly other who didnt even notice this crash yet) that gets "fixed" on other devices/GPUs but not on this.
pedro
 
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Re: libGLESv2_adreno.so crash with Galaxy Note 4

Postby Magnesus » Mon May 04, 2015 7:01 am

I have ONE such crash per week from one LG Optimus Zone 2 owner and two Galaxy Tab 10.1 versions - three users, three devices for a game with 570k active installs. So I doubt it's a common bug. Seems like a random software bug. And the users haven't uninstalls the game (since the bug occurs for those device once a week for over 3 months) so it's probably occuring rarely, not always. I would just ignore it - there are more common bugs that I have to ignore because there is no way to fix them. For me the most common is "ClassNotFoundException" for my main class (I don't know why it happens but it happens for all of my games from time to time, if someone knows a solution it would be welcome).
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