Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Crahsing on android #17472

Open
hasbonahad opened this issue Jan 21, 2025 · 0 comments
Open

Crahsing on android #17472

hasbonahad opened this issue Jan 21, 2025 · 0 comments
Labels
A-Rendering Drawing game state to the screen C-Bug An unexpected or incorrect behavior D-Straightforward Simple bug fixes and API improvements, docs, test and examples O-Android Specific to the Android mobile operating system S-Ready-For-Implementation This issue is ready for an implementation PR. Go for it!

Comments

@hasbonahad
Copy link

Bevy version

0.15.1

Relevant system information

Im using

  • windows 11
  • android studio
  • Simulation pixel 9 pro xl api 31
  • cpu struct x86_64
  • rustc 1.83.0 (90b35a623 2024-11-26)

What you did

I have change build.gradle app the file for
compileSdk 33 -> compileSdk 34
abiFilters 'arm64-v8a' -> abiFilters 'x86_64'

and I have compile the code with
cargo ndk -t x86_64 -o android_example/app/src/main/jniLibs build

and build gradle with the android studio

What went wrong

It is crashing because

  1. Failed to start Gilrs. Gilrs does not support current platform. (I think is ok..)
  2. wgpu-hal heuristics assumed that the view dimension will be equal to Cube rather than CubeArray.
  3. wgpu-hal heuristics assumed that the view dimension will be equal to D2 rather than D2Array.
  4. gpu-hal heuristics assumed that the view dimension will be equal to Cube rather than CubeArray.
  5. wgpu-hal heuristics assumed that the view dimension will be equal to D2 rather than D2Array.
  6. wgpu-hal heuristics assumed that the view dimension will be equal to Cube rather than CubeArray.
  7. wgpu-hal heuristics assumed that the view dimension will be equal to D2 rather than D2Array.
  8. Device::create_render_pipeline error: Internal error in ShaderStages(FRAGMENT) shader: The selected version doesn't support Features(CUBE_TEXTURES_ARRAY)log.target = "wgpu_core::device::global"
  9. Shader translation error for stage ShaderStages(FRAGMENT): The selected version doesn't support Features(CUBE_TEXTURES_ARRAY)log.target = "wgpu::backend::wgpu_core"; log.module_path = "wgpu::backend::wgpu_core";
  10. Handling wgpu errors as fatal by defaultlog.target = "wgpu::backend::wgpu_core"; log.module_path = "wgpu::backend::wgpu_core";
@hasbonahad hasbonahad added C-Bug An unexpected or incorrect behavior S-Needs-Triage This issue needs to be labelled labels Jan 21, 2025
@BenjaminBrienen BenjaminBrienen added A-Rendering Drawing game state to the screen S-Ready-For-Implementation This issue is ready for an implementation PR. Go for it! D-Straightforward Simple bug fixes and API improvements, docs, test and examples O-Android Specific to the Android mobile operating system and removed S-Needs-Triage This issue needs to be labelled labels Jan 21, 2025
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
A-Rendering Drawing game state to the screen C-Bug An unexpected or incorrect behavior D-Straightforward Simple bug fixes and API improvements, docs, test and examples O-Android Specific to the Android mobile operating system S-Ready-For-Implementation This issue is ready for an implementation PR. Go for it!
Projects
None yet
Development

No branches or pull requests

2 participants