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BytArch GTA-V for Android 0.1.6 (fixes the crash after the opening credits)

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@bytarch bytarch released this 20 Oct 05:33
· 19 commits to main since this release

The crash after the opening credits is fixed (issue #2).

BytArch-GTA-V-android-0.1.6-debug.apk — arm64-v8a, Android 10+, debug signed.
SHA-256: af86faad1cef8f5d6d427d8f86cc7c49f6807c79434a25d5acd8a754eacb8b36

What's in 0.1.6

  • Draws with an unbound render target are skipped instead of pushed through.
    A pixel shader that writes to a render target slot the pass does not bind is
    legal in D3D11 — the write is simply discarded — but WebGPU cannot express
    that. Building the pipeline anyway left an invalid pipeline in the command
    buffer, and using it made every later resource of that frame invalid: that is
    how one mismatched target turned into a dead occlusion readback and the crash
    in the log. Such draws are now skipped, the same way the browser build does.
    The log of a test run is now clean: no validation errors, no invalid
    pipelines, no invalid buffers.
  • The renderer survives a refused readback. When the GPU refused a buffer
    mapping, the renderer panicked and the process died with it. It now reports
    the failure and answers the engine anyway, so a lost readback costs a frame
    instead of the game.

0.1.5 is broken - use this one

0.1.5 carried the first half of the fix but released the mapped view one line
too late, so the GPU thread panicked on unmap ("You cannot unmap a buffer that
still has accessible mapped views"). 0.1.6 fixes that too.

Everything from 0.1.4 still stands: the launcher exports its own logs, a picked
/sdcard game folder is readable, and the graphics knobs are unchanged.

Install

adb install -r over 0.1.4 or 0.1.5 — same signing key, so your settings carry
over.

If the game still misbehaves, export the log from the launcher right away (its
tail is closest to the moment it happened) and attach it to the issue.