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

Fix crash on Android devices supporting S3TC #32255

Merged
merged 1 commit into from Feb 9, 2022

Conversation

lawnjelly
Copy link
Member

@lawnjelly lawnjelly commented Sep 22, 2019

Fixes #28308

Android devices that support S3TC will currently crash if you export / run from the IDE a project that has S3TC textures imported. This is because these are not exported in the APK (android exporter, exporter.cpp, get_preset_features()), but the .import file still contains a reference to the S3TC files, and the app will attempt to load the resource and fail.

This PR fixes this by simply faking lack of hardware support for S3TC on android devices.

An alternative method maybe to remove the reference to the s3tc in the .import file.

@lawnjelly
Copy link
Member Author

Note there may be a more elegant way of solving this, but I've been using this fix for the past few months. See the issue quoted above for details.

@akien-mga
Copy link
Member

That's hacky, the proper fix would be to prevent trying to load S3TC files, or remove references to them when exporting for a platform which doesn't use them.

@lawnjelly
Copy link
Member Author

That's hacky, the proper fix would be to prevent trying to load S3TC files, or remove references to them when exporting for a platform which doesn't use them.

Yep very true and I mentioned this in the original issue, I'm really just being cheeky and using the (hacky) PR to try and stimulate some direction on the best way to address this from some of the more core guys, maybe in one of the PR meetings (otherwise I'm afraid it will languish in issue purgatory, and it does and will cause crashes on affected hardware with this and similar bugs, because it might be a bit of a general oversight in the export / loading logic).

I think the removing references at export would be ideal but a little bug prone (being a text file), and finding the loading bit was a bit impenetrable when I looked at the time, but I'll have another look.

If this is bad form I can close this and try and get some advice on the irc channel. 👍

@akien-mga
Copy link
Member

I'm really just being cheeky and using the (hacky) PR to try and stimulate some direction on the best way to address this from some of the more core guys, maybe in one of the PR meetings (otherwise I'm afraid it will languish in issue purgatory

Hehe that's a proven method indeed, a better PR is often better to build momentum around an issue than just commenting on one issue out of 5000. :)

@akien-mga akien-mga added this to the 3.2 milestone Sep 24, 2019
@akien-mga akien-mga requested review from a team and akien-mga September 24, 2019 08:46
Copy link
Contributor

@m4gr3d m4gr3d left a comment

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Agree it's not ideal, but should it be considered as a temp fix for 3.2?

I lack expertise in the export and loading logic so it's possible that fixing these instead may be simple and quick, but if not, this fix may do.

// S3TC it will crash trying to load these textures, as they are not exported in the APK. This is a simple way
// to prevent Android devices trying to load S3TC, by faking lack of hardware support.
#ifndef TOOLS_ENABLED
#if defined ANDROID_ENABLED
Copy link
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

The original issue referenced a quick fix for iOS and javascript as well. Are those no longer an issue?

Copy link
Member Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Sorry I've been away from internet (and will be until at least tomorrow afternoon I expect). Yup, I did notice the potential for the same issue to occur on iOS and javascript, although I can't confirm or not whether those do occur in practice (as iOS is quite fixed hardware, and I haven't been able to get an HTML5 export working for quite some time!).

The quick fix here does work for this specific case, and according to some hardware stats I looked at, it might affect up to 1/5 of android devices (those that support S3TC, and they would probably also crash with this). It is possible to workaround by unticking S3TC in the compressed texures bit of project settings, and reimporting textures before making the final export for android. However this is easy to forget, and not at all obvious. So it is potentially quite an easy way of expanding the compatibility with Android devices for 3.2.

However I am in agreement that it is a bit hacky and is potentially the symptom of a larger problem whereby the features in the export are not taken into account at runtime, it's something that we (or probably me lol) need to ask reduz (is it likely to be a one off bug, or a systemic problem) either in PR meeting or on IRC.

Copy link
Member

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

For Javascript it's more complex than that, as it does use S3TC on desktop browsers, but likely something else on mobile browsers (didn't check what exactly).

Copy link
Member Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Rather than modifying the import files, it might be easier to use the approach of saving which features have successfully been exported (maybe this is done already? A long time since I looked at this), loading this feature set in at runtime and perhaps converting to bitflags, then checking the bitflags before attempting to load a resource. This would solve the problem in a generic way as it could potentially occur in several areas.

Or we could simply log a warning message when failing to load a resource, and go for the next one in the list, rather than crashing... 😄

I'll try and have another look at this problem after the weekend.

@akien-mga akien-mga modified the milestones: 3.2, 4.0 Jan 23, 2020
@akien-mga akien-mga added the cherrypick:3.x Considered for cherry-picking into a future 3.x release label Jan 23, 2020
@aaronfranke
Copy link
Member

@lawnjelly Is this still desired? If so, it needs to be rebased on the latest master branch and made to work for Vulkan.

@lawnjelly
Copy link
Member Author

@lawnjelly Is this still desired? If so, it needs to be rebased on the latest master branch and made to work for Vulkan.

Yes, we still need a fix for this, as it will be causing crashes in devices. We really need a discussion of this problem in PR meeting (as it may be a common issue in the export process).

@TIBI4
Copy link

TIBI4 commented Oct 16, 2020

A workaround as I'm working on 3.2.3 stable official:

In the editor, go to Project -> Export... -> Your Android Preset To Use -> Features -> Custom, and then add "s3tx" to the custom list (this worked for me).

image

The project should start normally. But I have a question, as I don't know what is happening there though. Is this a bad idea?

@lawnjelly
Copy link
Member Author

That's an interesting approach. The downside is that if it is including the s3tc files, the apk is bigger than it could be (as presumably you are also including ETC for the majority of devices that don't support s3tc).

I haven't tested this, but there may be another possible workaround:

  • If you go to the project_settings->rendering->vram_compression page, and click to select import_s3tc, in the top right of the dialog you can add an override for android, and turn off import_s3tc for android only.

I've no idea whether this would work, not having time to test at the moment.

@akien-mga
Copy link
Member

akien-mga commented Oct 16, 2020

After thinking some more about it, I think the approach taken in this PR might actually be good.

In theory those Android devices could use and benefit from having S3TC, which would imply register s3tc as a supported feature for Android as discussed above. But the main issue is that many devices do not support S3TC, and it becomes tricky to define what APK to provide to users of each type of device.

So as long as all Android devices support ETC, it's likely best to intentionally ignore S3TC support on Android and mandate the use of ETC.

Edit: ETC, not ETC2 as we're talking about GLES2. Though I guess the same issue might happen with GLES3 too?

@akien-mga
Copy link
Member

  • If you go to the project_settings->rendering->vram_compression page, and click to select import_s3tc, in the top right of the dialog you can add an override for android, and turn off import_s3tc for android only.

I don't think that would work, it would disable importing S3TC when running the editor on an Android device, but the import would still happen when you develop on PC.

@DmitriySalnikov
Copy link
Contributor

Unfortunately, this problem applies to the new Windows Subsystem for Android. Therefore, to test apps with VRAM textures, it is necessary to add the s3tc feature.
I tested it in tps-demo and in platformer-3d in GLES3 mode (although here the fix is only for GLES2).
The tps-demo takes a very long time to load, shows 3-30 FPS, and the size of the game has increased almost 2 times, but it works.

What about giving developers the option to add etc2, s3tc, pvrtc to the archive at the same time, but in AAB separate these textures for target devices?

Screenshots

image

image

image

image

@Calinou
Copy link
Member

Calinou commented Dec 3, 2021

What about giving developers the option to add etc2, s3tc, pvrtc to the archive at the same time, but in AAB separate these textures for target devices?

As I understand it, PVRTC compression isn't really used much anymore due to its low quality. It also only works on PowerVR GPUs (which in practice restricts it to iOS devices).

@DmitriySalnikov
Copy link
Contributor

@Calinou but there are still many devices with Adreno graphics and ATC compression. There is also an ASTC.
But at the moment there is only s3tc, etc, etc2 in Godot.
To be honest, I don't mind if etc2 is forced.

@Gromph
Copy link
Contributor

Gromph commented Feb 4, 2022

We had a user running the Android version of our game on an intel chromebook report this crash. This Pull Request fixed it. Thank you.

On some platforms, exporters are prevented from exporting S3TC textures. This causes problems if the .import file contains a reference to such a texture - the exported project will attempt to load the S3TC, fail, and probably crash.

This PR prevents this problem by faking lack of hardware support for S3TC on the affected platforms. This prevents the engine attempting to load the S3TC and avoids the problem.
@akien-mga akien-mga merged commit ae08afc into godotengine:3.x Feb 9, 2022
@akien-mga
Copy link
Member

Thanks! Took a while to assess and come to the conclusion that we don't have the time/will to do this better for now :D

@akien-mga akien-mga modified the milestones: 4.0, 3.5 Feb 9, 2022
@akien-mga akien-mga removed the cherrypick:3.x Considered for cherry-picking into a future 3.x release label Feb 9, 2022
@akien-mga
Copy link
Member

Cherry-picked for 3.4.3.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

Successfully merging this pull request may close these issues.

Android GLES2, error trying to load S3TC textures not present in the APK.
8 participants