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Qt5.7 Android stopped working after A. Studio updates

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  • E Offline
    E Offline
    Eeli K
    wrote on last edited by
    #1

    I just updated Android Studio and a bunch of SDK packages. Now when I build and run an application with QtCreator, in startup it gives only a blank (white, using default Controls2 style) screen. I reconfigured the project and even re-installed Android Studio from scratch. Here are some error lines from Application Output:

    W/System.err( 2943): java.lang.ClassNotFoundException: android.graphics.drawable.RippleDrawable
    W/System.err( 2943): Caused by: java.lang.ClassNotFoundException: android.graphics.drawable.RippleDrawable
    W/System.err( 2943): java.lang.NoSuchFieldException: View_paddingStart
    W/EGL_emulation( 2943): eglSurfaceAttrib not implemented

    D/OpenGLRenderer( 2943): Enabling debug mode 0

    The program initializes normally, gives c++ and qml debuggin output.

    Then...
    W/EGL_emulation( 2943): eglSurfaceAttrib not implemented
    E/libEGL ( 2943): no more slots for eglGetProcAddress("glUniformMatrix4x3fvNV")
    E/libEGL ( 2943): no more slots for eglGetProcAddress("glBlitFramebuffer")
    [maybe some hundreds similar]

    W/libCrCtrl.so( 2943): (null):0 ((null)): unknown 0: QOpenGLShader::compile(Vertex): ERROR: Valid GLSL but not GLSL ES
    W/libCrCtrl.so( 2943): (null):0 ((null)): unknown 0: *** Problematic Vertex shader source code ***
    W/libCrCtrl.so( 2943): (null):0 ((null)): unknown 0: #define lowp
    W/libCrCtrl.so( 2943): #define mediump
    W/libCrCtrl.so( 2943): #define highp
    W/libCrCtrl.so( 2943): #line 1
    W/libCrCtrl.so( 2943): attribute highp vec4 vertexCoord;
    W/libCrCtrl.so( 2943): attribute highp vec4 vertexColor;
    W/libCrCtrl.so( 2943):
    W/libCrCtrl.so( 2943): uniform highp mat4 matrix;
    W/libCrCtrl.so( 2943): uniform highp float opacity;
    W/libCrCtrl.so( 2943):
    W/libCrCtrl.so( 2943): varying lowp vec4 color;
    W/libCrCtrl.so( 2943):
    W/libCrCtrl.so( 2943): attribute highp float _qt_order;
    W/libCrCtrl.so( 2943): uniform highp float _qt_zRange;
    W/libCrCtrl.so( 2943): void main()
    W/libCrCtrl.so( 2943): {
    W/libCrCtrl.so( 2943): gl_Position = matrix * vertexCoord;
    W/libCrCtrl.so( 2943): color = vertexColor * opacity;
    W/libCrCtrl.so( 2943): gl_Position.z = (gl_Position.z * _qt_zRange + _qt_order) * gl_Position.w;
    W/libCrCtrl.so( 2943): }
    W/libCrCtrl.so( 2943): (null):0 ((null)): unknown 0: ***

    And similar is repeated:
    W/libCrCtrl.so( 2943): (null):0 ((null)): unknown 0: QOpenGLShader::compile(Fragment): ERROR: Valid GLSL but not GLSL ES
    W/libCrCtrl.so( 2943): (null):0 ((null)): unknown 0: *** Problematic Fragment shader source code ***

    etc...

    W/libCrCtrl.so( 3333): (null):0 ((null)): unknown 0: QOpenGLShader::compile(Fragment): ERROR: Valid GLSL but not GLSL ES
    W/libCrCtrl.so( 3333): (null):0 ((null)): unknown 0: *** Problematic Fragment shader source code ***
    W/libCrCtrl.so( 3333): (null):0 ((null)): unknown 0: #define lowp
    W/libCrCtrl.so( 3333): #define mediump
    W/libCrCtrl.so( 3333): #define highp
    W/libCrCtrl.so( 3333): #line 1
    W/libCrCtrl.so( 3333): varying highp vec2 qt_TexCoord;
    W/libCrCtrl.so( 3333):
    W/libCrCtrl.so( 3333): uniform sampler2D qt_Texture;
    W/libCrCtrl.so( 3333): uniform lowp float opacity;
    W/libCrCtrl.so( 3333):
    W/libCrCtrl.so( 3333): void main()
    W/libCrCtrl.so( 3333): {
    W/libCrCtrl.so( 3333): gl_FragColor = texture2D(qt_Texture, qt_TexCoord) * opacity;
    W/libCrCtrl.so( 3333): }
    W/libCrCtrl.so( 3333): (null):0 ((null)): unknown 0: ***
    W/libCrCtrl.so( 3333): (null):0 ((null)): unknown 0: QOpenGLShader::link: ˜
    W/libCrCtrl.so( 3333): (null):0 ((null)): unknown 0: shader compilation failed:
    W/libCrCtrl.so( 3333): "\u0098"
    W/libCrCtrl.so( 3333): (null):0 ((null)): unknown 0: QOpenGLShader::link: ˜
    W/libCrCtrl.so( 3333): (null):0 ((null)): unknown 0: QOpenGLShaderProgram::uniformLocation( qt_Matrix ): shader program is not linked
    W/libCrCtrl.so( 3333): (null):0 ((null)): unknown 0: QOpenGLShaderProgram::uniformLocation( opacity ): shader program is not linked

    After that ApplicationWindow/Component.onCompleted prints debugging output.

    What could have gone wrong? Android build tools broken?

    1 Reply Last reply
    0
    • Julian GuarinJ Offline
      Julian GuarinJ Offline
      Julian Guarin
      wrote on last edited by
      #2

      @Eeli-K it's like some misconfiguration with OpenGl, in this new A.Studio version, is there anything that possibly have disabled OpenGl or at least misconfigured it?

      E 1 Reply Last reply
      0
      • Julian GuarinJ Julian Guarin

        @Eeli-K it's like some misconfiguration with OpenGl, in this new A.Studio version, is there anything that possibly have disabled OpenGl or at least misconfigured it?

        E Offline
        E Offline
        Eeli K
        wrote on last edited by
        #3

        @Julian-Guarin Hardly so, like I said, I re-installed Android Studio and SDK from scratch and reconfigured QtCreator project. I can't be sure about the Android Studio, but I explicitely uninstalled it and deleted all the folders I knew of: the Studio installation, SDK installation, folders from user home folder, AppData. I don't know what still could have left something which could affect OpenGL or anything else. I hope A. Studio doesn't touch windows registry...

        Julian GuarinJ 1 Reply Last reply
        0
        • E Eeli K

          @Julian-Guarin Hardly so, like I said, I re-installed Android Studio and SDK from scratch and reconfigured QtCreator project. I can't be sure about the Android Studio, but I explicitely uninstalled it and deleted all the folders I knew of: the Studio installation, SDK installation, folders from user home folder, AppData. I don't know what still could have left something which could affect OpenGL or anything else. I hope A. Studio doesn't touch windows registry...

          Julian GuarinJ Offline
          Julian GuarinJ Offline
          Julian Guarin
          wrote on last edited by
          #4

          @Eeli-K In such case, best thing you can do is to try run a small sample, and go further step by step and check in what point is the problem...
          If you come to a solution please post! :)

          E 1 Reply Last reply
          0
          • Julian GuarinJ Julian Guarin

            @Eeli-K In such case, best thing you can do is to try run a small sample, and go further step by step and check in what point is the problem...
            If you come to a solution please post! :)

            E Offline
            E Offline
            Eeli K
            wrote on last edited by
            #5

            Emulator doesn't work but at least one real device works.

            1 Reply Last reply
            0
            • E Offline
              E Offline
              Eeli K
              wrote on last edited by
              #6

              Good news. If I start the emulator from command line (see https://developer.android.com/studio/run/emulator-commandline.html) and use "-gpu swiftshader" option (see "emulator.exe -help"), it works. The GPU setting set through GUI didn't seem to work.

              1 Reply Last reply
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