Dear all,
Our customer runs AndroidKK4.4.3 on i.MX6Q_SABRE_SDB.
They use attached HTML.
When an Video playback is run by using this HTML, nativeOnDraw failed error occurs, and the following errors occur frequently.
Please refer to an attached log file.
=================================================
nativeOnDraw failed; clearing to background color.
Skipped 31 frames! The application may be doing too much work on its main thread.
[ERROR:texture_manager.cc(1510)] [.Compositor-Offscreen-compositor-thread-0x62fc4318]GL ERROR :GL_OUT_OF_MEMORY : glTexImage2D:
[ERROR:gles2_cmd_decoder.cc(3016)] [.Compositor-Offscreen-compositor-thread-0x62fc4318]GL ERROR :GL_INVALID_FRAMEBUFFER_OPERATION : glClear: framebuffer incomplete
[ERROR:gles2_cmd_decoder.cc(3016)] [.Compositor-Offscreen-compositor-thread-0x62fc4318]GL ERROR :GL_INVALID_FRAMEBUFFER_OPERATION : glDrawElements: framebuffer incomplete
[ERROR:gles2_cmd_decoder.cc(6056)] [.Compositor-Onscreen-0x70511f70]RENDER WARNING: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'
=================================================
When this error occurred, the problem does not occur when Video Playback is run once again.
This problem is not limited to specific contents.
If various video contents are repeated, It seems that this problem occurs.
Would you teach the cause that nativeOnDraw failed produces?
Best Regards,
Yuuki
Original Attachment has been moved to: codepenio.zip
Original Attachment has been moved to: 20150330-dumplog.txt.zip
Hi
1. I think maybe there is no relation between "nativeOnDraw failed" and "Skipped 31 frames".
2. And I did meet "nativeOnDraw failed; clearing to background color" but have not meet "GL_OUT_OF_MEMORY"
Dear Mingming Meng-san,
Thank you for your support.
We got additional information.
However, we made the following SR because a confidential information might be included.
SR#: 1-3742814821
Please confirm this.
Best Regards,
Yuuki