@danur said:
I use this device to make sure basic smart phone can run my game. even though this device is android 6, i think Godot not support this device or there's a problem on the template for adreno.
If I see this right in the error dump then the error occurs inside the android kernel adreno driver. Not inside Godot. This could mean that godot gives the gfx driver something to chew that leads to this error.
AFAIK Godot itself has no adreno specific template/code. You'll see mentions of adreno in the code but usually it just marks code parts which have been generally rewritten to avoid errors happening on adreno devices. (I may be wrong though)
You could check if there are any (official) updates available for that device that fixes this error. (Independent of the OS version)
Or you could write a GLES2 test app (new project with default settings) that adds functions one by one until the error occurs.
So:
Beginning with a black/empty 3d view with no lights.
Adding a simple square plane with single color surface and environment lighting.
Adding a simple sky.
Adding a directional light source.
enabling shadow
Adding a texture... and so on....
One could also try to alternate the render settings of the project. Especially when the project already fails when trying to show the empty 3d view.
Naturally, In the case you can identify the error or have a very very simple test project then you should also file an issue. If the error even occurs on GLES2 then It might also relevant for future .
Most important:
It is strongly advisable to use GLES2 for Android Apps. At least for those with Adreno chipsets. There are quite some issues (on github) about buggy adreno drivers when rendering using GLES3.