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call to OpenGL ES API with no current context (logged once per thread)

Discussion in 'Android' started by andrew210, Dec 5, 2018.

  1. andrew210

    andrew210

    Joined:
    Apr 23, 2014
    Posts:
    241
    We've had many reports over the past few days of users having display issues, here's the sort of thing they're seeing:



    After a lot of investigation, it appears to happen after a call to:

    QualitySettings.SetQualityLevel();

    I've changed a lot of the quality settings in the game now and its improved it somewhat but its still possible to break the game quite easily by being stupid with the buttons (smashing the buttons to increase quality settings repeatedly).

    The output from adb logcat shows this on the screen blanking out:

    Code (CSharp):
    1. D/mali_winsys(16197): new_window_surface returns 0x3000
    2. E/libEGL  (16197): call to OpenGL ES API with no current context (logged once per thread)
    My suspicion is that with multithreaded rendering enabled, and SetQualityLevel being called, there's some sort of operation going on in SetQualityLevel that breaks something going on in another thread and blanks out the screen?
     
  2. aleksandrk

    aleksandrk

    Unity Technologies

    Joined:
    Jul 3, 2017
    Posts:
    2,983
    Hi!
    Please submit a bug report.