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This crash happens immediately on loading an app with a OpenGL ES hardware accelerated core somewhat rarely like 1 in 10 startups. I suspect EGL might not be entirely threadsafe on Android, or Unreal does some jank where it probes threads and thinks the context I made is one used multithreaded rendering. The surrounding code in the assert suggests it could be something like that. I think if I just block in the Libretro Core thread's until Unreal Engine finishes loading all of its OpenGL ES context's that would probably workaround the issue in either case.
The text was updated successfully, but these errors were encountered:
I'll fix this probably just documenting it here.
This crash happens immediately on loading an app with a OpenGL ES hardware accelerated core somewhat rarely like 1 in 10 startups. I suspect EGL might not be entirely threadsafe on Android, or Unreal does some jank where it probes threads and thinks the context I made is one used multithreaded rendering. The surrounding code in the assert suggests it could be something like that. I think if I just block in the Libretro Core thread's until Unreal Engine finishes loading all of its OpenGL ES context's that would probably workaround the issue in either case.
The text was updated successfully, but these errors were encountered: