A few months ago I bought a smartphone, Moto G73; 8GB of ram paired with a recent Soc (MTK 930), I thought it was good enough for basic use, reading emails and accessing a few websites.
But I soon ran into a pile of bugs caused by the IMG driver, which proved that I was completely mistaken. Every now and then I see web pages being corrupted, texts being partially or completely unreadable. Missing interactive elements. Apps with WebGL acceleration close alone with error messages like “WebGL lost context”. The emulator (Dolphin) that I dared to test, using Vulkan as an API, doesn’t even open, but this would be tolerable if the basics were working.
What is the solution for this? How does IMG deliver to partners a driver incapable of properly performing the most basic of tasks? I’m going to attach some logs and images of corrupted apps, in addition to the long list of bugs and workarounds that Chrome reports, and it only increases with each new version. Maybe someone is interested in correcting and helping the millions of potentially affected users.
“Initializing gles2 renderer:
primary display bounds: (0, 0, 432, 960)
swap interval: 1 frames
Windowed mode.
UGUU couldn’t find glFlushMappedBufferRange: No OpenGL context has been made current
UGUU couldn’t find glGetBufferPointerv: No OpenGL context has been made current
UGUU couldn’t find glMapBufferRange: No OpenGL context has been made current
UGUU couldn’t find glUnmapBuffer: No OpenGL context has been made current
Vendor: ‘WebKit’
Renderer: ‘WebKit WebGL’
Version: ‘OpenGL ES 3.0 (WebGL 2.0 (OpenGL ES 3.0 Chromium))’
Display Info: None
Screen sizes: virtual=(1920, 1080) physical=(864, 1668) drawable=(2160, 4170)
Could not open ‘cache/shaders.txt’:
Maximum texture size: 4096x4096
Flip failed error(‘unable to show color buffer in an OS-native window (call to eglSwapBuffers failed, reporting an error of EGL_CONTEXT_LOST)’,)
Screen sizes: virtual=(1920, 1080) physical=(864, 1668) drawable=(2160, 4170)
Could not open ‘cache/shaders.txt’:
Maximum texture size: 4096x4234”