Hello, author of a small game related open source project here. I recently attempted an experimental port to Android.
A user of mine with a PowerVR chip (SGX 544MP, driver build 1.9@2204701) keeps having black screen issues. Inside his log, the following error keeps appearing:
E/IMGSRV (14784): :0: skip glDrawElements (indices=1(0x0), bindBuffer=1)
so if the driver is indeed discarding my draw calls, that would explain the black screen (everything is rendered to an off-screen texture and blitted on-screen at the end). The user also turned on “callstack on glGetError”, but no GL errors were generated. The black screen persists from the start of the application for a while until a scene switch (where lots of old objects destroyed and new ones created), then doesn’t happen for a while until it randomly appears again.
Do you have any hints as to what might be causing the driver to discard the draw calls?