E/eglCodecCommon: glUtilsParamSize: unknow param 0x000092f5
D/EGL_emulation: eglMakeCurrent: 0xcd090900: ver 3 1 (tinfo 0xcf10fee0)
E/EGL_emulation: tid 3375: init(384): error 0x3003 (EGL_BAD_ALLOC)
E/EGL_emulation: tid 3375: eglCreateWindowSurface(1020): error 0x3003 (EGL_BAD_ALLOC)
D/Unity: [EGL] Failed to create window surface: EGL_BAD_ALLOC: EGL failed to allocate resources for the requested operation.: 0 at ./Runtime/GfxDevice/egl/WindowContextEGL.cpp:150 (1, 0, 0)
E/Unity: [EGL] Failed to create window surface: EGL_BAD_ALLOC: EGL failed to allocate resources for the requested operation.
(Filename: ./Runtime/GfxDevice/egl/WindowContextEGL.cpp Line: 150)
D/Unity: Skipped rendering frame because GfxDevice is in invalid state (device lost): 0 at ./Runtime/Misc/Player.cpp:799 (4, 0, 0)
I/Unity: Skipped rendering frame because GfxDevice is in invalid state (device lost)
I can Unity Logo splash, but only black screen, and app is crashed in emulator.
Thank you.
I make a android project build in Unity 2018.3.
Log is this.
E/eglCodecCommon: glUtilsParamSize: unknow param 0x000092f5
D/EGL_emulation: eglMakeCurrent: 0xcd090900: ver 3 1 (tinfo 0xcf10fee0)
E/EGL_emulation: tid 3375: init(384): error 0x3003 (EGL_BAD_ALLOC)
E/EGL_emulation: tid 3375: eglCreateWindowSurface(1020): error 0x3003 (EGL_BAD_ALLOC)
D/Unity: [EGL] Failed to create window surface: EGL_BAD_ALLOC: EGL failed to allocate resources for the requested operation.: 0 at ./Runtime/GfxDevice/egl/WindowContextEGL.cpp:150 (1, 0, 0)
E/Unity: [EGL] Failed to create window surface: EGL_BAD_ALLOC: EGL failed to allocate resources for the requested operation.
(Filename: ./Runtime/GfxDevice/egl/WindowContextEGL.cpp Line: 150)
D/Unity: Skipped rendering frame because GfxDevice is in invalid state (device lost): 0 at ./Runtime/Misc/Player.cpp:799 (4, 0, 0)
I/Unity: Skipped rendering frame because GfxDevice is in invalid state (device lost)
I can Unity Logo splash, but only black screen, and app is crashed in emulator.
Thank you.
Self Answer!
When I use SetResolution, the screen size * screen dpi was to big.
RenderTexture size to create was to big.
SetResolution Size is OK then screen shown well.