• After 15+ years, we've made a big change: Android Forums is now Early Bird Club. Learn more here.

Unable to start up x86_64 phone emulator in Android Studio on a Mac

wxguy

Lurker
Mar 27, 2020
2
0
Trying to start up a x86_64 based phone via the Android Studio Emulator, but it freezes at the white screen showing "Google". Here are the particulars:

1. Intel Core i7 chipset on the Mac
2. Android emulator uses API level 33
3. system image is from system-images/android-33/google-apis/x86_64

In Android Studio, when I hit the "run app" icon, as mentioned, it tries to start up the emulated phone, but freezes up.

I have tried --
1) installing intel-haxm driver via Mac "brew"
2) in Android Studio: "wipe data" on the emulator, then "cold boot" of the emulator but same problem.
3) tried at the command line: "emulator -avd Pixel_XL_API_33_x86_64", but again freezes at white screen.

A small portion of the (adb) logcat (excuse the ctrl-M's) shows:
--------- beginning of crash^M


04-27 12:29:20.046 450 480 F libc : Fatal signal 6 (SIGABRT), code -1 (SI_QUEUE) in tid 480 (RenderEngine), pid 450 (surfaceflinger)^M


04-27 12:29:20.301 603 603 F DEBUG : *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***^M


04-27 12:29:20.301 603 603 F DEBUG : Build fingerprint: 'google/sdk_gphone64_x86_64/emu64x:13/TE1A.220922.012/9302419:userdebug/dev-keys'^M


04-27 12:29:20.301 603 603 F DEBUG : Revision: '0'^M


04-27 12:29:20.301 603 603 F DEBUG : ABI: 'x86_64'^M


04-27 12:29:20.301 603 603 F DEBUG : Timestamp: 2023-04-27 12:29:20.132342416-0600^M


04-27 12:29:20.301 603 603 F DEBUG : Process uptime: 6s^M


04-27 12:29:20.301 603 603 F DEBUG : Cmdline: /system/bin/surfaceflinger^M


04-27 12:29:20.301 603 603 F DEBUG : pid: 450, tid: 480, name: RenderEngine >>> /system/bin/surfaceflinger <<<^M


04-27 12:29:20.301 603 603 F DEBUG : uid: 1000^M


04-27 12:29:20.301 603 603 F DEBUG : signal 6 (SIGABRT), code -1 (SI_QUEUE), fault addr --------^M


04-27 12:29:20.301 603 603 F DEBUG : Abort message: 'Unable to generate SkImage. isTextureValid:1 dataspace:513'^M


04-27 12:29:20.301 603 603 F DEBUG : rax 0000000000000000 rbx 00000000000001c2 rcx 000075020db346ff rdx 0000000000000006^M


04-27 12:29:20.301 603 603 F DEBUG : r8 000074ff79a18660 r9 000074ff79a18660 r10 000074ff79a184c0 r11 0000000000000207^M


04-27 12:29:20.301 603 603 F DEBUG : r12 000000000000000d r13 0000750059e203b0 r14 000074ff79a184b8 r15 00000000000001e0^M


04-27 12:29:20.301 603 603 F DEBUG : rdi 00000000000001c2 rsi 00000000000001e0^M


04-27 12:29:20.301 603 603 F DEBUG : rbp 0000750029e22c28 rsp 000074ff79a184b0 rip 000075020db346ff^M


04-27 12:29:20.301 603 603 F DEBUG : backtrace:^M


04-27 12:29:20.301 603 603 F DEBUG : #00 pc 000000000005f6ff /apex/com.android.runtime/lib64/bionic/libc.so (abort+191) (BuildId: 007cb2313464df63debf8020e631c990)^M


04-27 12:29:20.301 603 603 F DEBUG : #01 pc 000000000000abba /system/lib64/liblog.so (__android_log_default_aborter+10) (BuildId: 6b5490b5683793c72167e11556e0b7d9)^M


04-27 12:29:20.301 603 603 F DEBUG : #02 pc 0000000000008712 /system/lib64/liblog.so (__android_log_assert+338) (BuildId: 6b5490b5683793c72167e11556e0b7d9)^M


04-27 12:29:20.301 603 603 F DEBUG : #03 pc 00000000001ef207 /system/bin/surfaceflinger (android::renderengine::skia::SkiaGLRenderEngine::drawLayersInternal(std::__1::shared_ptr<std::__1::promise<android::renderengine::RenderEngineResult> > const&&, android::renderengine::DisplaySettings const&, std::__1::vector<android::renderengine::LayerSettings, std::__1::allocator<android::renderengine::LayerSettings> > const&, std::__1::shared_ptr<android::renderengine::ExternalTexture> const&, bool, android::base::unique_fd_impl<android::base::DefaultCloser>&&)+23335) (BuildId: caf11998e449c0913886496d851f3e37)^M


04-27 12:29:20.302 603 603 F DEBUG : #04 pc 00000000005ead7c /system/bin/surfaceflinger (android::renderengine::RenderEngine::drawLayers(android::renderengine::DisplaySettings const&, std::__1::vector<android::renderengine::LayerSettings, std::__1::allocator<android::renderengine::LayerSettings> > const&, std::__1::shared_ptr<android::renderengine::ExternalTexture> const&, bool, android::base::unique_fd_impl<android::base::DefaultCloser>&&)+124) (BuildId: caf11998e449c0913886496d851f3e37)^M


04-27 12:29:20.302 603 603 F DEBUG : #05 pc 00000000006023d8 /system/bin/surfaceflinger (android::renderengine::skia::drawImageLayers(android::renderengine::skia::SkiaRenderEngine*, android::renderengine::DisplaySettings const&, std::__1::shared_ptr<android::renderengine::ExternalTexture> const&, std::__1::shared_ptr<android::renderengine::ExternalTexture> const&) (.__uniq.148735152540075350775156443829291153399)+760) (BuildId: caf11998e449c0913886496d851f3e37)^M


04-27 12:29:20.302 603 603 F DEBUG : #06 pc 0000000000600a38 /system/bin/surfaceflinger (android::renderengine::skia::Cache::primeShaderCache(android::renderengine::skia::SkiaRenderEngine*)+1720) (BuildId: caf11998e449c0913886496d851f3e37)^M


04-27 12:29:20.302 603 603 F DEBUG : #07 pc 00000000005fc1db /system/bin/surfaceflinger (android::renderengine::skia::SkiaGLRenderEngine::primeCache()+11) (BuildId: caf11998e449c0913886496d851f3e37)^M


04-27 12:29:20.302 603 603 F DEBUG : #08 pc 00000000005fb2dd /system/bin/surfaceflinger (android::renderengine::threaded::RenderEngineThreaded::primeCache()::$_3::eek:perator()(android::renderengine::RenderEngine&) const (.__uniq.64102821644698991011622682901256404626)+93) (BuildId: caf11998e449c0913886496d851f3e37)^M


04-27 12:29:20.302 603 603 F DEBUG : #09 pc 0000000000251e8c /system/bin/surfaceflinger (android::renderengine::threaded::RenderEngineThreaded::threadMain(std::__1::function<std::__1::unique_ptr<android::renderengine::RenderEngine, std::__1::default_delete<android::renderengine::RenderEngine> > ()>)+700) (BuildId: caf11998e449c0913886496d851f3e37)^M


04-27 12:29:20.302 603 603 F DEBUG : #10 pc 0000000000351be5 /system/bin/surfaceflinger (decltype(*(std::__1::forward<perfetto::base::ThreadTaskRunner*>(fp0)).*fp(std::__1::forward<std::__1::function<void (perfetto::base::UnixTaskRunner*)> >(fp1))) std::__1::__invoke<void (perfetto::base::ThreadTaskRunner::*)(std::__1::function<void (perfetto::base::UnixTaskRunner*)>), perfetto::base::ThreadTaskRunner*, std::__1::function<void (perfetto::base::UnixTaskRunner*)>, void>(void (perfetto::base::ThreadTaskRunner::*&&)(std::__1::function<void (perfetto::base::UnixTaskRunner*)>), perfetto::base::ThreadTaskRunner*&&, std::__1::function<void (perfetto::base::UnixTaskRunner*)>&&)+85) (BuildId: caf11998e449c0913886496d851f3e37)^M


04-27 12:29:20.302 603 603 F DEBUG : #11 pc 00000000005fb059 /system/bin/surfaceflinger (void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (android::renderengine::threaded::RenderEngineThreaded::*)(std::__1::function<std::__1::unique_ptr<android::renderengine::RenderEngine, std::__1::default_delete<android::renderengine::RenderEngine> > ()>), android::renderengine::threaded::RenderEngineThreaded*, std::__1::function<std::__1::unique_ptr<android::renderengine::RenderEngine, std::__1::default_delete<android::renderengine::RenderEngine> > ()> > >(void*)+73) (BuildId: caf11998e449c0913886496d851f3e37)^M


04-27 12:29:20.302 603 603 F DEBUG : #12 pc 00000000000ccd2a /apex/com.android.runtime/lib64/bionic/libc.so (__pthread_start(void*)+58) (BuildId: 007cb2313464df63debf8020e631c990)^M


04-27 12:29:20.302 603 603 F DEBUG : #13 pc 0000000000060d37 /apex/com.android.runtime/lib64/bionic/libc.so (__start_thread+55) (BuildId: 007cb2313464df63debf8020e631c990)^M


04-27 12:29:23.096 637 656 F libc : Fatal signal 6 (SIGABRT), code -1 (SI_QUEUE) in tid 656 (RenderEngine), pid 637 (surfaceflinger)

Of note to me in this log portion--

(1) I do not see /system/bin/surfaceflinger on my Mac
(2) Abort message: 'Unable to generate SkImage. isTextureValid:1 dataspace:513' - this sounds important. Is it?

Pls let me know how one can get around this issue of the emulated phone freezing up.

And definitely, if I am asking on the wrong forum, pls let me know and I will direct this question elsewhere. Thx.
 

BEST TECH IN 2023

We've been tracking upcoming products and ranking the best tech since 2007. Thanks for trusting our opinion: we get rewarded through affiliate links that earn us a commission and we invite you to learn more about us.

Smartphones