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Won't Fix

Votes

1

Found in

6000.0.33f1

Issue ID

UUM-91708

Regression

No

[Android] Application crashes on Vulkan with OOM when warming up shaders

-

Steps to reproduce:
1. Open the attached user's project "U6_ShaderWarmup_Sample.zip"
2. Switch to Android Platform
3. Make sure Vulkan Graphics API is enabled
4. Build to a Android device
5. Press the "Warmup" button and observe the crash

Expected results: Application does not crash
Actual results: Application crashes on Vulkan with OOM when warming up shaders

Reproducible: 6000.0.33f1
Could not test on 6000.1.0a10 due to a lot of shader errors when performing a build
Could not test on 2021.3.47f1, 2022.3.55f1 due to Android platform sdk exception preventing a successful build

Reproducible with these devices:
VLNQA00361, Samsung Galaxy Z Fold2 5G (SM-F916B), Android 11, CPU: Snapdragon 865 SM8250, GPU: Adreno (TM) 650
VLNQA00282, Samsung Galaxy S10e (SM-G970U), Android 9, CPU: Snapdragon 855 SM8150, GPU: Adreno (TM) 640
(user) ZFlip5, S22, S20, S9, POCO F4

Not reproducible:
VLNQA00381, Xiaomi Redmi Note 8 Pro (Redmi Note 8 Pro), Android 9, CPU: MediaTek Helios G90T MT6785T, GPU: Mali-G76 MC4
VLNQA00422, Samsung Galaxy S21 Ultra 5G (SM-G998B), Android 11, CPU: Exynos 2100, GPU: Mali-G78

Testing Environment: Windows 11 23H2
Not reproducible on: no other environment tested

Notes:
-Issue only reproduces with Vulkan
-First 5 lines of Symbolized stacktrace:
#00 pc 0000000000f02960 (SuiteVertexWeldingkUnitTestCategory::TestTestVertexWelding::RunImpl() const at ??:0) /data/app/~~NmiCLZHmb7t5GD88PkvOOg==/com.UnityTechnologies.com.unity.template.urpblank-1d0zcfInd0XQSbhp0dEarw==/lib/arm64/libunity.so (vk::BufferResource::SetLabel(vk::DebugToolsBase const*, char const*)+52) (BuildId: 83a5b84116c12371)
#01 pc 0000000000ee28f8 (CollectAllComponentsWithoutAdding(GameObject&, Unity::Type const*, ScriptingClassPtr, core::vector<AddComponentData, core::allocator<AddComponentData, 0ul> >&, core::vector<AddComponentData, core::allocator<AddComponentData, 0ul> >&, core::basic_string<char, core::StringStorageDefault<char> >*) at ??:0) /data/app/~~NmiCLZHmb7t5GD88PkvOOg==/com.UnityTechnologies.com.unity.template.urpblank-1d0zcfInd0XQSbhp0dEarw==/lib/arm64/libunity.so (vk::ScratchBuffer::PoolEntry::PoolEntry(vk::BufferManager&, unsigned int, unsigned int, vk::ScratchBuffer::MemoryAccessType, bool)+228) (BuildId: 83a5b84116c12371)
#02 pc 0000000000ee1364 (void ToLowerInplace<core::string_with_label<1, char> >(core::string_with_label<1, char>&) at ??:0) /data/app/~~NmiCLZHmb7t5GD88PkvOOg==/com.UnityTechnologies.com.unity.template.urpblank-1d0zcfInd0XQSbhp0dEarw==/lib/arm64/libunity.so (vk::ScratchBuffer::GetPool(unsigned int)+196) (BuildId: 83a5b84116c12371)
#03 pc 0000000000ee221c (PluginsInitializePreloadedPlugins() at ??:0) /data/app/~~NmiCLZHmb7t5GD88PkvOOg==/com.UnityTechnologies.com.unity.template.urpblank-1d0zcfInd0XQSbhp0dEarw==/lib/arm64/libunity.so (vk::ScratchBuffer::ReserveImpl(unsigned int, vk::CommandBuffer*, vk::FrameNumbers const&)+708) (BuildId: 83a5b84116c12371)
#04 pc 0000000000ee1e2c (GetUnityPluginPath(char const*) at ??:0) /data/app/~~NmiCLZHmb7t5GD88PkvOOg==/com.UnityTechnologies.com.unity.template.urpblank-1d0zcfInd0XQSbhp0dEarw==/lib/arm64/libunity.so (vk::ScratchBuffer::Reserve(unsigned long, vk::CommandBuffer*, vk::FrameNumbers const&)+144) (BuildId: 83a5b84116c12371)
#05 pc 0000000000ef2e94 (BuiltinResourceManager::InitializeAllResources() at ??:0) /data/app/~~NmiCLZHmb7t5GD88PkvOOg==/com.UnityTechnologies.com.unity.template.urpblank-1d0zcfInd0XQSbhp0dEarw==/lib/arm64/libunity.so (vk::ConstantBufferState::ResetState(vk::FrameNumbers const&, GpuProgramParameters const*, unsigned int)+88) (BuildId: 83a5b84116c12371)

  1. Resolution Note:

    The problem GPUs are running out of memory because the custom terrain shader included in the project is exceptionally resource intensive. The comment in this shader indicates it is unoptimized and intended to be used for editing only. It is recommended that this shader not be included in builds, or that it be optimized to be better suited for mobile GPUs with more limited resources.

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