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Won't Fix



Found in







Issue ID




[Android][OpenGLES] Applicaftion crashes when rendering a shader on devices with older Adreno GPUs



Repro steps:
1. Open attached project
2. Run and build on Android

Actual: App crashes after the splash screen

Reproducible with: 2017.4.36f1, 2018.4.15f1, 2019.2.17f1, 2019.3.0f4, 2020.1.0a18

Tested and reproduced on these devices:
VLNQA00111, Samsung Galaxy J5(2016) (SM-J510FN), Android 7.1.1, CPU: Snapdragon 410 MSM8916, GPU: Adreno (TM) 306
VLNQA00285, Samsung Galaxy J4 Core (SM-J410F), Android 8.1.0, CPU: Snapdragon 425 MSM8917, GPU: Adreno (TM) 308
VLNQA00058, Sony Xperia Z (C6603), Android 4.4.4, CPU: Snapdragon S4 Plus MSM8960, GPU: Adreno (TM) 320
VLNQA00140, Samsung Galaxy S4 (GT-I9505), Android 5.0.1, CPU: Snapdragon S4 Plus MSM8960, GPU: Adreno (TM) 320
VLNQA00104, Lge Nexus 5 (Nexus 5), Android 6.0.1, CPU: Snapdragon 800 MSM8974, GPU: Adreno (TM) 330
VLNQA00115, Sony Xperia Z3 (D6603), Android 6.0.1, CPU: Snapdragon 801 MSM8974AC, GPU: Adreno (TM) 330
VLNQA00054, Xiaomi MI 4LTE (MI 4LTE), Android 6.0.1, CPU: Snapdragon 801 MSM8974AC, GPU: Adreno (TM) 330
VLNQA00023, Xiaomi Mi 4i (Mi 4i), Android 5.0.2, CPU: Snapdragon 410 MSM8916, GPU: Adreno (TM) 405

Didn't reproduce on these devices:
VLNQA00255, Samsung Galaxy Note3 Neo (SM-N7505), Android 4.4.2, CPU: Exynos 5 Hexa 5260, GPU: Mali-T624
VLNQA00110, Samsung Galaxy Note2 (GT-N7100), Android 4.4.2, CPU: Exynos 4 Quad 4412, GPU: Mali-400 MP
VLNQA00098, Lge LG G4 (LG-H815), Android 6.0, CPU: Snapdragon 808 MSM8992, GPU: Adreno (TM) 418
VLNQA00078, Motorola Nexus 6 (Nexus 6), Android 7.1.1, CPU: Snapdragon 805 APQ8084AB, GPU: Adreno (TM) 420
VLNQA00290, Samsung Galaxy S10 5G (SM-G977U), Android 9, CPU: Snapdragon 855 SM8150, GPU: Adreno (TM) 640
VLNQA00270, Samsung Galaxy S10e (SM-G970F), Android 9, CPU: Exynos 9 9820, GPU: Mali-G76
VLNQA00263, Google Pixel 3 (Pixel 3), Android 10, CPU: Snapdragon 845, GPU: Adreno (TM) 630

  1. Resolution Note (2020.1.X):

    Won't fix: driver issue, shader code generates huge while() loops in fragment shader, the affected devices driver fails to compile such size loops.
    Workaround: add [unroll] tag to loops containing many instructions.

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