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Issue ID




[Android] Shader's large float2 constants array cause bad performance/crash on Adreno



Steps to reproduce:

1) Download attached project and open in Unity
2) Build and Run project on a device
3) Make sure "Use pre-defined effects" (should be selected by default) is selected
4) Select effects in that order: Bloom, DepthOfField, Grain, LensDistortion
5) Press on "Run!" button
6) Watch the benchmark and notice performance dropdown when Depth Of Field effect is activated

Expected result: The performance should not be that bad on Adreno GPU devices
Actual result: Performance drops to 1-3 frames per second or even freeze the app
Note: Check the Edit field for more details about the performance

Reproduced with:
2018.1.8f1, 2018.2.0f2, 2018.3.0a3, 2018.3.0a4

Devices under testing:
Reproduced with:
VLNQA00052 Xiaomi MI MAX*, OS:7.0, CPU:arm64-v8a, GPU:Adreno (TM) 510 - freeze
VLNQA00003 Razer Phone*, OS:7.1.1, CPU:arm64-v8a, GPU:Adreno (TM) 540 - 2 frames per second
VLNQA00139 Vivo Vivo Xplay6*, OS:7.1.1, CPU:arm64-v8a, GPU:Adreno (TM) 530 - 2 frames per second
VLNQA00124 Google Pixel 2 XL*, OS:8.1.0, CPU:arm64-v8a, GPU:Adreno (TM) 540 - 2 frames per second

Not reproduced with:
VLNQA00134 Samsung Galaxy S8 (SM G950F*), OS:7.0, CPU:arm64-v8a, GPU:Mali-G71 - 56 frames per second
VLNQA00128 Samsung Galaxy Note8 (SM N950F*), OS:8.0.0, CPU:arm64-v8a, GPU:Mali-G71 - 60 frames per second
VLNQA00006 Samsung Galaxy S7 (SM G930F*), OS:7.0, CPU:arm64-v8a, GPU:Mali-T880 - 38 frames per second

  1. Response avatar

    Resolution Note (fix version 2019.3):

    Won't fix: drivers issue with large arrays, WORKAROUND: change the array declaration to a uniform and perform the initialization on the app side.

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