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By Design

Votes

5

Found in

5.6.0p2

Issue ID

909394

Regression

No

[Android] Texture.GetNativeTexturePtr always returns 0 for dynamically created textures when using Vulkan API

Android

-

To reproduce:

1. Download and open "JustPlainOldVulkan.zip" project.
2. Open "Test" scene.
3. Add "GetNativeTexturePtr.cs" script to Sphere GameObject.
4. Go to Player settings and set Vulkan as main graphics API.
5. In build setting enable development build.
6. Build and run on a device.

Expected result: Texture.GetGetNativeTexturePtr() returns correct pointers to memory.
Actual result: Texture.GetGetNativeTexturePtr() always returns 0.

Reproduced with: 2017.1.0b4, 5.6.1f1.

Notes: Did not test on earlier versions because Vulkan was introduced in 5.6. Happens only on devices with Android 7. What Texture.GetGetNativeTexturePtr() returns is outputted in the console.

DUT:

Not reproduced with:
Samsung SM G800F (Galaxy S5 Mini), OS:5.1.1, CPU:armeabi-v7a, GPU:Mali-400 MP, Build:samsung/kminiltexx/kminilte:5.1.1/LMY47X/G800FXXU1BPC4:user/release-keys

Samsung SM G928F, OS:6.0.1, CPU:arm64-v8a, GPU:Mali-T760,
Build:samsung/zenltexx/zenlte:6.0.1/MMB29K/G928FXXS3BPIA:user/release-keys

Rerproduced with:
Google Pixel, OS:7.1.2, CPU:arm64-v8a, GPU:Adreno (TM) 530,
Build:google/sailfish/sailfish:7.1.2/N2G47E/3766409:user/release-keys

Samsung SM G935F, OS:7.0, CPU:arm64-v8a, GPU:Mali-T880,
Build:samsung/hero2ltexx/hero2lte:7.0/NRD90M/G935FXXU1DQB7:user/release-keys

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