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By Design

Votes

0

Found in

2017.4.1f1

Issue ID

1077879

Regression

No

[Android] Using instancing_on keyword in ShaderVariantCollection increases memory usage after WarmUp()

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To reproduce:
1. Open attached project (the latest one)
2. Top bar > BuildTools > Build to rebuild asset bundle
2. Build android apk and run apk on device
3. Click the button "Load 1777" -> "Load All Assets"
4. use "adb shell dumpsys meminfo --package $packagename" to see the memory
5. Click the button "warm up svc"
6. Repeat step 4

Actual result: Memory increased a lot after ShaderVariantCollection.WarmUp()
Expected result: Memory should not increase that much after ShaderVariantCollection.WarmUp()

Reproduced with: 2017.4.1f1; 2017.4.11f1; 2018.1.9f2; 2018.2.7f1; 2018.3.0b1, 2019.1.0a2, 2019.1.0a6

Note: this issue is only on Android devices

Reproducible device:
VLNQA00139, Vivo Xplay6 (vivo Xplay6), 7.1.1, CPU: Snapdragon 820 MSM8996, GPU: Adreno (TM) 530
VLNQA00134, Samsung Galaxy S8 (SM-G950F), 8.0.0, CPU: Exynos 9 Octa 8895, GPU: Mali-G71
VLNQA00153, Google Pixel XL (Pixel XL), 8.0.0, CPU: Snapdragon 821 MSM8996 Pro, GPU: Adreno (TM) 530

Not reproducible device:
Samsung galaxy S7 (Mali gpu)

  1. Resolution Note (2019.1.X):

    By-design. Flexible array size is only used for shaders that have only one array parameter in a Constant Buffer.

Comments (2)

  1. aleksandrk

    Nov 17, 2018 17:12

    @JOEYSTAGE
    Can you please send me this shader?
    Thanks!

  2. JoeyStage

    Nov 15, 2018 00:07

    I'm getting this too on the Oculus Go. I have a single simple shader variant with INSTANCING_ON being warmed up via a ShaderVariantCollection and the ENTIRE program stalls for up to 3 minutes while allocated memory increases from 100-200 MegaBytes with Unity 2018.2.6f1.

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