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Third Party Issue
Votes
5
Found in
2020.3.40f1
2021.3.12f1
2022.1.20f1
2022.2.0b12
2023.1.0a15
2023.2.0a1
2023.3.0a3
Issue ID
UUM-17461
Regression
No
[WebGL] CPU spike in BatchRenderer.Flush when using "Graphics.DrawMeshInstanced" on WebGL
How to reproduce:
1. Open the user’s attached project
2. Open Build Settings
3. Enable Development Build, Autoconnect Profiler, and Deep Profiling Support
4. Build And Run
5. Observe the Profiler window
Expected result: no spikes in Profiler caused by Instanced Rendering
Actual result: there is a spike in BatchRenderer.Flush
Reproducible with: 2020.3.40f1, 2021.3.12f1, 2022.1.20f1, 2022.2.0b12, 2023.1.0a15
Reproducible on: Windows 10 Pro
Notes:
- Not reproducible on Standalone Windows and in Play Mode
- Spike appears when the mesh is rendered
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Resolution Note:
The issue comes from how Chrome translates shaders to the platform back-end. Instancing shaders sometimes generate a worse-case-scenario for the browser to translate to various back-ends because of the large arrays inside of uniform buffers, and when the browser compiles the shader, it generates these stalls.