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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

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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

  1. 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.

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