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Fixed in 5.3.6

Votes

62

Found in

5.2.1p4

Issue ID

737693

Regression

No

[iOS] Crash on presentRenderbuffer:GL_RENDERBUFFER in PresentGles when loading a scene on A9 devices

iOS

-

To Reproduce:

1. Build and deploy the project attached to the comment to an iPhone 6S.
2. Press the home button and reopen the app (might be necessary to repeat this several times (up to 5-10)).

The app crashes in PresentGles / [surface->context presentRenderbuffer:GL_RENDERBUFFER];
https://gist.github.com/qwyt/1cfea253b6eb839f8b9c (stacktrace)

The scene which is loaded only has a mesh with a standard shader and a script which continuously switches between it and another scene with a canvas and an UI image.

Could only reproduce on an iPhone 6s, so this might be A9 specific, couldn't reproduce on:

iPhone 6+ iOS 9.0
iPhone 6+ iOS 8.0
iPad mini 4 iOS 9.0
iPad mini 2 iOS 9.0

Only reproducible with GLES2, no crash when using Metal

UPDATE:------

Seems to be an A9 driver issues, we've submitted a bug to apple:

Radar: 23225771 Crash in EAGL presentRenderBuffer when awaking from backgrounded state

and we're waiting for their response.

UPDATE:------

Apple have fixed this bug in the upcoming iOS 9.3.3.

The bug in the current iOS is related to accessing mips in cubemap textures, so work arounds for supporting devices before this update include not using cubemaps and using legacy cubemap assets (which allow mipmaps to be turned off).

Unfortunately, even with the fix in the new iOS, it is still possible to get crashes on A9/A9x devices when using openGLES. These cases seem to be related to reflection probes and can be avoided by marking reflection probe textures as uncompressed. We are continuing to investigate and talk to Apple about these remaining crashes.

Comments (23)

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  3. 97a1af9b97ee5c86a1c6fb2f1bacfe1a?d=mm

    kjclub

    Jul 22, 2016 04:00

    iOS 9.3.3 released already. but i cant find exactly fixed info about this issue... really will fix in next version??

  4. 0dccdd6c9a4b84b82befc9099a4ef794?d=mm

    defic

    Jul 01, 2016 10:54

    We have had no issues with GLES2 since we changed cubemap texture formats from Compressed to 16 bits

  5. B1840288b70e27b4ecbadd6f1c185c4e?d=mm

    m1k0s

    May 26, 2016 15:37

    We've been running with reflection probe texture format explicitly set to 16-bit for a couple of weeks with no issues.

    Until Unity have a work-around internally, it is probably worth considering writing an asset postprocessor that sets the format automatically as the default is compressed...

  6. Fd459f8a15274fffc7a6cbbfec1a800f?d=mm

    iaing

    May 25, 2016 15:54

    Apple have fixed this bug in the upcoming iOS 9.3.3.

    The bug in the current iOS is related to accessing mips in cubemap textures, so work arounds for supporting devices before this update include not using cubemaps and using legacy cubemap assets (which allow mipmaps to be turned off).

    Unfortunately, even with the fix in the new iOS, it is still possible to get crashes on A9/A9x devices when using openGLES. These cases seem to be related to reflection probes and can be avoided by marking reflection probe textures as uncompressed. We are continuing to investigate and talk to Apple about these remaining crashes.

  7. 6e376c3faa6388d1e2e2f253286e966f?d=mm

    a_ri_ane

    May 23, 2016 19:59

    So our team had the same problem for the iPhone 6S and 6S+. We tried a few things and here's a version that seems to build properly . We're using: Unity 5.2.0f3 and we removed all reflection probes and light maps from the scene. It might help some of you.

  8. 46e1f9a59397c9b094541a400e90b6e1?d=mm

    NewmanMDB

    May 05, 2016 16:49

    Any updates on that issue?

  9. 51a4ea5ae43053d00dd7c5416c6b2ce7?d=mm

    captain_zero

    Apr 13, 2016 06:23

    it happens frequently for a time, on 6s, 6sp. i have to work on gles2, wait for fix

  10. 3c37949e71d9f064eca73b118f989ce9?d=mm

    apeape

    Apr 10, 2016 02:53

    Getting this crash as well, even on an empty scene. Iphone 6s crashes, 5s and 6 are fine. If we use metal instead of OpenGL ES 2/3 it stops crashing but performance is much worse.

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