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Won't Fix

Votes

0

Found in

2017.4.0f1

2017.4.5f1

Issue ID

1105144

Regression

No

[iOS][OpenGLES] Every 40th - 50th call of Graphics.Blit() is slower about 10 times than others on low-end devices

iOS

-

To reproduce:

1. Download attached project "Blittest.zip" and open in Unity
2. Open "test" scene
3. Set Graphics API to OpenGLES2
4. Build for iOS
5. Deploy the Xcode project to the low-end iOS device
6. Press the "Start" button
7. Observe that 210 lines of text will appear
8. Every 40th - 50th call of Graphics.Blit() is much slower than others - about 10 times

Notes:
- This issue does not reproduce on Windows Standalone and macOS Standalone
- This issue appears only on iOS
- If you set Graphics API to Metal, everything will work fine

Tested with:
- iPod Touch 5th Gen, iOS: 9.3.5 - Reproduced
- iPhone 5, iOS: 10.1.1 - Reproduced
- iPhone 5C, iOS: 9.3.2 - Reproduced
- Samsung Galaxy S3 Mini, Android: 4.1.2, GPU: OpenGL ES-CM 1.1 - Not Reproduced
- iPhone 6s Plus, iOS: 11.4.1 - Not Reproduced
- iPhone 7s Plus, iOS: 12.0 - Not Reproduced
- iPhone X, iOS: 11.3.1 - Not Reproduced

Reproduced on Unity 2017.4.0f1, 2017.4.17f1, 2018.1.9f2, 2018.2.19f1, 2018.3.0f1 and 2019.1.0a11

  1. Resolution Note (2019.3.X):

    won't fix: looks to be a driver issue, gl draw call gets longer after 50 texture bind changes.

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