Search Issue Tracker

By Design

Votes

0

Found in

2017.3.0p1

Issue ID

1012713

Regression

No

[Android] Profiler isn't capturing GL mtrack memory allocations when profiling android build and LOD is getting switched

Mobile

-

How to reproduce:
1. Load project 'repro.zip'
2. Switch platform to android
3. Open scene 'mini_speedtree'
4. Build & Run for android (make sure it's Development build)
5. Open the Profiler window (Window > Profiler)
6. Attach profiler to the device
7. Select "Memory", observe how much memory is used by textures
8. Use "adb shell dumpsys meminfo" to check how much memory is used by the graphics layer of this process (GL mtrack)
* Note: GL mtrack wasn't reported in the dump on Mali GPU (Adreno has it)
9. Come close to the trees in-game
10. Observe that when LOD switched, profiler doesn't show any further allocations to the textures
11. Use "adb shell dumpsys meminfo" to check how much memory is used by the graphics layer of this process (GL mtrack) and see that the number has now increased

Expected results: When LOD switches to 'high detail' there should be some indication that there's a memory allocation in GL mtrack
Actual results: Profiler isn't capturing GL mtrack allocations when LOD is switched

Reproducible with:
2018.1.0b11, 2017.3.1p4, 2017.2.2p1, 2017.1.3p2
Could not test with 2018.2 because of another bug

Tested android build on:
Google Pixel 2 XL*, OS:8.1.0, CPU:arm64-v8a, GPU:Adreno (TM) 540
Samsung SM N950U1*, OS:7.1.1, CPU:arm64-v8a, GPU:Adreno (TM) 540
Samsung SM N950F*, OS:7.1.1, CPU:arm64-v8a, GPU:Mali-G71 (no GL mtrack data in dympsys)

Add comment

Log in to post comment

All about bugs

View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.