Search Issue Tracker

Fixed in 2019.3

Votes

0

Found in

2019.3.0a10

Issue ID

1170410

Regression

Yes

RenderTarget Release create garbage on MacOS

Metal

-

Step to reproduce:
- Create a new project.
- Add the provided MinimalRenderer.cs into an Editor folder of your project.
- Open Debug > Small Rendering Window.
- Resize the Minimal Renderer window.

What should be expected:
- No memory leak should occurs while releasing RenderTexture (either on Profiler or on MacOS's Activity Monitor)

What can be seen:
- On MacOS's Activity Monitor, the memory increase each time we resize the window

Additional Note:
- In the script, resizing the window call Release() and Create() with a change of size.
- In the script you can change tops define to swap between SceneView way to handle resize and full destruction and recreation. Both create the leak on MacOS.
- On Windows, this create no leaks either we fully destroy or go as in SceneView
- Using htop also show a memory leak.
- The fact that Profiler cannot be able to show the leak is reported on this FB https://fogbugz.unity3d.com/f/cases/1169950/
- Seen in 2019.3.0a10, dunno for version before.
- When memory is full, MacOS kill Unity that leads to data loss.

Reproducible in: 2019.3.0a10 (memory keeps going up and up)
Not reproducible with: 2019.3.0a9 (this version goes up to 2GB but will go down to around 800 - 900MB)
Not reproducible with: 2019.3.0a8 (this version goes up to 2GB but will go down to around 700 - 800MB)
Not reproducible with: 2019.3.0a4, 2019.2.0b10 (these versions stay at around 600-700MB)

Reproducible with: Mac Metal
Not reproducible with: Win DX11, Mac GLCore

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.