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Fixed in 2021.1.X
Fixed in 2019.4.X, 2020.2.X
Votes
1
Found in
2019.3.0f6
2020.1.0a21
2020.2
2021.1
Issue ID
1224325
Regression
Yes
[Shaders] 'TLS Allocator' errors and Allocation logs are continuously thrown after cancelling a build in progress
How to reproduce:
1. Open the tester-attached project(case_1281069-il2cpp_nested_trycatch_bug.zip)
2. Open the build settings window(File > Build Settings)
3. In Player Settings change the scripting backend to Mono(can be left as IL2CPP if an appropriate module is installed)
4. Start building the player by clicking the 'Build' button
5. Once the progress is more than halfway finished, cancel the build
6. See the Console window. If nothing is thrown, repeat from step 4(may take up to 3-4 tries)
Expected result: no warnings/errors are thrown
Actual: Allocation of N bytes at [Memory Address] logs are spammed in the Console. This eventually may lead to a crash
Reproducible with: 2019.3.0f6, 2019.4.15f1, 2020.1.0a21, 2020.1.15f1, 2020.2.0b13, 2021.1.0a8
Not reproducible with: 2018.4.29f1, 2019.3.0f5, 2020.1.0a1, 2020.1.0a20
Notes:
Reproduced on Windows and MacOS
Errors:
TLS Allocator ALLOC_TEMP_THREAD, underlying allocator ALLOC_TEMP_THREAD has unfreed allocations, size N
Warnings:
Internal: Stack allocator ALLOC_TEMP_THREAD has unfreed allocations, size N
To Debug, enable the define: DEBUG_STACK_LEAK in StackAllocator.h. This will output the callstacks of the leaked allocations
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Resolution Note (fix version 2021.1):
Some memory allocations were not freed properly when canceling the build during shader compilation. Fix is incoming.
Fixed in 2021.1.0a9
Resolution Note (fix version 2020.2):
Fixed in 2020.2.2f1
Resolution Note (fix version 2019.4):
Fixed in 2019.4.17f1