Search Issue Tracker
Duplicate
Votes
0
Found in
5.5.2f1
Issue ID
892119
Regression
No
Texture2DArray.Apply() fails to free texture's system memory after uploading it to GPU
To reproduce:
1. Download and open attached "TestTextureArray2.zip (4.8 MB)" project.
2. Open "main" scene.
3. Enable "LoadTextureArray" object.
4. Build project on any Player (Desktop/Android/iOS).
5. Profile the player with profiler and notice how much total memory uses "Unity" and "GfxDriver".
6. Go back to project and disable LoadTextureArray object.
7. Enable LoadTexture2D object.
8. Repeat steps 4 and 5.
9. Notice the difference in "Unity" memory usage.
Expected result: "Unity" total memory usage should be the same no matter if Loading Texture2Darray or Texture2D.
Actual result: "Unity" total memory usage is significantly bigger when loading texture with Texture2Darray.
Reproduced with: 5.5.3p2, 5.6.1p1, 2017.1.0b5
Reproduced on: Standalone player, iPad Mini 2 (iOS 9.2.1), Samsung SM G903F (GalaxyS5neo)
Notes: Could not test on earlier versions because of shader compilation errors.
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Frame Debugger is not disabled when switching Scenes if the Frame Debugger window is not open during the transition
- Standalone Profiler Targets another Project if a Standalone Profiler was launched in it before when switching between Edit or Play Mode Targets
- Crash on ForwardRenderLoopJob when opening a specific project
- [Android] Memory leak and eventual crash on Snapdragon 8 Gen 1+ devices when a Clear Pass is executed after Framebuffer Fetch
- Crash on EnumerateDisabledKeywordsInVariantsArray or UNITY_XXH32 when rapidly saving ShaderGraph or VFXGraph changes
This is a duplicate of issue #919162