Search Issue Tracker
Fixed in 2021.2.X
Fixed in 2020.3.X
Votes
0
Found in
2020.3
2020.3.27f1
Issue ID
1400169
Regression
Yes
Unity 2020.3.27f1 randomly hangs in GPU recorder code with "Hold On" dialog
This causes a lot of long, random "Hold On' dialogs taking anywhere from 30 seconds to several minutes.
Main thread callstack:
ntdll.dll!NtWaitForSingleObject()
KERNELBASE.dll!WaitForSingleObjectEx()
Unity.exe!WinApi::Baselib_SystemSemaphore_Acquire(UnityClassic::Baselib_SystemSemaphore_Handle)
Unity.exe!UnityClassic::Baselib_SystemSemaphore_Acquire(UnityClassic::Baselib_SystemSemaphore_Handle semaphore)
Unity.exe!Baselib_Semaphore_Acquire(Baselib_Semaphore * semaphore)
Unity.exe!Semaphore::WaitForSignal(int)
Unity.exe!GfxDeviceWorker::WaitForEvent(GfxDeviceWorker::EventType type)
Unity.exe!GfxDeviceClient::WaitForPendingPresent()
Unity.exe!GfxDeviceClient::BeginRendering(ClientDeviceWindow * handle)
Unity.exe!ThreadedWindow::BeginRendering()
Unity.exe!GUIView::DoPaint()
Unity.exe!GUIView::RepaintAll(bool performAutorepaint)
Unity.exe!Application::TickTimer()
Unity.exe!MainMessageLoop()
Unity.exe!WinMain(HINSTANCE__ * hInst, HINSTANCE__ * hPrev, char * szCmdLine, int nCmdShow)
Unity.exe!invoke_main()
Unity.exe!__scrt_common_main_seh()
kernel32.dll!BaseThreadInitThunk()
ntdll.dll!RtlUserThreadStart()
Gfx thread callstack:
ntdll.dll!NtDelayExecution()
KERNELBASE.dll!SleepEx()
d3d11.dll!00007FF93D47E84B
d3d11.dll!00007FF93D47E918
Unity.exe!GfxDeviceD3D11Base::GpuRecorderGetFrequencyInternal(unsigned int slot, unsigned __int64 & freqValue)
Unity.exe!GpuRecorderManager::FrameTick(GfxDevice & realDevice)
Unity.exe!GfxDeviceWorker::RunCommand(ThreadedStreamBuffer & stream)
[Inline Frame] Unity.exe!ProcessGfxCommands(GfxDeviceWorker &)
Unity.exe!GfxDeviceWorker::RunExt(ThreadedStreamBuffer & stream)
[Inline Frame] Unity.exe!GfxDeviceWorker::Run()
Unity.exe!GfxDeviceWorker::RunGfxDeviceWorker(void * data)
Unity.exe!Thread::RunThreadWrapper(void * ptr)
kernel32.dll!BaseThreadInitThunk()
ntdll.dll!RtlUserThreadStart()
Note: not reproducible on 2021.2, 2022.1 or 2022.2.
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
- APV data is sometimes incorrectly loaded from multiple baking sets when loading a scene
- GC Alloc spikes occur when calling UnityEngine.Resolution and UnityEngine.RefreshRate with Equals() and GetHashCode()
- Type error is thrown when a new ComputeShader is instantiated after destroying previous ComputeShader
- APV data becomes incorrect when reselecting the currently active Baking Set
- Launch screen image exceeds the screen bounds on IPad when building for iOS
Resolution Note (fix version 2020.3):
Fixed in 2020.3.31f1.