Search Issue Tracker
Fixed in 2020.2.X
Votes
0
Found in
2019.4
2020.2
Issue ID
1235934
Regression
No
[iOS][Metal] Use of MTLHeap/MTLFence features results in GPU serialization of the Compute, Vertex, and Fragment workloads
How to reproduce:
1. Open the attached '1235934.zip' project
2. Make sure that the Development Build flag is checked in the Build Settings
3. Build for iOS
4. In the Xcode project's menu bar choose Product > Profile
5. Select Game Performance Instrument
6. Record for about 10-20 seconds then stop recording
7. Observe the GPU channels(Compute, Vertex, and Fragment) data of the recording in the GPU section
Actual result: Processes run one at a time
Expected result: Processes being run in parallel
Reproducible with:
- iPhone XR (iOS 13.4.1)
- iPad 9.7 6th gen (iOS 14.0b7)
Reproducible with: 2019.4.2f1, 2020.1.0b14, 2020.2.0a17
Couldn't test with: 2018.4.27f1 (MTLHeap/MTLFence features are not available)
Note:
- Screenshots of the actual and expected results are attached in Edit
- Fix was backported for 2020.1, 2019.4, 2018.4 streams
- Similar issues: 1252729, 1252731
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
- Texture is not applied on a Custom Render Texture when a Cubemap is selected as the texture
- 2D light leaks through ShadowCaster2D when ShadowCaster2D components are disabled then re enabled at runtime in Player builds
- Unity Hub redirects to The Unity Roadmap when navigating to “Send Feedback” option
- UI Toolkit throws warning and fails to clear references when fields are not typed as UnityEngine.Object
- "Shader warning in 'Hidden/Light2D': implicit truncation of vector type" is thrown when building Universal 2D template
Resolution Note (fix version 2020.2):
Fixed in 2020.2.0a21