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[Vulkan][Android][Mali]Meshes stop being rendered using DrawMeshInstanceIndirect when they exceed certain amount on Mali GPUs

Mobile Graphics


To reproduce:
1. Open the QA's attached project
2. Make sure Android graphics API is set to Vulkan and any others are not in the list
3. Build and run on Android device
4. Use the slider to adjust the number of meshes

Expected: More meshes slow performance
Actual: When there are more than 3508 meshes they stop being rendered

Reproduced with: 2018.4.16f1, 2019.3.1f1, 2020.1.0a23

Reproduced on:
VLNQA00325 Samsung Galaxy Note10 9 Exynos 9 Series 9825 Mali-G76 OpenGL ES 3.2
VLNQA00175 Samsung Galaxy Note9 9 Exynos 9 Series 9810 Mali-G72 OpenGL ES 3.2

Not reproduced on:
VLNQA00124 Google Pixel 2 XL 10 Snapdragon 835 MSM8998 Adreno (TM) 540 OpenGL ES 3.2
VLNQA00318 Oneplus - 9 Snapdragon 855 SM8150 Adreno (TM) 640 OpenGL ES 3.2

Nothing is rendered with OpenGL no matter how many meshes on Mali. Adreno works as expected
Mali rendering breaks at 3509 and above of these particular meshes

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