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Crash in ExecuteRenderQueueJob on iOS only

Discussion in 'iOS and tvOS' started by tortonurbina, Jun 5, 2019.

  1. tortonurbina

    tortonurbina

    Joined:
    Aug 21, 2018
    Posts:
    4
    We've been noticing this crash on some of our iOS builds off of 2018.3.8f1 and more recently 2018.4.0f1, not sure what exactly is causing this and we don't have any solid repro steps, but are wondering if anyone here has any guesses into what exactly is happening.

    This stack trace shows the main thread crashing, but we have also seen this on other threads.

    Code (CSharp):
    1. Crashed: com.apple.main-thread EXC_BAD_ACCESS KERN_INVALID_ADDRESS 0x000000011edbc058
    2. 0  dev                            0x10525e0c4 ExecuteRenderQueueJob(RenderNodeQueuePrepareContext*, unsigned int) (RenderNodeQueuePrepareContext.cpp:271)
    3. 1  dev                            0x10534bc58 JobQueue::Exec(JobInfo*, long long, int) (JobQueue.cpp:559)
    4. 2  dev                            0x10534bba4 JobQueue::Steal(JobGroup*, JobInfo*, long long, int, bool) (JobQueue.cpp:673)
    5. 3  dev                            0x10534c89c JobQueue::WaitForJobGroupID(JobGroupID) (JobQueue.cpp:1449)
    6. 4  dev                            0x10534a5bc CompleteFenceInternal(JobFence&) (Jobs.cpp:17)
    7. 5  dev                            0x10525e378 EndRenderQueueExtraction(RenderNodeQueuePrepareContext*, dynamic_array<CustomCullResult*, 0ul> const&) (Jobs.h:281)
    8. 6  dev                            0x105222c44 CullResults::GetOrCreateSharedRendererScene() (Jobs.h:277)
    9. 7  dev                            0x10523d104 Camera::CustomRender(CullResults&, ShaderPassContext&, CameraRenderingParams const*, Camera::RenderFlag, Camera::PerformRenderFunction*, void (*)()) (Camera.cpp:2977)
    10. 8  dev                            0x105243940 RenderManager::RenderOffscreenCameras() (RenderManager.cpp:97)
    11. 9  dev                            0x10538041c PlayerRender(bool) (RenderTexture.h:129)
    12. 10 dev                            0x10537d33c ExecutePlayerLoop(NativePlayerLoopSystem*) (PlayerLoop.cpp:347)
    13. 11 dev                            0x10537d370 ExecutePlayerLoop(NativePlayerLoopSystem*) (PlayerLoop.cpp:365)
    14. 12 dev                            0x10537d550 PlayerLoop() (RecursionLimit.h:45)
    15. 13 dev                            0x105657990 UnityPlayerLoopImpl(bool) (LibEntryPoint.mm:269)
    16. 14 dev                            0x104cb6e38 UnityRepaint (UnityAppController+Rendering.mm:279)
    17. 15 dev                            0x104cb6d24 -[UnityAppController(Rendering) repaintDisplayLink] (UnityAppController+Rendering.mm:72)
    18. 16 QuartzCore                     0x187063dfc CA::Display::DisplayLink::dispatch_items(unsigned long long, unsigned long long, unsigned long long) + 808
     
  2. KB73

    KB73

    Joined:
    Feb 7, 2013
    Posts:
    234
    Clutching at straws, we had to disable gpu skinning on both ios and android on 2018.4.1 as the performance was severely bad compared with 2018.2 - if you have it on, try disabling
     
  3. tortonurbina

    tortonurbina

    Joined:
    Aug 21, 2018
    Posts:
    4
    After checking, it looks like we already have GPU Skinning disabled :(
     
  4. wechat_os_Qy039b-XUa1A7sCPLnBNGrNto

    wechat_os_Qy039b-XUa1A7sCPLnBNGrNto

    Joined:
    Oct 25, 2019
    Posts:
    2
    I meet the same problem,Unity version is 2017.4.34
    Have you fixed this problem?
     
  5. tortonurbina

    tortonurbina

    Joined:
    Aug 21, 2018
    Posts:
    4
    Unfortunately, we've now upgraded to 2019.4.8f1 and are still seeing this issue, with a slightly different stacktrace:


    Code (CSharp):
    1. Crashed: com.apple.main-thread
    2. 0  UnityFramework                 0x1050d2070 ExecuteRenderQueueJob(RenderNodeQueuePrepareContext*, unsigned int) + 280 (RenderNodeQueuePrepareContext.cpp:280)
    3. 1  UnityFramework                 0x1051e9358 JobQueue::Exec(JobInfo*, long long, int) + 566 (JobQueue.cpp:566)
    4. 2  UnityFramework                 0x1051e95bc JobQueue::Steal(JobGroup*, JobInfo*, long long, int, bool) + 698 (JobQueue.cpp:698)
    5. 3  UnityFramework                 0x1051ea118 JobQueue::WaitForJobGroupID(JobGroupID, JobQueue::JobQueueWorkStealMode) + 1572 (JobQueue.cpp:1572)
    6. 4  UnityFramework                 0x1051e8148 CompleteFenceInternal(JobFence&, WorkStealMode) + 17 (Jobs.cpp:17)
    7. 5  UnityFramework                 0x1050d2360 EndRenderQueueExtraction(RenderNodeQueuePrepareContext*, dynamic_array<CustomCullResult*, 0ul> const&, JobBatchDispatcher&) + 290 (Jobs.h:290)
    8. 6  UnityFramework                 0x1050d2818 ExtractSceneRenderNodeQueue(CullResults const&, ExtractionFlags, RenderNodeQueue&) + 500 (RenderNodeQueuePrepareContext.cpp:500)
    9. 7  UnityFramework                 0x1050f7e08 CullResults::GetOrCreateSharedRendererScene() + 285 (Jobs.h:285)
    10. 8  UnityFramework                 0x1050dec94 Camera::CustomRender(CullResults&, ShaderPassContext&, CameraRenderingParams const*, Camera::RenderFlag, Camera::PerformRenderFunction*, void (*)(), void (*)()) + 3010 (Camera.cpp:3010)
    11. 9  UnityFramework                 0x1050ea9f0 RenderManager::RenderOffscreenCameras() + 104 (RenderManager.cpp:104)
    12. 10 UnityFramework                 0x1052254f4 PlayerRender(bool) + 138 (RenderTexture.h:138)
    13. 11 UnityFramework                 0x105220ff0 ExecutePlayerLoop(NativePlayerLoopSystem*) + 331 (PlayerLoop.cpp:331)
    14. 12 UnityFramework                 0x105221024 ExecutePlayerLoop(NativePlayerLoopSystem*) + 349 (PlayerLoop.cpp:349)
    15. 13 UnityFramework                 0x10522127c PlayerLoop() + 428 (PlayerLoop.cpp:428)
    16. 14 UnityFramework                 0x1056105ec UnityPlayerLoopImpl(bool) + 296 (LibEntryPoint.mm:296)
    17. 15 UnityFramework                 0x1046a45e4 UnityRepaint + 285 (UnityAppController+Rendering.mm:285)
    18. 16 UnityFramework                 0x1046a44c0 -[UnityAppController(Rendering) repaintDisplayLink] + 72 (UnityAppController+Rendering.mm:72)
    19. 17 QuartzCore                     0x18c8fc9d4 <redacted> + 664
    20. 18 QuartzCore                     0x18c9d3178 <redacted> + 280
    21. 19 CoreFoundation                 0x18964bce4 <redacted> + 176
    22. 20 CoreFoundation                 0x189670098 <redacted> + 60
    23. 21 CoreFoundation                 0x18966f440 <redacted> + 596
    24. 22 CoreFoundation                 0x189669320 <redacted> + 2360
    25. 23 CoreFoundation                 0x1896684bc CFRunLoopRunSpecific + 600
    26. 24 GraphicsServices               0x1a006e820 GSEventRunModal + 164
    27. 25 UIKitCore                      0x18c00c8e0 <redacted> + 1072
    28. 26 UIKitCore                      0x18c011fbc UIApplicationMain + 168
    29. 27 UnityFramework                 0x1046a2f80 -[UnityFramework runUIApplicationMainWithArgc:argv:] + 96 (main.mm:96)
    30. 28 dev                            0x1043afe1c main + 28 (main.mm:28)
    31. 29 libdyld.dylib                  0x18932fe60 <redacted> + 4
     
  6. wechat_os_Qy039b-XUa1A7sCPLnBNGrNto

    wechat_os_Qy039b-XUa1A7sCPLnBNGrNto

    Joined:
    Oct 25, 2019
    Posts:
    2
    same with me, have you fixed this problem?
     
  7. KevinLi

    KevinLi

    Joined:
    Jul 9, 2014
    Posts:
    3
    I meet the same problem,Unity version is 2017.4.29
    Did any body fix this problem?