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Development build fails during burst aot compilation (preview10)

Discussion in 'Burst' started by any_user, Apr 6, 2019.

  1. any_user

    any_user

    Joined:
    Oct 19, 2008
    Posts:
    374
    I recently noticed that iOS builds with burst fail with an error message when "Development Build" is enabled.

    Code (CSharp):
    1. /var/folders/hp/3vrq_j3x47vdqq081v_xs6680000gn/T/burst-aotqddcwjj0.99h/lib_burst_generated_part_0.ll:7016:225: error: invalid field 'variables'
    2. !9 = distinct !DISubprogram(name: "System.Void AddFloat3Job::Execute()", scope: null, file: !10, line: 15, type: !11, isLocal: false, isDefinition: true, scopeLine: 15, flags: DIFlagPrototyped, isOptimized: false, unit: !2, variables: !4)
    3.                                                                                                                                                                                                                                 ^
    4. 1 error generated.
    5.  
    6.  
    7. Failed running /PROJECTPATH/Library/PackageCache/com.unity.burst@1.0.0-preview.10/.Runtime/bcl.exe --debug @/var/folders/hp/3vrq_j3x47vdqq081v_xs6680000gn/T/tmpba8cd01.tmp
    8.  
    9. stdout:
    10. The native compilation step failed. Check previous exception in the log - compiler command line : "xcrun  --sdk iphoneos clang -g -c -O3 -miphoneos-version-min=8.0 -arch armv7 -fembed-bitcode -isysroot "/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS12.2.sdk" -o "/var/folders/hp/3vrq_j3x47vdqq081v_xs6680000gn/T/burst-aotqddcwjj0.99h/lib_burst_generated_part_0.o" "/var/folders/hp/3vrq_j3x47vdqq081v_xs6680000gn/T/burst-aotqddcwjj0.99h/lib_burst_generated_part_0.ll""
    11. stderr:
    12. /var/folders/hp/3vrq_j3x47vdqq081v_xs6680000gn/T/burst-aotqddcwjj0.99h/lib_burst_generated_part_0.ll:7016:225: error: invalid field 'variables'
    13. !9 = distinct !DISubprogram(name: "System.Void AddFloat3Job::Execute()", scope: null, file: !10, line: 15, type: !11, isLocal: false, isDefinition: true, scopeLine: 15, flags: DIFlagPrototyped, isOptimized: false, unit: !2, variables: !4)
    14.                                                                                                                                                                                                                                 ^
    15. 1 error generated.
    16.  
    17. UnityEngine.Debug:LogError(Object)
    18. UnityEditorInternal.Runner:RunProgram(Program, String, String, String, CompilerOutputParserBase) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:128)
    19. UnityEditorInternal.Runner:RunManagedProgram(String, String, String, CompilerOutputParserBase, Action`1) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:73)
    20. Unity.Burst.Editor.BurstAotCompiler:OnPostBuildPlayerScriptDLLs(BuildReport) (at Library/PackageCache/com.unity.burst@1.0.0-preview.10/Editor/BurstAotCompiler.cs:400)
    21. UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
    22.  
    23.  
    24. System.Exception: /PROJECTPATH/Library/PackageCache/com.unity.burst@1.0.0-preview.10/.Runtime/bcl.exe did not run properly!
    25.   at UnityEditorInternal.Runner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) [0x0011f] in /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:130
    26.   at UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action`1[T] setupStartInfo) [0x00063] in /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:73
    27.   at Unity.Burst.Editor.BurstAotCompiler.OnPostBuildPlayerScriptDLLs (UnityEditor.Build.Reporting.BuildReport report) [0x0079b] in /PROJECTPATH/Library/PackageCache/com.unity.burst@1.0.0-preview.10/Editor/BurstAotCompiler.cs:400
    28. UnityEngine.Debug:LogError(Object)
    29. Unity.Burst.Editor.BurstAotCompiler:OnPostBuildPlayerScriptDLLs(BuildReport) (at Library/PackageCache/com.unity.burst@1.0.0-preview.10/Editor/BurstAotCompiler.cs:404)
    30. UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
    31.  
    32.  
    33. /var/folders/hp/3vrq_j3x47vdqq081v_xs6680000gn/T/burst-aotvywlchny.fvs/lib_burst_generated_part_0.ll:7342:225: error: invalid field 'variables'
    34. !9 = distinct !DISubprogram(name: "System.Void AddFloat3Job::Execute()", scope: null, file: !10, line: 15, type: !11, isLocal: false, isDefinition: true, scopeLine: 15, flags: DIFlagPrototyped, isOptimized: false, unit: !2, variables: !4)
    35.                                                                                                                                                                                                                                 ^
    36. 1 error generated.
    37.  
    38.  
    39. Failed running /PROJECTPATH/Library/PackageCache/com.unity.burst@1.0.0-preview.10/.Runtime/bcl.exe --debug @/var/folders/hp/3vrq_j3x47vdqq081v_xs6680000gn/T/tmp55ac0006.tmp
    40.  
    41. stdout:
    42. The native compilation step failed. Check previous exception in the log - compiler command line : "xcrun  --sdk iphoneos clang -g -c -O3 -miphoneos-version-min=8.0 -arch arm64 -fembed-bitcode -isysroot "/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS12.2.sdk" -o "/var/folders/hp/3vrq_j3x47vdqq081v_xs6680000gn/T/burst-aotvywlchny.fvs/lib_burst_generated_part_0.o" "/var/folders/hp/3vrq_j3x47vdqq081v_xs6680000gn/T/burst-aotvywlchny.fvs/lib_burst_generated_part_0.ll""
    43. stderr:
    44. /var/folders/hp/3vrq_j3x47vdqq081v_xs6680000gn/T/burst-aotvywlchny.fvs/lib_burst_generated_part_0.ll:7342:225: error: invalid field 'variables'
    45. !9 = distinct !DISubprogram(name: "System.Void AddFloat3Job::Execute()", scope: null, file: !10, line: 15, type: !11, isLocal: false, isDefinition: true, scopeLine: 15, flags: DIFlagPrototyped, isOptimized: false, unit: !2, variables: !4)
    46.                                                                                                                                                                                                                                 ^
    47. 1 error generated.
    48.  
    49. UnityEngine.Debug:LogError(Object)
    50. UnityEditorInternal.Runner:RunProgram(Program, String, String, String, CompilerOutputParserBase) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:128)
    51. UnityEditorInternal.Runner:RunManagedProgram(String, String, String, CompilerOutputParserBase, Action`1) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:73)
    52. Unity.Burst.Editor.BurstAotCompiler:OnPostBuildPlayerScriptDLLs(BuildReport) (at Library/PackageCache/com.unity.burst@1.0.0-preview.10/Editor/BurstAotCompiler.cs:400)
    53. UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
    54.  
    55.  
    56. System.Exception: /PROJECTPATH/Library/PackageCache/com.unity.burst@1.0.0-preview.10/.Runtime/bcl.exe did not run properly!
    57.   at UnityEditorInternal.Runner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) [0x0011f] in /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:130
    58.   at UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action`1[T] setupStartInfo) [0x00063] in /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:73
    59.   at Unity.Burst.Editor.BurstAotCompiler.OnPostBuildPlayerScriptDLLs (UnityEditor.Build.Reporting.BuildReport report) [0x0079b] in /PROJECTPATH/Library/PackageCache/com.unity.burst@1.0.0-preview.10/Editor/BurstAotCompiler.cs:400
    60. UnityEngine.Debug:LogError(Object)
    61. Unity.Burst.Editor.BurstAotCompiler:OnPostBuildPlayerScriptDLLs(BuildReport) (at Library/PackageCache/com.unity.burst@1.0.0-preview.10/Editor/BurstAotCompiler.cs:404)
    62. UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
    63.  

    Building a release build works, but I started to have hard crashes when running the build (iOS and Android) after updating to preview 9 and 10. Reverting to preview 6 fixed that, but even in preview 6 I can't do development builds.

    The job mentioned in the error is this one.
    Code (CSharp):
    1. using Unity.Burst;
    2. using Unity.Collections;
    3. using Unity.Jobs;
    4. using Unity.Mathematics;
    5.  
    6. [BurstCompile]
    7. struct AddFloat3Job : IJob
    8. {
    9.      
    10.     public NativeSlice<float3> target;
    11.     [ReadOnly] public NativeSlice<float3> source;
    12.  
    13.  
    14.     public void Execute()
    15.     {
    16.         for (int i = 0; i < source.Length; i++)
    17.         {
    18.             target[i] += source[i];
    19.         }
    20.     }
    21. }
    22.  
     
    Last edited: Apr 6, 2019
  2. any_user

    any_user

    Joined:
    Oct 19, 2008
    Posts:
    374
    And that's the crashes (haven't found time to create a repro yet). In the editor and in older burst previews (until preview 6 at least) I don't get any errors.
    I'm not using Unity ECS, it's just using the plain job system and burst.


    Screenshot 2019-04-06 at 16.59.57.png Screenshot 2019-04-06 at 16.59.44.png
     
  3. xoofx

    xoofx

    Unity Technologies

    Joined:
    Nov 5, 2016
    Posts:
    417
    I think that something that we have fixed and should be available in an upcoming 1.0.0-preview.12

    We will double check this particular case
     
    any_user likes this.
  4. xoofx

    xoofx

    Unity Technologies

    Joined:
    Nov 5, 2016
    Posts:
    417
    The package 1.0.0-preview.12 should be available, could you check if it is solving your issue?
     
  5. any_user

    any_user

    Joined:
    Oct 19, 2008
    Posts:
    374
    With preview 12, the runtime crashes are gone. Thanks for the update!

    The other issue of failing to build iOS development builds still remains. Same error like before. I'm not sure if that ever worked in my project, I haven't tried to build development builds for iOS with burst before.

    Code (CSharp):
    1. /var/folders/hp/3vrq_j3x47vdqq081v_xs6680000gn/T/burst-aotoyqurqet.gsc/lib_burst_generated_part_0.ll:8904:225: error: invalid field 'variables'
    2.  
    3. !9 = distinct !DISubprogram(name: "System.Void AddFloat3Job::Execute()", scope: null, file: !10, line: 15, type: !11, isLocal: false, isDefinition: true, scopeLine: 15, flags: DIFlagPrototyped, isOptimized: false, unit: !2, variables: !4)
    4.  
    5. 1 error generated.
    6. Burst compiler (1.0.0-preview.12) failed running
    7.  
    8. stdout:
    9.  
    10. The native compilation step failed. Check previous exception in the log - compiler command line : "xcrun  --sdk iphoneos clang -g -c -O3 -miphoneos-version-min=8.0 -arch armv7 -fembed-bitcode -isysroot "/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS12.2.sdk" -o "/var/folders/hp/3vrq_j3x47vdqq081v_xs6680000gn/T/burst-aotoyqurqet.gsc/lib_burst_generated_part_0.o" "/var/folders/hp/3vrq_j3x47vdqq081v_xs6680000gn/T/burst-aotoyqurqet.gsc/lib_burst_generated_part_0.ll""
    11. stderr:
    12. /var/folders/hp/3vrq_j3x47vdqq081v_xs6680000gn/T/burst-aotoyqurqet.gsc/lib_burst_generated_part_0.ll:8904:225: error: invalid field 'variables'
    13. !9 = distinct !DISubprogram(name: "System.Void AddFloat3Job::Execute()", scope: null, file: !10, line: 15, type: !11, isLocal: false, isDefinition: true, scopeLine: 15, flags: DIFlagPrototyped, isOptimized: false, unit: !2, variables: !4)
    14.                                                                                                                                                                                                                                 ^
    15. 1 error generated.
    16.  
     
  6. xoofx

    xoofx

    Unity Technologies

    Joined:
    Nov 5, 2016
    Posts:
    417
    We are looking at this issue. Not sure we will be able to fix it quickly for today/tomorrow, otherwise the workaround is to not use build development for iOS for now.
     
    FROS7 and any_user like this.
  7. ina

    ina

    Joined:
    Nov 15, 2010
    Posts:
    1,085
    This still occurs in the release version