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iOS/tvOS build's failing on b7/8

Discussion in '5.5 Beta' started by Kujo87, Oct 20, 2016.

  1. Kujo87

    Kujo87

    Joined:
    Sep 16, 2013
    Posts:
    153
    Hi,

    I've been when trying to run my game on tvOS and iOS, but when I try to actually run it on device, it immediately crashes on both building out myself, or when I build from Cloud.

    I've attached the log below

    Code (csharp):
    1.  
    2. 2016-10-20 22:20:30.322415 orbited[1812:486228] [DYMTLInitPlatform] platform initialization successful
    3.  
    4.  
    5. 2016-10-20 22:20:30.377007 orbited[1812:486088] -> registered mono modules 0x100dacd30
    6.  
    7. -> applicationDidFinishLaunching()
    8.  
    9. 2016-10-20 22:20:30.674146 orbited[1812:486088] Metal GPU Frame Capture Enabled
    10.  
    11. 2016-10-20 22:20:30.674658 orbited[1812:486088] Metal API Validation Disabled
    12.  
    13. -> applicationDidBecomeActive()
    14.  
    15. Renderer: Apple A9 GPU
    16.  
    17. Vendor:   Apple Inc.
    18.  
    19. Version:  OpenGL ES 2.0 Metal - 33
    20.  
    21. GLES:     2
    22.  
    23. GL_OES_depth_texture GL_OES_depth_texture_cube_map GL_OES_depth24 GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_texture_float GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_vertex_array_object GL_EXT_blend_minmax GL_EXT_color_buffer_half_float GL_EXT_debug_label GL_EXT_debug_marker GL_EXT_discard_framebuffer GL_EXT_draw_instanced GL_EXT_instanced_arrays GL_EXT_map_buffer_range GL_EXT_occlusion_query_boolean GL_EXT_pvrtc_sRGB GL_EXT_read_format_bgra GL_EXT_separate_shader_objects GL_EXT_shader_framebuffer_fetch GL_EXT_shader_texture_lod GL_EXT_shadow_samplers GL_EXT_sRGB GL_EXT_texture_filter_anisotropic GL_EXT_texture_rg GL_EXT_texture_storage GL_APPLE_clip_distance GL_APPLE_color_buffer_packed_float GL_APPLE_copy_texture_levels GL_APPLE_framebuffer_multisample GL_APPLE_rgb_422 GL_APPLE_sync GL_APPLE_texture_format_BGRA8888 GL_APPLE_texture_max_level GL_APPLE_texture_packed_float GL_IMG_r
    24.  
    25. ead_format GL_IMG_texture_compression_pvrtc
    26.  
    27. OPENGL LOG: Creating OpenGL ES 2.0 graphics device ; Context level  <OpenGL ES 2.0> ; Context handle 1946312064
    28.  
    29. Initialize engine version: 5.5.0b8 (e1dcf339a591)
    30.  
    31. -------- Shader compilation failed
    32.  
    33. #version 100
    34.  
    35. #extension GL_EXT_frag_depth : enable
    36.  
    37. precision highp float;
    38.  
    39. uniform highp vec4 _ProjectionParams;
    40.  
    41. uniform highp vec4 _ZBufferParams;
    42.  
    43. uniform highp mat4 unity_CameraToWorld;
    44.  
    45. uniform highp mat4 _NonJitteredVP;
    46.  
    47. uniform highp mat4 _PreviousVP;
    48.  
    49. uniform highp sampler2D _CameraDepthTexture;
    50.  
    51. varying highp vec2 xlv_TEXCOORD0;
    52.  
    53. varying highp vec3 xlv_TEXCOORD1;
    54.  
    55. void main ()
    56.  
    57. {
    58.  
    59.   highp vec4 tmpvar_1;
    60.  
    61.   tmpvar_1 = texture2D (_CameraDepthTexture, xlv_TEXCOORD0);
    62.  
    63.   mediump vec2 tmpvar_2;
    64.  
    65.   highp vec4 tmpvar_3;
    66.  
    67.   tmpvar_3.w = 1.0;
    68.  
    69.   tmpvar_3.xyz = ((xlv_TEXCOORD1 * (_ProjectionParams.z / xlv_TEXCOORD1.z)) * (1.0/((
    70.  
    71.     (_ZBufferParams.x * tmpvar_1.x)
    72.  
    73.   + _ZBufferParams.y))));
    74.  
    75.   highp vec4 tmpvar_4;
    76.  
    77.   tmpvar_4 = (unity_CameraToWorld * tmpvar_3);
    78.  
    79.   highp vec4 tmpvar_5;
    80.  
    81.   tmpvar_5 = (_PreviousVP * tmpvar_4);
    82.  
    83.   highp vec4 tmpvar_6;
    84.  
    85.   tmpvar_6 = (_NonJitteredVP * tmpvar_4);
    86.  
    87.   highp vec2 tmpvar_7;
    88.  
    89.   tmpvar_7 = (((tmpvar_5.xy / tmpvar_5.w) + 1.0) / 2.0);
    90.  
    91.   highp vec2 tmpvar_8;
    92.  
    93.   tmpvar_8 = (((tmpvar_6.xy / tmpvar_6.w) + 1.0) / 2.0);
    94.  
    95.   tmpvar_2 = (tmpvar_8 - tmpvar_7);
    96.  
    97.   mediump vec4 tmpvar_9;
    98.  
    99.   tmpvar_9.zw = vec2(0.0, 1.0);
    100.  
    101.   tmpvar_9.xy = tmpvar_2;
    102.  
    103.   gl_FragDepthEXT = tmpvar_1.x;
    104.  
    105.   gl_FragData[0] = tmpvar_9;
    106.  
    107. }
    108.  
    109. -------- failed compiling:
    110.  
    111. fragment evaluation shader
    112.  
    113. WARNING: 0:4: extension 'GL_EXT_frag_depth' is not supported
    114.  
    115. ERROR: 0:38: Use of undeclared identifier 'gl_FragDepthEXT'
    116.  
    117.  
    118. Note: Creation of internal variant of shader 'Hidden/Internal-MotionVectors' failed.
    119.  
    120. WARNING: Shader Unsupported: 'Hidden/Internal-MotionVectors' - Pass '' has no vertex shader
    121.  
    122. WARNING: Shader Unsupported: 'Hidden/Internal-MotionVectors' - Setting to default shader.
    123.  
    124. UnloadTime: 1.408666 ms
    125.  
    126. orbited was compiled with optimization - stepping may behave oddly; variables may not be available.
     
  2. LeonhardP

    LeonhardP

    Unity Technologies

    Joined:
    Jul 4, 2016
    Posts:
    2,762
    Hi Kujo87,
    Could you please file a bug report with a minimal reproduction case and reply with the case # in this thread?
     
  3. Kujo87

    Kujo87

    Joined:
    Sep 16, 2013
    Posts:
    153
    I have created a small repo at case #845116.

    While this doesn't replicate the error exactly, because it doesn't report anything about the shader, it does crash at the same point and has the same stack trace. I can't replicate the shader issue though without sending over my full project, which I can do, but would need to do it privately?
     
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