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Bug There is a bug and the crash in libGLESv2_mtk.so on some devices

Discussion in 'General Graphics' started by vladrybak, Apr 2, 2022.

  1. vladrybak

    vladrybak

    Joined:
    Aug 30, 2013
    Posts:
    108
    We have a crash after 5-7 minutes app running on devices (Nokia C30, Vivo Y12, Samsung A12) where this error spams:
    glClientWaitSync: Expected application to have kicked everything until job: x (possibly by calling glFlush)

    It's also spamming in empty unity URP project, but there is no crash.
    After 5 minutest on empty project this log changes to another spamming log
    E IMGSRV : :1248: CBUF_GetBufferSpace: Run out of space in the CBUF:SCISSOR buffer, with no outstanding HW ops
    E IMGSRV : :3103: PrepareToDrawSetupDrawSurfaceScissor failed
    E IMGSRV : :2503: DoClear: Can't prepare to draw

    But my project is just crashes

    java.lang.Error: *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
    Version '2021.2.10f1 (ee872746220e)', Build type 'Release', Scripting Backend 'il2cpp', CPU 'arm64-v8a'
    Build fingerprint: 'vivo/1904_RU/1904:11/RP1A.200720.012/compiler1222175223:user/release-keys'
    Revision: '0'
    ABI: 'arm64'
    Timestamp: 2022-03-11 18:23:01+0500
    pid: 7939, tid: 8158, name: Thread-105 >>> com.lucysville.merge <<<
    uid: 10822
    signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0x0
    Cause: null pointer dereference
    x0 b40000781351e2c0 x1 0000000000000000 x2 b4000075e882ffa8 x3 0000000000000002
    x4 0000000000000000 x5 0000000000000000 x6 0000000000000000 x7 b400007813554138
    x8 0000000000000000 x9 b4000075e89c8600 x10 0000000000001702 x11 b400007813521820
    x12 000000002f297fa0 x13 b4000078134ff2b0 x14 b40000781589eec0 x15 0000000090000002
    x16 000000780552cb28 x17 00000078a958a7f0 x18 00000076991ca000 x19 0000000000000000
    x20 b40000781351e2c0 x21 b4000075e882ffa8 x22 0000000000000001 x23 0000000000000000
    x24 b400007813525918 x25 b400007813525900 x26 0000000000010000 x27 0000000000000000
    x28 0000000000002713 x29 0000007699a69550
    sp 0000007699a69520 lr 00000078046e6824 pc 00000078047200cc

    backtrace:
    #00 pc 000000000019b0cc /vendor/lib64/egl/libGLESv2_mtk.so (BuildId: 0766026ea47432c88b0df4b920c12ffd)
    #01 pc 0000000000161820 /vendor/lib64/egl/libGLESv2_mtk.so (BuildId: 0766026ea47432c88b0df4b920c12ffd)

    at libGLESv2_mtk.0x19b0cc(Native Method)
    at libGLESv2_mtk.0x161820(Native Method)

    I tried to parse this crash with ndk-stack but have no idea where can I get unstrippet /libGLESv2_mtk.so lib.

    Looking for any advice in solving of this problem...
     
    nxtboyIII and olddu_cn like this.
  2. florianpenzkofer

    florianpenzkofer

    Unity Technologies

    Joined:
    Sep 2, 2014
    Posts:
    479
    FYI we can reproduce this crash and are looking into it. I don't have a public bug tracker link yet.
     
  3. kolobokspb

    kolobokspb

    Joined:
    Nov 21, 2016
    Posts:
    16
    Hello. We have a crash after 5-7 minutes app running on device (Lenovo Tab M7 (3rd Gen))

    Caused by java.lang.Error: *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
    Version '2021.2.8f1 (d0e5f0a7b06a)', Build type 'Release', Scripting Backend 'il2cpp', CPU 'armeabi-v7a'
    Build fingerprint: 'Lenovo/LenovoTB-7306F_EGO/7306F:11/RP1A.200720.011/S000040_220329_ROW:user/release-keys'
    Revision: '0'
    ABI: 'arm'
    Timestamp: 2022-06-02 16:54:44+0100
    pid: 18375, tid: 18497, name: UnityGfxDeviceW >>> com.WiB.LiveFactory <<<
    uid: 10184
    signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0x0
    Cause: null pointer dereference
    r0 69832d40 r1 00000000 r2 6207e718 r3 00000002
    r4 69837acc r5 00000000 r6 00000000 r7 67591c58
    r8 6207e718 r9 69832d40 r10 61938000 r11 00000002
    ip 8a074464 sp 67591c08 lr 89463f3b pc 894932e2

    backtrace:
    #00 pc 001452e2 /vendor/lib/egl/libGLESv2_mtk.so (BuildId: f7350dfe211607f3e4c69331c3d75542)
    #01 pc 00115f37 /vendor/lib/egl/libGLESv2_mtk.so (BuildId: f7350dfe211607f3e4c69331c3d75542)
    #02 pc 00084e9d /vendor/lib/egl/libGLESv2_mtk.so (BuildId: f7350dfe211607f3e4c69331c3d75542)
    #03 pc 00085405 /vendor/lib/egl/libGLESv2_mtk.so (BuildId: f7350dfe211607f3e4c69331c3d75542)
    #04 pc 004fba70 /data/app/~~BYD9_tEoOfUGIN99wQhX-A==/com.WiB.LiveFactory-YNWRhrHlAPjOg0sinj9rsQ==/lib/arm/libunity.so (BuildId: bf23fdcade946bcd57c70be76d1d6fea7160ff5e)
    #05 pc 004f0f54 /data/app/~~BYD9_tEoOfUGIN99wQhX-A==/com.WiB.LiveFactory-YNWRhrHlAPjOg0sinj9rsQ==/lib/arm/libunity.so (BuildId: bf23fdcade946bcd57c70be76d1d6fea7160ff5e)
    #06 pc 0050cb70 /data/app/~~BYD9_tEoOfUGIN99wQhX-A==/com.WiB.LiveFactory-YNWRhrHlAPjOg0sinj9rsQ==/lib/arm/libunity.so (BuildId: bf23fdcade946bcd57c70be76d1d6fea7160ff5e)
    #07 pc 004eb59c /data/app/~~BYD9_tEoOfUGIN99wQhX-A==/com.WiB.LiveFactory-YNWRhrHlAPjOg0sinj9rsQ==/lib/arm/libunity.so (BuildId: bf23fdcade946bcd57c70be76d1d6fea7160ff5e)
    #08 pc 0061d3d3 /data/app/~~BYD9_tEoOfUGIN99wQhX-A==/com.WiB.LiveFactory-YNWRhrHlAPjOg0sinj9rsQ==/lib/arm/libunity.so (BuildId: bf23fdcade946bcd57c70be76d1d6fea7160ff5e)
    <truncated: 668 chars>
    at libGLESv2_mtk.0x1452e2()
    at libGLESv2_mtk.0x115f37()
    at libGLESv2_mtk.0x84e9d()
    at libGLESv2_mtk.0x85405()
    at libunity.0x4fba70()
    at libunity.0x4f0f54()
    at libunity.0x50cb70()
    at libunity.0x4eb59c()
    at libunity.0x61d3d3()
    at libunity.0x6237af()
    at libunity.0x61ced7()
    at libunity.0x1b2543()
    at libc.__unregister_atfork(__unregister_atfork:26)
     
  4. kolobokspb

    kolobokspb

    Joined:
    Nov 21, 2016
    Posts:
    16
    and

    Caused by java.lang.Error: *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
    Version '2021.2.8f1 (d0e5f0a7b06a)', Build type 'Release', Scripting Backend 'il2cpp', CPU 'arm64-v8a'
    Build fingerprint: 'realme/RMX3201RU/RMX3201:11/RP1A.200720.011/1647615937768:user/release-keys'
    Revision: '0'
    ABI: 'arm64'
    Timestamp: 2022-06-04 13:44:43+0300
    pid: 19886, tid: 19980, name: UnityGfxDeviceW >>> com.WiB.LiveFactory <<<
    uid: 10498
    signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0x0
    Cause: null pointer dereference
    x0 b400007965a33200 x1 0000000000000000 x2 b4000079603dcb28 x3 0000000000000002
    x4 0000000000000000 x5 0000000000000000 x6 0000000000000000 x7 b400007965a9e138
    x8 0000000000000000 x9 b400007948f6d200 x10 0000000000001702 x11 b400007965a36760
    x12 b400007965a258a0 x13 b4000079465a6110 x14 b40000798d3f56c0 x15 0000000090000002
    x16 0000007abea2db28 x17 0000007b616a1c68 x18 0000007963458000 x19 0000000000000000
    x20 b400007965a33200 x21 b4000079603dcb28 x22 0000000000000001 x23 0000000000000000
    x24 b400007965a3a858 x25 b400007965a3a840 x26 0000000000010000 x27 0000000000000000
    x28 0000000000002713 x29 00000079638cf550
    sp 00000079638cf520 lr 0000007abd6277c8 pc 0000007abd6610fc

    backtrace:
    #00 pc 000000000019b0fc /vendor/lib64/egl/libGLESv2_mtk.so (BuildId: d43aa4d5213661a7778207ecd233646a)
    #01 pc 00000000001617c4 /vendor/lib64/egl/libGLESv2_mtk.so (BuildId: d43aa4d5213661a7778207ecd233646a)

    at libGLESv2_mtk.0x19b0fc()
    at libGLESv2_mtk.0x1617c4()
     
  5. marcus-qiiwi

    marcus-qiiwi

    Joined:
    Jul 29, 2013
    Posts:
    22
    Any update here? We see same crash in 2021.3.4f1...
     
  6. florianpenzkofer

    florianpenzkofer

    Unity Technologies

    Joined:
    Sep 2, 2014
    Posts:
    479
    In our experiments it helps to call glFinish roughly every 1000 frames (or more often but it‘s expensive because it stalls the GPU).
    You could try that using a native rendering plugin.
    We got some more information about when affected drivers leak some memory that causes this. We will look into that to maybe come up with a better workaround.
     
  7. kolobokspb

    kolobokspb

    Joined:
    Nov 21, 2016
    Posts:
    16
    I had to disable about 50 devices in Google Play because of this error. Because they create crashes above the norm. Most crashes occur on devices with processors: Mediatek MT6765, Spreadtrum SC9863A. But there are many other devices that rarely generate crashes. In this case, in total it turns out enough to overcome 1% of the permissible errors. This is very sad. I'm crying.
     
  8. kolobokspb

    kolobokspb

    Joined:
    Nov 21, 2016
    Posts:
    16
    Devices with UnityGfxDeviceW error
     

    Attached Files:

  9. Captain_Flaush

    Captain_Flaush

    Joined:
    Apr 20, 2017
    Posts:
    65
    Hello,

    We are experiencing the same crash on Mediatek MT6765 devices.
    Is there any progress on a bugfix? (Using 2021.3.0f1)

    Thank you!
     
  10. JoJoJoX

    JoJoJoX

    Joined:
    Jun 23, 2022
    Posts:
    52
    same here! is there any solution for this?
     
  11. Captain_Flaush

    Captain_Flaush

    Joined:
    Apr 20, 2017
    Posts:
    65
    Adding more info. We have just release a new update using Unity 2021.3.0f1.

    Out of all the crashes reported by Unity Analytics 33% are libglesv2_mtk.so crashes.
    They all happen on PowerVR Rogue GE8320 chipsets.
    Top crashing devices: Realme C15, Vivo Y3s, TCL A3, Moto G Pure, LGE LM-K500

    Our previous update was released with 2021.1.15f1 and these crashes were not present, I have double-checked this. I am providing this detail so maybe it can help you backtrack the code changes that triggered this unwanted behavior.

    Could we get a a public bug tracker link, and ETA maybe or the native render plugin code you propose that would alleviate this issue?

    Thank you
     
  12. florianpenzkofer

    florianpenzkofer

    Unity Technologies

    Joined:
    Sep 2, 2014
    Posts:
    479
    The root cause is a bug in the PowerVR driver where draw calls that the driver optimizes out leak some memory. That memory bufffer has a fixed size per framebuffer (RenderTexture) and running out of that memory causes the crash. A single draw call that is not optimized out reclaims the leaked memory, so this only leads to a problem if all draws to the same framebuffer (across multiple frames) are redundant.

    We found that a depth-only clear to a 1x1 depth RenderTexture in URP that happens every frame also triggers this.

    I do not have a bug report that uses built-in render pipeline but any custom code could also trigger the problem.

    We will fix the case of the 1x1 depth-only clear asap but at this point we have not made a decision if we will implement a general workaround for the driver bug for all scenarios because some of those seem rather unlikely and the workaround won‘t be free.

    I don‘t have an ETA.
     
    iMalonrio and Captain_Flaush like this.
  13. florianpenzkofer

    florianpenzkofer

    Unity Technologies

    Joined:
    Sep 2, 2014
    Posts:
    479
  14. unity_5w20XO9ra_gm3g

    unity_5w20XO9ra_gm3g

    Joined:
    Jul 4, 2018
    Posts:
    8
    Could you describe a bit, what was the reason to add that 1x1 depth texture at all, into pipeline, have no info about that trick?
    And is there easy way to remove it, or at least change clear flags to Color+Z+Stencil, which in my opinion also should fix issue, without modifying URP and core packages?
     
  15. JoJoJoX

    JoJoJoX

    Joined:
    Jun 23, 2022
    Posts:
    52
    built in pipeline
    Unity 2019.4.40f1/Unity 2018.4.36f1/Unity2021.3.4f1
    new 2D project
    Device Model: moto g pure
    Android 11

    I think this is what you want!
    https://unity3d.atlassian.net/servicedesk/customer/portal/2/IN-9851
     
    florianpenzkofer likes this.
  16. florianpenzkofer

    florianpenzkofer

    Unity Technologies

    Joined:
    Sep 2, 2014
    Posts:
    479
    As far as I know the 1x1 depth texture is used by URP in some cases to limit the total number of shader variants.
    It essentially depends on URP settings and which variants are stripped.
     
  17. Niter88

    Niter88

    Joined:
    Jul 24, 2019
    Posts:
    112
    Having the same issue here.
    Hope it's solved soon.
     
  18. BBO_Lagoon

    BBO_Lagoon

    Joined:
    Mar 2, 2017
    Posts:
    200
    Hi, someone tested the version 2021.3.10 ? The release notes seems to say that the bug is fixed.
     
  19. tduriga

    tduriga

    Joined:
    Dec 9, 2015
    Posts:
    52
    We have released our game update build with Unity 2021.3.10 and there is already one "libGLESv2_mtk" crash reported in Google Play Console (1 out of 100 users so 1% crash rate). There is not enough data yet, but it doesn't seem to be fixed completely, or it might be different issue.

    Here is the crash report:

    Code (CSharp):
    1. Exception java.lang.Error: FATAL EXCEPTION [main]
    2. Unity version     : 2021.3.10f1
    3. Device model      : WIKO W-K610-FRA
    4. Device fingerprint: WIKO/W-K610-FRA/W-K610:11/RP1A.200720.011/09071102:user/release-keys
    5. Build Type        : Release
    6. Scripting Backend : IL2CPP
    7. ABI               : armeabi-v7a
    8. Strip Engine Code : true
    9.  
    10. Caused by: java.lang.Error: *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
    11. Version '2021.3.10f1 (1c7d0df0160b)', Build type 'Release', Scripting Backend 'il2cpp', CPU 'armeabi-v7a'
    12. Build fingerprint: 'WIKO/W-K610-FRA/W-K610:11/RP1A.200720.011/09071102:user/release-keys'
    13. Revision: '0'
    14. ABI: 'arm'
    15. Timestamp: 2022-09-28 07:59:46+0200
    16. pid: 24297, tid: 24534, name: UnityGfxDeviceW  >>> *REMOVED* <<<
    17. uid: 10188
    18. signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0x0
    19. Cause: null pointer dereference
    20.     r0  8b607540  r1  00000000  r2  8c0de340  r3  00000002
    21.     r4  8b60c2cc  r5  8c0de340  r6  00000000  r7  65e33c58
    22.     r8  ffffffff  r9  8b607540  r10 8b842000  r11 00000002
    23.     ip  8c171464  sp  65e33c08  lr  8b46ef89  pc  8b49e2e2
    24.  
    25. backtrace:
    26.       #00 pc 001452e2  /vendor/lib/egl/libGLESv2_mtk.so (BuildId: f7350dfe211607f3e4c69331c3d75542)
    27.       #01 pc 00115f85  /vendor/lib/egl/libGLESv2_mtk.so (BuildId: f7350dfe211607f3e4c69331c3d75542)
    28.       #02 pc 00084e9d  /vendor/lib/egl/libGLESv2_mtk.so (BuildId: f7350dfe211607f3e4c69331c3d75542)
    29.       #03 pc 00085405  /vendor/lib/egl/libGLESv2_mtk.so (BuildId: f7350dfe211607f3e4c69331c3d75542)
    30.       #04 pc 004f1930  /data/app/~~49HJ34gg51j_AUE4hxlVIw==/*-Js0RHR_JMR1yakmkcUlCgA==/lib/arm/libunity.so (BuildId: 833613835c0f17690cbbf3f96443196a17669962)
    31.       #05 pc 004e6bc8  /data/app/~~49HJ34gg51j_AUE4hxlVIw==/*-Js0RHR_JMR1yakmkcUlCgA==/lib/arm/libunity.so (BuildId: 833613835c0f17690cbbf3f96443196a17669962)
    32.       #06 pc 00503578  /data/app/~~49HJ34gg51j_AUE4hxlVIw==/*-Js0RHR_JMR1yakmkcUlCgA==/lib/arm/libunity.so (BuildId: 833613835c0f17690cbbf3f96443196a17669962)
    33.       #07 pc 004e101c  /data/app/~~49HJ34gg51j_AUE4hxlVIw==/*-Js0RHR_JMR1yakmkcUlCgA==/lib/arm/libunity.so (BuildId: 833613835c0f17690cbbf3f96443196a17669962)
    34.       #08 pc 0061e39b  /data/app/~~49HJ34gg51j_AUE4hxlVIw==/*-Js0RHR_JMR1yakmkcUlCgA==/lib/arm/libunity.so (BuildId: 833613835c0f17690cbbf3f96443196a17669962)
    35.       #09 pc 00624777  /data/app/~~49HJ34gg51j_AUE4hxlVIw==/*-Js0RHR_JMR1yakmkcUlCgA==/lib/arm/libunity.so (BuildId: 833613835c0f17690cbbf3f96443196a17669962)
    36.       #10 pc 0061de9f  /data/app/~~49HJ34gg51j_AUE4hxlVIw==/*-Js0RHR_JMR1yakmkcUlCgA==/lib/arm/libunity.so (BuildId: 833613835c0f17690cbbf3f96443196a17669962)
    37.       #11 pc 001a5a7b  /data/app/~~49HJ34gg51j_AUE4hxlVIw==/*-Js0RHR_JMR1yakmkcUlCgA==/lib/arm/libunity.so (BuildId: 833613835c0f17690cbbf3f96443196a17669962)
    38.       #12 pc 000a9be3  /apex/com.android.runtime/lib/bionic/libc.so (__unregister_atfork+26) (BuildId: 6a24d276a45a50f2b3001b261bd2c63a)
    39.   at libGLESv2_mtk
    40.   at libGLESv2_mtk
    41.   at libGLESv2_mtk
    42.   at libGLESv2_mtk
    43.   at libunity
    44.   at libunity
    45.   at libunity
    46.   at libunity
    47.   at libunity
    48.   at libunity
    49.   at libunity
    50.   at libunity
    51.   at libc.__unregister_atfork (libc.java:26)
     
  20. Niter88

    Niter88

    Joined:
    Jul 24, 2019
    Posts:
    112
    I am actually using built in render right now, updated to 2021.3.10 but without URP this time.
    Also unchecking "Optimized Frame Pacing" solved some serious freezing on older devices after some time
     
  21. Geneworm

    Geneworm

    Joined:
    Jun 26, 2017
    Posts:
    41
    We're still getting this on 2021.3.11f1, does anybody know a safe version without this issue?
     
  22. BBO_Lagoon

    BBO_Lagoon

    Joined:
    Mar 2, 2017
    Posts:
    200
    Hi,
    For my game I use 2021.2.0f1 and I don't have this problem.
    I just have an other crash on Samsung S9/S9+/Note9 sometimes.
     
  23. Niter88

    Niter88

    Joined:
    Jul 24, 2019
    Posts:
    112
    Yes, the crash only happens in URP, use the Built in render if you can. You would have to create a new project in built in and copy your entire game nd replace materials.
    ALSO, disable "Optimized Frame Pacing" for it creates other crashes on older devices (very hard to trace).

    If you cannot set your project to the Built in renderer there is nothing more to do, wait maybe?
     
  24. Steviebops

    Steviebops

    Joined:
    Apr 9, 2013
    Posts:
    132
    Currently getting crash reports for this on the Play Store, is the fix live in a test version maybe?
    need to push a fix soon, Ive just launched.
     
    Last edited: Oct 15, 2022
  25. BBO_Lagoon

    BBO_Lagoon

    Joined:
    Mar 2, 2017
    Posts:
    200
    Hi,
    I just got the hand on 2 test devices Samsung A03 Core (GE8322) and Oppo A16k (GE8320).

    I can't reproduce the crash on Unity 2021.3.3 (I had a lot with this version on the play store).
    But, I have the error spamming "glClientWaitSync: Expected application to have kicked everything until job: xxx (possibly by calling glFlush)".

    After updating to the fixed version 2021.3.10, I still have the same error flooding the console "glClientWaitSync: Expected application to have kicked everything until job: xxx (possibly by calling glFlush)".

    So I just added a script that call GL.Flush each frames and the error is gone. Still no crash.

    Anyone actually having the crash is able to test if the GL.Flush prevent it ?

    Here is the script for the fix:

    Code (CSharp):
    1.  
    2. using UnityEngine;
    3. using System.Collections;
    4.  
    5.  
    6. public class FIX_8322 : MonoBehaviour
    7. {
    8.     private IEnumerator Start()
    9.     {
    10.  
    11.         if( SystemInfo.graphicsDeviceName.Contains( "GE8322" ) || SystemInfo.graphicsDeviceName.Contains( "GE8320" ) )
    12.         {
    13.             yield return StartCoroutine(nameof(CallGLFlushAtEndOfFrames));
    14.         }
    15.         else
    16.         {
    17.             Destroy( this );
    18.         }
    19.     }
    20.    
    21.     private IEnumerator CallGLFlushAtEndOfFrames()
    22.     {
    23.         while( true )
    24.         {
    25.             // Wait until all frame rendering is done
    26.             yield return new WaitForEndOfFrame();
    27.             GL.Flush();
    28.         }
    29.     }
    30. }
    31.  
     
  26. grinmonk

    grinmonk

    Joined:
    Nov 7, 2019
    Posts:
    5
    Hello! Have you tried this fix in production? Does it work? Thank you!
     
  27. BBO_Lagoon

    BBO_Lagoon

    Joined:
    Mar 2, 2017
    Posts:
    200
    Hi @grinmonk,
    Not tested in production yet, I'm still working on the next game update.
     
  28. grinmonk

    grinmonk

    Joined:
    Nov 7, 2019
    Posts:
    5
    @BBO_Lagoon
    Well, I've released your fix to production. Now it's about 700 users and the crash rate stays the same (same PowerVR devices). I'm not sure, maybe the stacktraces have changed a little. It's hard to say because Firebase is grouping different stacktrace and the stacktraces themselves are very obscure. Can someone tell how to get meaningful stacktraces? I'm uploading my app's symbols but with without success. Currently I'm getting something like this:

    1
    Code (CSharp):
    1. Crashed: Thread: SIGSEGV  0x0000000000000001
    2. #00 pc 0xbfaba libGLESv2_mtk.so
    3. #01 pc 0x44abf libGLESv2_mtk.so
    2
    Code (CSharp):
    1. Crashed: Thread: SIGTRAP  0x000000793e301c48
    2. #00 pc 0x2827c48 libmonochrome.so
    3. #01 pc 0x2827b00 libmonochrome.so
    4. #02 pc 0x33fca3c libmonochrome.so
    5. #03 pc 0x4f7bda4 libmonochrome.so
    6. #04 pc 0x30702b8 libmonochrome.so
    7. #05 pc 0x30b5f98 libmonochrome.so
    8. #06 pc 0x30b6400 libmonochrome.so
    9. #07 pc 0x30d24c0 libmonochrome.so
    10. #08 pc 0x30d2414 libmonochrome.so
    11. #09 pc 0x50191c8 libmonochrome.so
    12. #10 pc 0x19d2368 libmonochrome.so
    13. #11 pc 0x3407fe4 libmonochrome.so
    14. #12 pc 0x3408214 libmonochrome.so
    15. #13 pc 0x19d2368 libmonochrome.so
    16. #14 pc 0x3408674 libmonochrome.so
    17. #15 pc 0x3408d88 libmonochrome.so
    18. #16 pc 0x33fb554 libmonochrome.so
    19. #17 pc 0x33f9f34 libmonochrome.so
    20. #18 pc 0x3402d74 libmonochrome.so
    21. #19 pc 0x33f1e00 libmonochrome.so
    22. #20 pc 0x2344 libwebviewchromium_plat_support.so
    23. #21 pc 0x344fdc libhwui.so
    24. #22 pc 0x31883c libhwui.so
    25. #23 pc 0x3b82f8 libhwui.so
    26. #24 pc 0x6cbdd4 libhwui.so
    27. #25 pc 0x2d82b0 libhwui.so
    3
    Code (CSharp):
    1. Crashed: Thread: SIGABRT  0x0000000000000000
    2. #00 pc 0x6d83c libc.so
    3. #01 pc 0x6ac5c libc.so
    4. #02 pc 0x24198 libc.so
    5. #03 pc 0x1ca3c libc.so
    6. #04 pc 0x10034 libcutils.so
    7. #05 pc 0x2cdf8 libhwui.so
    8. #06 pc 0x2f648 libhwui.so
    9. #07 pc 0x358ec libhwui.so
    10. #08 pc 0x12444 libutils.so
    11. #09 pc 0x71c1c libandroid_runtime.so
    12. #10 pc 0x6a444 libc.so
    13. #11 pc 0x1dca8 libc.so
     
  29. BBO_Lagoon

    BBO_Lagoon

    Joined:
    Mar 2, 2017
    Posts:
    200
    Hi @florianpenzkofer, anyone from Unity could look at this as the bug is marked as fixed but is clearly not!
     
  30. crism_unity

    crism_unity

    Unity Technologies

    Joined:
    Oct 15, 2019
    Posts:
    4
    Hi all,

    We're aware of multiple reports related to PowerVR Rogue, and although our last fix covered one edge case it appears more still exist. We would like to fix as many of these as possible but without reproduction projects we are unable to investigate the issue. If you have a project that can reliably reproduce a 'libGLESv2_mtk' crash, please create a bug report and link it here so we have visibility.
     
  31. iMalonrio

    iMalonrio

    Joined:
    May 15, 2019
    Posts:
    5
    Not fixed in 2020.3.42f1

    Crash info from Firebase:

    Fatal Exception: Tombstone: Version '2020.3.42f1 (7ade1201f527)', Build type 'Release', Scripting Backend 'il2cpp', CPU 'arm64-v8a'
    Build fingerprint: 'samsung/a12nnxx/a12:12/SP1A.210812.016/A125FXXS2CVH2:user/release-keys'
    Revision: '7'
    ABI: 'arm64'
    Timestamp: 2022-12-14 20:31:09+0800
    pid: 18278, tid: 18528, name: UnityGfxDeviceW >>> com.*********.android <<<
    uid: 10394
    signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0x72179f79ec
    x0 0000000000000000 x1 0000006ef42d8d70 x2 0000000000000000 x3 0000000037000000
    x4 8080008080808000 x5 0000000000000000 x6 0080808080008080 x7 feff35fefefeff2f
    x8 00000000ffffffff x9 0000006e179f79f0 x10 0000000000000002 x11 0000006e179f78d8
    x12 0000000000000001 x13 0000000000000000 x14 0000000000000000 x15 0000000000008000
    x16 0000006f6ebc6030 x17 000000703131ddc0 x18 0000006e176da000 x19 0000006de7e9f8d8
    x20 0000000000000002 x21 0000006ef30a7800 x22 0000006ef42d8d60 x23 0000006e179f78d0
    x24 0000000000000002 x25 0000000000000002 x26 0000006ef42d8c18 x27 0000006ef3144530
    x28 0000006de7e9f8dc x29 0000006e179f7b20
    sp 0000006e179f7510 lr 0000006f6ea822a8 pc 0000006f6ea82344


    #00 pc 0x72344 libGLESv2_mtk.so
    #01 pc 0x32b18 libsrv_um.so (PVRSRVDevVarAllocI + 236)
    #02 pc 0xed138 libc.so (__pthread_start(void*) + 264)
    #03 pc 0x8b2a0 libc.so (__start_thread + 64)
     
    Last edited: Dec 15, 2022
  32. gjerek

    gjerek

    Joined:
    Nov 16, 2015
    Posts:
    18
    Problem is still not fixed in 2021.3.16f1
     
  33. gjerek

    gjerek

    Joined:
    Nov 16, 2015
    Posts:
    18
    I tried your fix, but unfortunately it didn't solve the issue :/
     
  34. gjerek

    gjerek

    Joined:
    Nov 16, 2015
    Posts:
    18
    Any news on that?
    Because our crash rate is getting exremly high because of this issue, and I don't know what to do? Maybe you guys know the last "stable" version before that crash??
     
  35. iMalonrio

    iMalonrio

    Joined:
    May 15, 2019
    Posts:
    5
    2020.3.43f1 crashed.

    Fatal Exception: Tombstone: Version '2020.3.43f1 (75bff06b76bf)', Build type 'Release', Scripting Backend 'il2cpp', CPU 'arm64-v8a'
    Build fingerprint: 'vivo/2026/2026:11/RP1A.200720.012/compiler1130214227:user/release-keys'
    Revision: '0'
    ABI: 'arm64'
    Timestamp: 2023-01-12 20:37:56+0800
    pid: 15437, tid: 15622, name: UnityGfxDeviceW >>> com.XXXXXXX.android <<<
    uid: 10038
    signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0x7fb3241a0c
    x0 0000000000000000 x1 0000007d1cc24a90 x2 0000000000000000 x3 006e000000000000
    x4 8080808080008000 x5 0000000000000000 x6 0080008080808080 x7 fefefefeff6cff2f
    x8 00000000ffffffff x9 0000007bb3241a10 x10 0000007ca1c97330 x11 0000000000000001
    x12 0000000000000001 x13 0000000000000000 x14 0000000000000000 x15 0000000000008000
    x16 0000007d0f338a30 x17 0000007db42da680 x18 0000007bb2292000 x19 0000007d1cc6e3b0
    x20 0000007bb32418f0 x21 0000000000000002 x22 0000000000000002 x23 0000000000000002
    x24 0000000000000001 x25 0000000000000002 x26 0000007d1cea9690 x27 0000007d1cc48580
    x28 0000007d1cc24a80 x29 0000007bb3241b40
    sp 0000007bb32414e0 lr 0000007d0f1f4e08 pc 0000007d0f1f4eb8


    #00 pc 0x72eb8 libGLESv2_mtk.so
    #01 pc 0x31b5c libsrv_um.so (PVRSRVDevVarAllocI + 244)
    #02 pc 0xecd10 libc.so (__pthread_start(void*) + 64)
    #03 pc 0x8c360 libc.so (__start_thread + 64)
     
  36. gjerek

    gjerek

    Joined:
    Nov 16, 2015
    Posts:
    18
    I have mostly this stack trace:
    *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
    pid: 0, tid: 28884 >>> com.edenap.z2 <<<

    backtrace:
    #00 pc 0x0000000000141dc0 /vendor/lib/egl/libGLESv2_mtk.so
    #01 pc 0x00000000000845a3 /vendor/lib/egl/libGLESv2_mtk.so
    #02 pc 0x000000000004d80b /vendor/lib/egl/libGLESv2_mtk.so
    #03 pc 0x0000000000085159 /vendor/lib/egl/libGLESv2_mtk.so
    #04 pc 0x00000000000854f3 /vendor/lib/egl/libGLESv2_mtk.so
    #05 pc 0x000000000002b1fd /vendor/lib/egl/libGLES_meow.so
    #06 pc 0x0000000000b8feb1 /data/app/~~WcCzhIKaKv7fk78FjxqU5w==/com.edenap.z2-iqnn9LHHdvDtXioFX6sLzQ==/lib/arm/libunity.so (__ashldi3)

    so what is this meow.so? :)
     
  37. met1903

    met1903

    Joined:
    Nov 14, 2017
    Posts:
    1
    not fixed in 2021.3.16f1
     
  38. d_sherlock

    d_sherlock

    Joined:
    Apr 3, 2020
    Posts:
    5
    Any update news here?I have this problem too. Unity version is 2019.3.40f1,after open game a few minutes crash on vivo y12 (vivo 1904) device.

    when no more print the "glClientWaitSync: Expected application to have kicked everything until job" error, it crash.

    backtrace:
    E :473: glClientWaitSync: Expected application to have kicked everything until job: 84028 (possibly by calling glFlush)
    E :473: glClientWaitSync: Expected application to have kicked everything until job: 84032 (possibly by calling glFlush)
    E :473: glClientWaitSync: Expected application to have kicked everything until job: 84036 (possibly by calling glFlush)
    E :473: glClientWaitSync: Expected application to have kicked everything until job: 84040 (possibly by calling glFlush)
    E *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
    E Version '2019.4.40f1c1 (bcafa7f80565)', Build type 'Release', Scripting Backend 'il2cpp', CPU 'arm64-v8a'
    E Build fingerprint: 'vivo/1904/1904:11/RP1A.200720.012/compiler1009184113:user/release-keys'
    E Revision: '0'
    E ABI: 'arm64'
    E Timestamp: 2023-03-04 16:20:57+0800
    E pid: 29972, tid: 30091, name: UnityGfxDeviceW >>> com.tongits.playpinoy <<<
    E uid: 10217
    E signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0x0
    E Cause: null pointer dereference
    E x0 b400007672a4c440 x1 0000000000000000 x2 b4000076af04aaa8 x3 0000000000000002
    E x4 0000000000000000 x5 0000000000000000 x6 0000000000000000 x7 0000000000000004
    E x8 0000000000000000 x9 b4000076af056e00 x10 0000000000001702 x11 b400007672a4f9a0
    E x12 ffffffffffffffff x13 b400007672a35820 x14 b400007672932ec0 x15 0000000000000001
    E x16 00000076fb8e8b28 x17 000000779cfed7f0 x18 0000000000000000 x19 0000000000000000
    E x20 b400007672a4c440 x21 b4000076af04aaa8 x22 0000000000000001 x23 0000000000000001
    E x24 b400007672a53a98 x25 b400007672a53a80 x26 0000000000030000 x27 0000000000000000
    E x28 0000007600394a40 x29 00000075a6d675a0
    E sp 00000075a6d67570 lr 00000076fa728824 pc 00000076fa7620cc
    E backtrace:
    E #00 pc 000000000019b0cc /vendor/lib64/egl/libGLESv2_mtk.so (BuildId: 0766026ea47432c88b0df4b920c12ffd)
    E #01 pc 0000000000161820 /vendor/lib64/egl/libGLESv2_mtk.so (BuildId: 0766026ea47432c88b0df4b920c12ffd)
    E other thread is trapped; signum = 11
    E Exception dispatching input event.
    E Exception in MessageQueue callback: handleReceiveCallback
    E java.lang.Error: *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
     
  39. d_sherlock

    d_sherlock

    Joined:
    Apr 3, 2020
    Posts:
    5
  40. Joyixir-dev

    Joyixir-dev

    Joined:
    Jul 27, 2022
    Posts:
    3
    Experiencing this on Unity 2022.2.10
     
  41. mrm83

    mrm83

    Joined:
    Nov 29, 2014
    Posts:
    345
    Is this issue supposed to be fix?

    I am getting this issue in 2021.3.17f. Spiking up our crash rate! Causing discoverability issue on Google Play..

    backtrace:
    #00 pc 0x0000000000145312 /vendor/lib/egl/libGLESv2_mtk.so
    #01 pc 0x0000000000116009 /vendor/lib/egl/libGLESv2_mtk.so
    #02 pc 0x0000000000084ebd /vendor/lib/egl/libGLESv2_mtk.so
    #03 pc 0x0000000000085425 /vendor/lib/egl/libGLESv2_mtk.so
    #04 pc 0x000000000002b0a5 /vendor/lib/egl/libGLES_meow.so
     
  42. FlynnyMac

    FlynnyMac

    Joined:
    Aug 24, 2020
    Posts:
    12
    Any update?
     
  43. iMalonrio

    iMalonrio

    Joined:
    May 15, 2019
    Posts:
    5
    Does Multithreaded Rendering* cause this issue?
     
  44. mrm83

    mrm83

    Joined:
    Nov 29, 2014
    Posts:
    345
    Isn't UDP out of experimental stage? Why these crashing?
     
    DustinMatthew likes this.
  45. eggbbq

    eggbbq

    Joined:
    Jun 7, 2022
    Posts:
    15
    This bug is still not fixed.

    Unity Version: 2021.3.13f1 ~ 2021.3.22f1
    Devices:
    1. Galaxy A12
    2. Realme C11

    It may not crash while Camma + OpenGL ES 2.0 .
     
  46. eggbbq

    eggbbq

    Joined:
    Jun 7, 2022
    Posts:
    15
    Snipaste_2023-04-11_20-54-39.png
     
    iMalonrio likes this.
  47. mrm83

    mrm83

    Joined:
    Nov 29, 2014
    Posts:
    345
    Has anyone tried using Unity 2022? Is it a problem in 2022 as well?
     
  48. eggbbq

    eggbbq

    Joined:
    Jun 7, 2022
    Posts:
    15
    1) Creat a URP project with (unity3d 2021.3.x ~ 2023.x)
    2) Build APK
    3) Run it on Galaxy A12/Real me C11...
    4) Error per frame: glClientWaitSync: Expected application to have kicked everything until job: 48068 (possibly by calling glFlush)

    This bug affects 10% users in our project. I found no crash on OpenGL ES 2, but some URP's feathures can not be used. Please fix this bug, please! please! please!
     
    retrome likes this.
  49. MuMuStudio_Co_Ltd

    MuMuStudio_Co_Ltd

    Joined:
    Nov 29, 2012
    Posts:
    3
    The same issue occurred on Unity2021.3.23f1, which caused my game to have poor reviews on Google Play. Please quickly investigate and resolve it!!!
     
    retrome and eggbbq like this.
  50. JoJoJoX

    JoJoJoX

    Joined:
    Jun 23, 2022
    Posts:
    52
    What about remove OpenGLES2.x?