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Bug vulkan random crash in andoird

Discussion in 'Android' started by FuhaoXie, Sep 30, 2022.

  1. FuhaoXie

    FuhaoXie

    Joined:
    Nov 18, 2016
    Posts:
    26
    Hi
    Im suffering vulkan random crashes
    is any way we can do to avoid the crashes


    here is one of them.

    at vulkan.0x10dda8(Native Method)
    at vulkan.qglinternal::vkCmdBindDescriptorSets(VkCommandBuffer_T*, VkPipelineBindPoint, VkPipelineLayout_T*, unsigned int, unsigned int, VkDescriptorSet_T* const*, unsigned int, unsigned int const*)(vkCmdBindDescriptorSets:72)
    at libunity.vk::DescriptorState::Bind(VkDevice_T*, vk::CommandBuffer*, vk::GpuProgramBase&)(Bind:608)
    at libunity.GfxDeviceVKBase::DrawBuffersBatchMode(GfxBatchHeader const&)(DrawBuffersBatchMode:3448)
    at libunity.ScriptableBatchRenderer::RenderMultipleMeshes(RenderNodeQueue const&, RenderMultipleData const&, VertexInputMasks)(RenderMultipleMeshes:3832)
    at libunity.ScriptableBatchRenderer::Flush(BatchBreakCause)(Flush:96)
    at libunity.ScriptableRenderLoopDrawSRPBatcher(ScriptableLoopObjectData const*, unsigned long, SharedRendererScene const&, DrawRenderersCommand const&, ShaderPassContext&, GfxDevice&, int)(ScriptableRenderLoopDrawSRPBatcher:1348)
    at libunity.ScriptableRenderLoopDrawDispatch(ScriptableLoopObjectData const*, unsigned long, SharedRendererScene const&, DrawRenderersCommand const&, ShaderPassContext&, GfxDevice&, int)(ScriptableRenderLoopDrawDispatch:232)
    at libunity.0x5144b4(Native Method)
    at libunity.GfxDeviceVKBase::ExecuteAsyncSetup(GfxDeviceAsyncCommand*)(ExecuteAsyncSetup:508)
    at libunity.JobQueue::Exec(JobInfo*, long long, int, bool)(Exec:104)
    at libunity.JobQueue::ExecuteJobFromHighPriorityStack(bool)(ExecuteJobFromHighPriorityStack:64)
    at libunity.JobQueue::processJobs(JobQueue::ThreadInfo*, void*)(ProcessJobs:324)
    at libunity.JobQueue::WorkLoop(void*)(WorkLoop:228)
    at libunity.Thread::RunThreadWrapper(void*)(RunThreadWrapper:512)
    at libc.__pthread_start(void*)(__pthread_start:312)
    at libc.__start_thread(__start_thread:68)



    other Vulkan API crash are mainly

    • vulkan.adreno.so qglinternal::vkCmdBeginRenderPass(VkCommandBuffer_T*, VkRenderPassBeginInfo const*, VkSubpassContents) + 828

    • vulkan.adreno.so qglinternal::vkResetCommandPool(VkDevice_T*, VkCommandPool_T*, unsigned int) + 40
     
  2. linfuqing

    linfuqing

    Joined:
    May 11, 2015
    Posts:
    166
    I have the same issue.
    how to fix it?

    My URP version is 10.10.0
    unity 2020.3.37f1c1
     
  3. Pblu

    Pblu

    Joined:
    Oct 14, 2021
    Posts:
    4
    Same crash here! We have not found a solution either in version 2021.3.13f or in version 2021.3.14f
     
  4. Proxy42-it

    Proxy42-it

    Joined:
    Jun 12, 2014
    Posts:
    2
    same here. unity 2021.3.14f.
     
  5. Rekart

    Rekart

    Joined:
    Jan 13, 2020
    Posts:
    22
    having random crashes in android, too. 2021.3.9f1 urp 12.1.7

    0 libGLES_mali.so +0x16f19ec hal::halp::dispatch_template_internal::build_command(hal::command_memory&, hal::halp::gpu_state_internal*, hal::halp::command_list_internal*, hal::dispatch_command_parameters const&, hal::halp::dispatch_template_payload_internal const&) const
    1 libGLES_mali.so +0x16ca9e8 gfx::command_buffer_builder::dispatch(hal::dispatch_command_parameters const&)
    2 libGLES_mali.so +0x6d2a54 vulkan::command_buffer::dispatch(unsigned int, unsigned int, unsigned int, unsigned int, unsigned int, unsigned int)