Error GLSL link error: The number of vertex shader storage blocks

GLSL link error: The number of vertex shader storage blocks (1) is greater than the maximum number allowed (0). The number of fragment shader storage blocks (1) is greater than the maximum number allowed (0).

Hi, i think this error is related about to use post-processing in Android devices.
Someone crashed for using eye adaptation- others for using bloom effect…
So, is there anyway to safe use with post-processing efects? also, this devices are crashing before to load the game or any scene with post-processing enabled.

The device you’re running on doesn’t support SSBO. You have to disable the effects that use SSBO.

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Thank you for support, i like to use it post-processing effects under mobile devices, how can i check what effects are using SSBO? Eye adaptation? Bloom effect? Grain? Vignette?

Also, this problem i have it before to load any screen using postprocessing profile.
Is there any way to check if my device support post-processing and activate it? instead of break my app?

It actually shouldn’t break anything (e.g. it shouldn’t crash). If it does, can you please post the logcat output here?

I guess you can try checking if the post-processing Uber-shader is supported or not, and deactivate post processing if not.

From the list you supplied, I guess the only one that needs SSBO is Eye adaptation.

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Thank you for support
GLSL link error: The number of vertex shader storage blocks (1) is greater than the maximum number allowed (0). The number of fragment shader storage blocks (1) is greater than the maximum number allowed (0).
This the only i can see in unity crashed, because in no one of my devices i get this error.

Do you know, on which device models the crash occurs?

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Eyeadaptation on HUAWEI/MYA-L22/HWMYA-L6737, but i do not work mor ewith eye adaptation.
About
libGLES_mali.so : ARMv7 VFPv3 NEON;Samsung GrandPrimePlus LTE CIS rev04 board based on MT6737T – ARMv7 VFPv3 NEON;MT6750 – ARMv7 VFPv3 NEON;MT6737T – ARMv7 VFPv3 NEON;MT6797M --ARMv7 VFPv3 NEON – ARMv7 VFPv3 NEON;SAMSUNG Exynos7580
all of this cpu show
0 libGLES_mali.so 0x00000000e800a964

Well, you can try and make a bug report. There’s not enough information to figure out, what exactly is happening :slight_smile:

I have this same error on build on my android device, the project was on Unity 2019.2 and it was working perfectly but when i upgraded to 2019.3 it began to happen , curntly i am using Unity 2019.3.0f6

glsl link error the number of vertex shader storage blocks (1) is greater than the maximum number allowed (0)

This is… weird :slight_smile:
This error is reported by the GPU driver. This basically means you haven’t used RWTexture in a vertex shader before the upgrade and started using it after upgrade.

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I didnt change any thing in code , i updated unity to version 2019.3.3f1 and still gives this error
I tried to debug function “SystemInfo.maxComputeBufferInputsVertex” and it returns zero and “maxComputeBufferInputsFragment” return 24
my device is Honor Play & CPU is “Kirin 970”

Yes, this is going to happen on all Mali GPUs.
What packages are you using in your project?
You can try switching to Vulkan - Mali has read support for compute buffers in all shader stages there.

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I tried To switch to vulkan and still gives the same error on android.
the packages that i used are standard that nothing special.

24694 25155 E Unity : -------- GLSL link error: The number of vertex shader storage blocks (1) is greater than the maximum number allowed (0).

5546581--570964--Capture12.JPG

This means it’s not running Vulkan :slight_smile:
What Android device are you trying this on?
And what standard packages are there, just to be sure? :slight_smile:

I tried to buid with vulkan only it didnt generate the error and debugs “maxComputeBufferInputsVertex : 35 ,maxComputeBufferInputsFragment : 35” , but the effect still not working , it was working perefectly on 2019.2
this is screenshot of my packages. thanks

5546581--570964--Capture12.JPG

What effect?

a

Bloom effect

Is it a custom effect or a built-in effect in PP stack?
Does it use compute?

Custom effect and it uses ComputeShader.

This is the link of asset i used:

It doesn’t look like it’s using a compute shader.

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