@Toastbyte Have you managed to find out what was the cause of the issue you were seeing? I, too, am also seeing the same issue on the game I am currently working on.
Whilst one of the crashes I am seeing matches what you have posted, the others are slightly different. These are the crashes I am seeing so far:
On the Samsung Galaxy S10 Note (GPU: Adreno ™ 640, Android 10)
1 libunity.so 0x0000007b1848d62c vk::RenderPassSwitcher::InternalApply(vk::CommandBuffer*) (VKRenderPass.cpp:941)
2 libunity.so 0x0000007b184768b8 GfxDeviceVKBase::EnsureCurrentCommandBuffer(vk::CommandBuffer::Type, bool) (VKRenderPass.h:280)
3 libunity.so 0x0000007b184727b4 GfxDeviceVK::Clear(GfxClearFlags, ColorRGBAf const&, float, unsigned int) (GfxDeviceVK.cpp:305)
4 libunity.so 0x0000007b181013a8 GfxDeviceWorker::RunCommand(ThreadedStreamBuffer&) (GfxDeviceWorker.cpp:456)
5 libunity.so 0x0000007b18109c48 GfxDeviceWorker::RunExt(ThreadedStreamBuffer&) (GfxDeviceWorker.cpp:423)
6 libunity.so 0x0000007b18101044 GfxDeviceWorker::RunGfxDeviceWorker(void*) (GfxDeviceWorker.cpp:386)
7 libunity.so 0x0000007b182e7e8c Thread::RunThreadWrapper(void*) (Thread.cpp:78)
8 libc.so 0x0000007c11dd5f20 <system symbols missing>
9 libc.so 0x0000007c11d740c8 <system symbols missing>```
And on the Samsung Galaxy S8 and S8+ (GPU: Adreno (TM) 540, Android 9), Motorola Moto G Fast (GPU: Adreno (TM) 610, Android 10), and Samsung Galaxy A50 (GPU: Mali-G72, Android 10).
```0 libunity.so 0x000000760a28db60 GfxDeviceVK::EnsureValidBackbuffer() (ExtendedAtomicOps-arm64.h:155)
1 libunity.so 0x000000760a29a62c vk::RenderPassSwitcher::InternalApply(vk::CommandBuffer*) (VKRenderPass.cpp:941)
2 libunity.so 0x000000760a2873d4 GfxDeviceVKBase::BeforeDrawCall() (VKRenderPass.h:280)
3 libunity.so 0x000000760a281a44 GfxDeviceVKBase::smile:rawBuffersInternal(VkBuffer_T*, unsigned long, unsigned int, VkBuffer_T* const*, unsigned int const*, unsigned long const*, int, DrawBuffersRange const*, int, VertexDeclaration*, unsigned int, int) (GfxDeviceVK.cpp:940)
4 libunity.so 0x000000760a288d08 GfxDeviceVKBase::smile:rawBufferRangesPlatform(GfxBuffer*, unsigned int, GfxBuffer* const*, unsigned int const*, int, DrawBuffersRange const*, int, VertexDeclaration*, unsigned long, int) (GfxDeviceVK.cpp:2245)
5 libunity.so 0x000000760a373ed4 SinglePassStereoSupportExt::smile:rawBuffersStereo(GfxBuffer*, unsigned int, GfxBuffer* const*, unsigned int const*, int, DrawBuffersRange const*, int, VertexDeclaration*, unsigned long) (StereoSupportExt.cpp:512)
6 libunity.so 0x000000760a2819b4 GfxDeviceVKBase::smile:rawBuffers(GfxBuffer*, unsigned int, GfxBuffer* const*, unsigned int const*, int, DrawBuffersRange const*, int, VertexDeclaration*) (GfxDeviceVK.cpp:924)
7 libunity.so 0x000000760a375e0c DynamicVBO::smile:rawChunk(VertexDeclaration*) (DynamicVBO.cpp:437)
8 libunity.so 0x0000007609f15bec GfxDeviceWorker::RunCommand(ThreadedStreamBuffer&) (GfxDeviceWorker.cpp:0)
9 libunity.so 0x0000007609f16c48 GfxDeviceWorker::RunExt(ThreadedStreamBuffer&) (GfxDeviceWorker.cpp:423)
10 libunity.so 0x0000007609f0e044 GfxDeviceWorker::RunGfxDeviceWorker(void*) (GfxDeviceWorker.cpp:386)
11 libunity.so 0x000000760a0f4e8c Thread::RunThreadWrapper(void*) (Thread.cpp:78)
12 libc.so 0x00000076aafd5970 <system symbols missing>
13 libc.so 0x00000076aaf67f38 <system symbols missing>```
The confusing part about the second call-stack is that we are not using Stereo Rendering, which is what it seems to imply. I am hoping that is a red herring.
The crashes were from Unity 2019.4.9.
Worth mentioning the crash frequencies are pretty low though. I'm not sure if it is something that I/we are doing, or whether this is a Unity issue. I am hoping someone from Unity can comment on it though, if you've not resolved it already that is.
@StenCG The issue you linked is different issue, and unrelated to the purple screen issue. The reason why I know this is because I have run into the exact issue that the link describes (I have even commented in it). That issue was definitely fixed.