It seems we are getting multiple crashes related to Vulkan.
Are these known errors? I have no idea what is causing them as it happens at different times, after playing for a while.
We don’t get any crashes on GL ES, but consistent crashes on Vulkan. We would really like to use Vulkan though for the performance benefits.
Native StackTrace:
Thread 0 (crashed)
0 libunity.so 0x00000070f6e0954c vk::Texture::UseTexture(vk::CommandBuffer*, unsigned int, VkSampler_T*) const
1 libunity.so 0x00000070f6e16430 vk::smile:escriptorState::BindTexture(vk::Texture*, unsigned int, vk::CommandBuffer*)
2 libunity.so 0x00000070f6e3f0d8 VKImmediateContext::SetTextures(int, GfxTextureParam const*, vk::ImageManager&, vk::CommandBuffer*)
3 libunity.so 0x00000070f6f4c090 GpuProgram::ApplyTextureParameters(unsigned char const*, GfxDevice&, ShaderType)
4 libunity.so 0x00000070f6de82a0 VKGpuProgram::ApplyGpuProgram(GpuProgramParameters const&, vk::ConstantBufferState&, unsigned char const*, vk::PreTransform)
5 libunity.so 0x00000070f6e3ef4c VKImmediateContext::SetShaders(vk::FrameNumbers const&, VKGpuProgram*, GpuProgramParameters const*, unsigned char const*)
6 libunity.so 0x00000070f6c4d244 ShaderLab::ShaderState::ApplyShaderState(unsigned int, ShaderPropertySheet const*, ShaderPassContext const&, ShaderKeywordSet const&, Shader*, ShaderLab::Pass*, bool*, ShaderLab::SubPrograms*, DeviceRenderStateBlock const*, int, int) const
7 libunity.so 0x00000070f6c4d058 ShaderLab::Pass::ApplyPass(unsigned int, ShaderPropertySheet const*, ShaderPassContext&, Shader*, int, int, bool*, ShaderLab::GrabPasses const*, ShaderLab::SubPrograms*, DeviceRenderStateBlock const*)
8 libunity.so 0x00000070f6c20cd8 ApplyMaterialPassWithCache(SharedMaterialData const&, ShaderPassContext&, Shader*, ShaderLab::Pass*, int, int, bool, ShaderLab::GrabPasses const*, ShaderLab::SubPrograms*, DeviceRenderStateBlock const*)
9 libunity.so 0x00000070f6c20d7c ApplyMaterialPassAndKeywordsWithCache(SharedMaterialData const&, ShaderPassContext&, Shader*, ShaderLab::Pass*, int, int, bool, ShaderLab::GrabPasses const*, ShaderLab::SubPrograms*, DeviceRenderStateBlock const*)
10 libunity.so 0x00000070f6eccc98 BatchRenderer::ApplyShaderPass(ShaderPassContext&, SharedMaterialData const*, Shader*, BatchRenderer::PassInfo&, BatchingFlags, bool, bool, ShaderLab::GrabPasses const*, DeviceRenderStateBlock const*)
11 libunity.so 0x00000070f6ed1120 ForwardShaderRenderLoop::StartRenderJobs(JobFence&, bool, bool, ShaderPassContext&)
12 libunity.so 0x00000070f6dfa5b8 GfxDeviceVKBase::ExecuteAsyncSetup(GfxDeviceAsyncCommand*)
13 libunity.so 0x00000070f6befc14 JobQueue::Exec(JobInfo*, long long, int, bool)
14 libunity.so 0x00000070f6beff14 JobQueue::ExecuteJobFromHighPriorityStack(bool)
15 libunity.so 0x00000070f6bf00f8 JobQueue::ProcessJobs(JobQueue::ThreadInfo*, void*)
16 libunity.so 0x00000070f6bef660 JobQueue::WorkLoop(void*)
17 libunity.so 0x00000070f6c85644 Thread::RunThreadWrapper(void*)
18 libc.so 0x00000071ebe797b8 <symbols missing for uuid: 2499da84be20422da3f6f4b7cdc59990>
19 libc.so 0x00000071ebe19050 <symbols missing for uuid: 2499da84be20422da3f6f4b7cdc59990>
Native StackTrace:
Thread 0 (crashed)
0 libunity.so 0x00000077cbb67e84 vk::smile:ataBuffer::CreateResource()
1 libunity.so 0x00000077cbb68640 vk::smile:ataBuffer::Update(void const*, vk::CommandBuffer*, vk::ScratchBuffer*, vk::FrameNumbers const&, unsigned long, unsigned long)
2 libunity.so 0x00000077cc0e9994 GfxDeviceWorker::RunCommand(ThreadedStreamBuffer&)
3 libunity.so 0x00000077cc0ed694 GfxDeviceWorker::RunExt(ThreadedStreamBuffer&)
4 libunity.so 0x00000077cc0e53cc GfxDeviceWorker::RunGfxDeviceWorker(void*)
5 libunity.so 0x00000077cb9b7644 Thread::RunThreadWrapper(void*)
6 libc.so 0x0000007b53ef2e94 <symbols missing for uuid: 0f39fc790debeef5bc191987ab30a3f5>
7 libc.so 0x0000007b53e8f4b0 <symbols missing for uuid: 0f39fc790debeef5bc191987ab30a3f5>