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Question by x-stuff@list.ru · Jun 14, 2013 at 10:28 AM · androidcrashruntimedynamicantialiasing

Switch Antialiasing in run time on android result - crash

Hi to All.

I've found bug in new version of unity (probably 4.1+)

When you trying switch AA settings in run time on android, application will crash.

I've tested on nexus7 and amazon kindle fire (tegra devices?) - result crash. Adreno GPUs I'm not sure but not crash - just meshes became invisible.

Here is LogCat output from kindle

 06-14 11:52:12.766: I/DEBUG(25629): *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
 06-14 11:52:12.766: I/DEBUG(25629): Build fingerprint: 'generic/blaze/blaze:2.3.4/GINGERBREAD/6.3.2_user_4110520:user/release-keys'
 06-14 11:52:12.766: I/DEBUG(25629): pid: 29566, tid: 29574  >>> com.Altwolw.TestAA <<<
 06-14 11:52:12.766: I/DEBUG(25629): signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 00000008
 06-14 11:52:12.766: I/DEBUG(25629):  r0 00000060  r1 00000060  r2 00000000  r3 00433ac8
 06-14 11:52:12.766: I/DEBUG(25629):  r4 00000000  r5 0070bcb0  r6 000008e8  r7 00000000
 06-14 11:52:12.766: I/DEBUG(25629):  r8 00000000  r9 00000004  10 8150c484  fp 00000000
 06-14 11:52:12.766: I/DEBUG(25629):  ip 0070caac  sp 47b06fb8  lr 8150c4cc  pc 8150c4cc  cpsr 80000110
 06-14 11:52:12.766: I/DEBUG(25629):  d0  be1d9d12bf7821b8  d1  00000000be44883f
 06-14 11:52:12.766: I/DEBUG(25629):  d2  3f2dcf97be7abf5e  d3  000000003f313085
 06-14 11:52:12.766: I/DEBUG(25629):  d4  bf37c655bcc2bfc8  d5  000000003f321e14
 06-14 11:52:12.766: I/DEBUG(25629):  d6  c0452c884018a6b2  d7  3f800000c0ce8d95
 06-14 11:52:12.766: I/DEBUG(25629):  d8  3f80000000000000  d9  000000003f800000
 06-14 11:52:12.766: I/DEBUG(25629):  d10 3f7fbe773f800000  d11 0000000000000000
 06-14 11:52:12.766: I/DEBUG(25629):  d12 0000000000000000  d13 0000000000000000
 06-14 11:52:12.766: I/DEBUG(25629):  d14 0000000000000000  d15 0000000000000000
 06-14 11:52:12.766: I/DEBUG(25629):  d16 0000000040397db8  d17 0000000000000000
 06-14 11:52:12.766: I/DEBUG(25629):  d18 3fddb3d700000000  d19 0000000000000000
 06-14 11:52:12.766: I/DEBUG(25629):  d20 0000000000000000  d21 bf800000bf8013aa
 06-14 11:52:12.766: I/DEBUG(25629):  d22 0000000000000000  d23 00000000bf19a566
 06-14 11:52:12.766: I/DEBUG(25629):  d24 be887f52c033ca39  d25 3e44883f3e44a670
 06-14 11:52:12.766: I/DEBUG(25629):  d26 3f96864fbf35af6f  d27 bf313085bf314bbe
 06-14 11:52:12.766: I/DEBUG(25629):  d28 bf9f2751bd8d1c3b  d29 bf321e14bf323971
 06-14 11:52:12.766: I/DEBUG(25629):  d30 c0aac1f540dd36db  d31 40ce8d9540bb78a3
 06-14 11:52:12.766: I/DEBUG(25629):  scr 60000012
 06-14 11:52:12.829: I/DEBUG(25629):          #00  pc 0000c4cc  /system/vendor/lib/egl/libGLESv2_POWERVR_SGX540_120.so.1.1.17.4403
 06-14 11:52:12.829: I/DEBUG(25629):          #01  lr 8150c4cc  /system/vendor/lib/egl/libGLESv2_POWERVR_SGX540_120.so.1.1.17.4403
 06-14 11:52:12.829: I/DEBUG(25629): code around pc:
 06-14 11:52:12.829: I/DEBUG(25629): 8150c4ac e1a02004 e59d6040 ebfffbe4 e1a02004 
 06-14 11:52:12.829: I/DEBUG(25629): 8150c4bc e1a00005 e59d104c e3a03000 ebfffa28 
 06-14 11:52:12.829: I/DEBUG(25629): 8150c4cc e5973008 e59da048 e301b405 e3a02002 
 06-14 11:52:12.829: I/DEBUG(25629): 8150c4dc e2850c11 e08aa003 e59d3044 e3a01000 
 06-14 11:52:12.829: I/DEBUG(25629): 8150c4ec e280003c e153000b e59f40b4 03a0b004 
 06-14 11:52:12.829: I/DEBUG(25629): stack:
 06-14 11:52:12.829: I/DEBUG(25629):     47b06f78  00000003  
 06-14 11:52:12.829: I/DEBUG(25629):     47b06f7c  00000000  
 06-14 11:52:12.836: I/DEBUG(25629):     47b06f80  000010b0  
 06-14 11:52:12.836: I/DEBUG(25629):     47b06f84  00000000  
 06-14 11:52:12.836: I/DEBUG(25629):     47b06f88  00000004  
 06-14 11:52:12.836: I/DEBUG(25629):     47b06f8c  8150c484  /system/vendor/lib/egl/libGLESv2_POWERVR_SGX540_120.so.1.1.17.4403
 06-14 11:52:12.836: I/DEBUG(25629):     47b06f90  00000000  
 06-14 11:52:12.836: I/DEBUG(25629):     47b06f94  8150adac  /system/vendor/lib/egl/libGLESv2_POWERVR_SGX540_120.so.1.1.17.4403
 06-14 11:52:12.836: I/DEBUG(25629):     47b06f98  00000000  
 06-14 11:52:12.836: I/DEBUG(25629):     47b06f9c  0070bcb0  
 06-14 11:52:12.836: I/DEBUG(25629):     47b06fa0  000008e8  
 06-14 11:52:12.836: I/DEBUG(25629):     47b06fa4  00000000  
 06-14 11:52:12.836: I/DEBUG(25629):     47b06fa8  00000000  
 06-14 11:52:12.836: I/DEBUG(25629):     47b06fac  00000004  
 06-14 11:52:12.836: I/DEBUG(25629):     47b06fb0  e3a070ad  
 06-14 11:52:12.836: I/DEBUG(25629):     47b06fb4  ef9000ad  
 06-14 11:52:12.836: I/DEBUG(25629): #00 47b06fb8  001faf38  
 06-14 11:52:12.836: I/DEBUG(25629):     47b06fbc  00a64f58  
 06-14 11:52:12.836: I/DEBUG(25629):     47b06fc0  00a64f70  
 06-14 11:52:12.836: I/DEBUG(25629):     47b06fc4  006a1478  
 06-14 11:52:12.836: I/DEBUG(25629):     47b06fc8  001faf38  
 06-14 11:52:12.836: I/DEBUG(25629):     47b06fcc  00a64f58  
 06-14 11:52:12.836: I/DEBUG(25629):     47b06fd0  00a64f70  
 06-14 11:52:12.836: I/DEBUG(25629):     47b06fd4  0070bcb0  
 06-14 11:52:12.836: I/DEBUG(25629):     47b06fd8  00000004  
 06-14 11:52:12.836: I/DEBUG(25629):     47b06fdc  00001403  
 06-14 11:52:12.836: I/DEBUG(25629):     47b06fe0  000008e8  
 06-14 11:52:12.836: I/DEBUG(25629):     47b06fe4  00000000  
 06-14 11:52:12.836: I/DEBUG(25629):     47b06fe8  00000000  
 06-14 11:52:12.836: I/DEBUG(25629):     47b06fec  8150c484  /system/vendor/lib/egl/libGLESv2_POWERVR_SGX540_120.so.1.1.17.4403
 06-14 11:52:12.836: I/DEBUG(25629):     47b06ff0  00000000  
 06-14 11:52:12.836: I/DEBUG(25629):     47b06ff4  8150e298  /system/vendor/lib/egl/libGLESv2_POWERVR_SGX540_120.so.1.1.17.4403
 06-14 11:52:12.836: I/DEBUG(25629):     47b06ff8  000008e8  
 06-14 11:52:12.836: I/DEBUG(25629):     47b06ffc  00001403  
 



I've figured that problems is in Vertex data streams.

So, if before switching AA setting we turn off all meshes in scene (which buffers not changed dynamic )

And after AA has been applied - renew buffers like sharedMesh.SetTriangles(sharedMesh.triangles, 0);

But problem still here when loading new level.

I wish somebody can give me answer is it just me or whole Unity3d bug.

Here is sample project. It's using only touches for clear experiment.

You can uncomment OnGUI() section for testing without preparing part. Or just comment Line 122 : Prepare(); to reproduce crash when simply change AA settings

Test AA

testaa.zip (100.0 kB)
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