Search Issue Tracker
Won't Fix
Votes
0
Found in
2017.3.1f1
Issue ID
1038448
Regression
No
[Android] Alpha8 texture format use 4 times more memory capacity on Mali gpu
Steps to reproduce:
1. Open user attached project
2. Build and run on an Android device with Mali GPU
3. Observe that memory capacity is larger than on other GPUs
Reproduced in: 2018.3.0a1, 2018.2.0b4, 2018.1.2f1, 2017.3.1p1, 2017.2.3f1, 2017.1.4f1
Occurs with:
Samsung Galaxy S8 Mali-G71, OS 8.0
Samsung Galaxy S5 Mali-T720, OS 6.0
Does not occur with:
Sony Xperia Z2 Adreno 330, OS 6.0
Meizu PowerVR Rogue G6200, OS 5.0
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Inspector elements are rendered twice when the script component is added via drag-and-drop while the HideFlags.HideInInspector property is set
- Error "Light baking failed with error code 5 (Convergence data not available while rendering lightmaps)" thrown in Console when generating lighting for specific GameObjects
- Copy and Paste options for an Animation Property value are disabled in the Right click contextual menu
- Asset is not found when searching the Label "NewLabel" in Search Window
- "Compute dispatch: missing texture ID..." and "Compute dispatch: missing UAV ID..." warnings are thrown after changing the platform in High Definition 3D template
Resolution Note (2018.3.X):
On OpenGL ES 3 and higher there is no Alpha8 texture format. We use two extensions to provide the same functionality. One of those extensions (GL_EXT_texture_swizzle) doesn't work correctly on some drivers on Mali GPUs (see https://issuetracker.unity3d.com/issues/es3-dot-0-slash-3-dot-1-when-using-an-alpha-8-image-as-an-alpha-mask-on-android-6-dot-x-devices-with-mali-the-mask-doesnt-work).