Search Issue Tracker
Fixed in 5.5.0
Votes
4
Found in
5.3.5f1
Issue ID
810451
Regression
No
[Android][iOS] Thread.MemoryBarrier() does not prevent instruction reordering with mono backend
Reproduction steps
--------------------------
1) Open attached project "MemoryBarrierRepro"
2) Build scene "testScene" for Android/iOS
3) Run on a device
4) Observe the log
--- You will see results of user's test in this format: "wrong value 42323173 ,correct: 42323177 ,previous: 42323176"
Comments (2)
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
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
Douvantzis
Jul 07, 2016 22:43
A similar bug has been filed for Mono 4. However in Mono 4 the test does not fail when Memory Barriers are used. The bug in that case is reproduced when a Volatile field is used instead of Memory Barrier.
You can read the discussion here:
http://mono.1490590.n4.nabble.com/Volatile-fields-don-t-enforce-acquire-release-semantics-like-Volatile-Read-and-Volatile-Write-td4668111.html
Douvantzis
Jul 06, 2016 09:46
Volatile fields have also a related problem in Unity' Mono run time for Android and iOS. They don't have acquire and release semantics: https://msdn.microsoft.com/en-us/library/aa645755.aspx
It's as if no memory fences are applied.
The submitted test project fails if instead of using MemoryBarriers, a volatile field is used.