Steps to reproduce:
1. Open the attached user's project "ShaderDemo_Unity6.zip"
2. Build and run for Android
3. Connect it with the Unity profiler
4. On the device, press the “REPRODUCE ISSUE” button
5. Observe the continuous spike in the Profiler
Expected Results: application doesn't freeze and material is changed
Actual Results: application freezes
Reproducible with: 2022.3.3f1, 2022.3.63f1, 6000.0.51f1, 6000.1.6f1, 6000.2.0b6
Not reproducible with: 2021.3.52f1, 2023.2.0a18, 2022.3.2f1
Could not locate FAV between 2023.2.0a19 - 2023.2.0a23 due to "UnityEngine.Rendering.RenderPipelineGraphicsSettingsStripper.PerformStripping" NullReferenceException when trying to perform a build
Reproducible with these devices:
VLNQA00547, Samsung Galaxy Tab A8 (SM-X200), Android 13, CPU: Unisoc Tiger T618, GPU: Mali-G52
(user) Infinix Note 7, Huawei MatePad 10.4
Not reproducible with these devices:
VLNQA00381, Xiaomi Redmi Note 8 Pro (Redmi Note 8 Pro), Android 9, CPU: MediaTek Helios G90T MT6785T, GPU: Mali-G76 MC4
VLNQA00422, Samsung Galaxy S21 Ultra 5G (SM-G998B), Android 11, CPU: Exynos 2100, GPU: Mali-G78
VLNQA00282, Samsung Galaxy S10e (SM-G970U), Android 9, CPU: Snapdragon 855 SM8150, GPU: Adreno (TM) 640
(user) Samsung S21, Samsung Galaxy J4, Samsung Galaxy S8
Environment tested: Windows 11 24H2
Notes:
-Profiler data is attached "Samsung Tab 8A.data"
-Issue reproduces with Vulkan and OpenGLES3
-When the freeze reproduces, the profiler shows that Gfx.WaitForPresentOnGfxThread takes around ~8596 ms on the Main Thread. And the Render Thread spends that same amount of time on Gfx.PresentFrame. All the threads are idle which provides no clear indication of what the GPU is stalling on