fix(mediaplayer): submit the Android Vulkan resolve from a plugin-owned command buffer#923
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dooly123 merged 9 commits intoJul 6, 2026
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Multichannel AAC on Android played back wrong: device AAC decoders can fold 5.1/7.1 down to stereo unless the codec is configured with an output-channel ceiling, and the Android backend never set one (the Windows backend already prefers the input channel count for the same reason). Configure both the generic API 32+ key and the legacy AAC key on both audio paths (extractor tracks and demuxer-fed streams). Also harden the PCM path around channel-count changes: - the PCM ring drops whole interleaved frames on overflow, so a full ring can no longer rotate the channel alignment - a channel-count change re-frames (and clears) the ring instead of mixing old- and new-layout floats - float PCM output (pcm-encoding 4) is written straight to the ring instead of being misread as 16-bit - the audio output format is logged on each format change for device diagnosis Rebuilt libbasis_media_native.so (arm64-v8a, NDK r27c).
Document on the ring what the Windows ring already states: drops are whole-frame counts (preserving channel phase), reads may return partial frames, and the managed splitter carries sub-frame remainders — so neither end anchors to an absolute frame boundary.
The render events record pipeline barriers, an own render pass and state changes into Unity's command buffer, which is only legal when Unity's render pass is not in progress. Declare that as an event precondition via ConfigureEvent so the dispatcher enforces it in every recording mode, rather than relying on EnsureOutsideRenderPass from inside the callback. On Quest, playback crashed with a null-deref in the Adreno driver's vkCmdExecuteCommands on the Vulkan submission thread as soon as decoded frames reached the present path.
The absent-video guard checked video.pt < 0, but the zero-initialised struct left pt at 0 - a valid RTP payload type - so an audio-only SDP walked past the guard into a video SETUP on the base URL and surfaced as a confusing server 400. Initialise both media slots with a -1 sentinel so the "no usable media" path fires as intended. Also rebuilds libbasis_media_native.so (arm64-v8a) with this and the Vulkan render-event precondition change.
- Announce the AAC audio format once per session instead of on every RTP packet, using a per-session flag beside the existing video_announced (the previous function-level static was dead code, and would have been shared across sessions had it been used). Downstream decoders already ignore repeat announcements, so this removes per-packet churn rather than changing behaviour. - Always drain an RTSP reply's Content-Length body, including when the caller passes no body buffer - an ignored body previously stayed on the socket and desynchronised the next reply. - Zero-initialise the Vulkan plugin event config struct, matching the file's existing initialisation style. Rebuilds libbasis_media_native.so (arm64-v8a).
Android treats a missing pcm-encoding key as signed 16-bit PCM, but the handler only updated the float flag when the key was present - a later output format without the key would keep a previously-set float flag and misread 16-bit buffers. Default the value to 16-bit and assign the flag unconditionally. Rebuilds libbasis_media_native.so (arm64-v8a).
…ed command buffer Recording the YCbCr->RGBA resolve (pipeline barrier + render pass + draw) into Unity's command buffer corrupts the Adreno driver's command-buffer state on Quest and crashes the app in vkCmdExecuteCommands on Unity's submission thread as soon as decoded frames flow (BasisVR#922). Declaring an outside-render-pass precondition on the event did not help; a build that skips the recorded work entirely does not crash, isolating the trigger to the recorded commands themselves. The present path no longer touches Unity's command buffers at all: - each import-ring slot gets its own primary command buffer (one shared pool) and a fence; the resolve is recorded there and submitted on the graphics queue from the render event, which is now configured with kUnityVulkanGraphicsQueueAccess_Allow so Unity holds its queue users off the queue during the callback - fence status replaces Unity's safeFrameNumber for reclaiming imported AHardwareBuffer slots; release waits in-flight fences (capped) before destroying - the Unity RenderTexture's VkImage is queried with AccessTexture(ObserveOnly) - no barriers recorded on our behalf. The resolve render pass already takes the attachment from UNDEFINED (full-frame overwrite) and returns it SHADER_READ_ONLY, the layout Unity samples in, so no layout coordination is needed - basis_gfx_vk_begin_record (Unity command-buffer access) is removed Rebuilds libbasis_media_native.so (arm64-v8a).
…ources Fence-based reclamation left two teardown paths destroying resources a submitted command buffer may still be using: a mid-stream external- format change rebuilds the format objects (destroying every ring slot), and an output-texture change destroys the framebuffer. Both now wait the in-flight slot fences first, via a helper shared with the release path (whose inline wait it replaces). Rebuilds libbasis_media_native.so (arm64-v8a).
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The teardown wait is deliberately capped (hanging teardown on a wedged or lost device is worse than proceeding, and destroying objects on a lost device is the correct cleanup), but a non-success result was silent. Capture it and log the slot and result code so a teardown-under-timeout is diagnosable. Rebuilds libbasis_media_native.so (arm64-v8a).
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Summary
Fixes #922 — media player video crashed the client on Quest within about a second of the first decoded frame: a null-pointer dereference inside the Adreno driver's
vkCmdExecuteCommands, on Unity's Vulkan submission thread. On-device isolation (detailed in the issue) pinned the trigger to the commands the present path recorded into Unity's command buffer viaCommandRecordingState— a pipeline barrier plus the plugin's own render pass and draw. Declaring an outside-render-pass precondition didn't help; skipping the recorded work entirely removed the crash.The present path no longer touches Unity's command buffers at all:
kUnityVulkanGraphicsQueueAccess_Allow— Unity holds its own queue users off the queue while the callback runs.safeFrameNumberfor reclaiming importedAHardwareBuffers; release waits in-flight fences (capped) before destroying.VkImageis queried withAccessTexture(ObserveOnly)— no barriers recorded on the plugin's behalf. No layout coordination with Unity is needed: the resolve render pass already takes the attachment fromUNDEFINED(contents discarded — every draw overwrites the full frame) and returns it inSHADER_READ_ONLY, the layout Unity samples it in. Same-queue submission order plus the pass's external dependencies order the write against Unity's sampling.basis_gfx_vk_begin_record(the Unity command-buffer access) is removed.Rebuilt
libbasis_media_native.so(arm64-v8a, NDK r27c) is included.Stacked on #921 — this branch is based on the multichannel-audio branch, so the diff shows #921's commits until that merges; the change to review here is the final commit (
fix(mediaplayer): submit the Android Vulkan resolve from a plugin-owned command buffer).Required checks
All boxes below must be ticked before this PR can merge. If a check is genuinely N/A, tick it anyway and explain under Notes.
TransformAccessArrayor are otherwise batched. I have not added per-frametransform.position/transform.rotation/transform.localPositioncalls inside loops. Whenever I need both position and rotation, I use the combined APIs —SetPositionAndRotation/SetLocalPositionAndRotationfor writes,GetPositionAndRotation/GetLocalPositionAndRotationfor reads — instead of two separate property accesses; the combined call does one local-to-world matrix traversal instead of two.Resources.Load, no direct asset references that pull large content into memory on scene load.GetComponent/AddComponentwhere avoidable — Where unavoidable, the result is cached on a field, and anyGetComponent<T>is replaced withTryGetComponent<T>(out var x)— bareGetComponentwill be denied.TryGetComponentis the modern API (Unity 2019.2+) and skips the Editor-only GC allocationGetComponentcauses when a component is missing: Unity wraps thenullreturn in a managed "fake null" object so its overloaded==operator can still detect destroyed C++ objects, and constructing that wrapper allocates;TryGetComponentreturns aboolplusoutparameter and never builds the wrapper. None of these calls run insideUpdate,LateUpdate,FixedUpdate, jobs, or other per-frame code paths.BasisEventDriver— Any new per-frame work hooks intoBasisEventDriverrather than adding standaloneUpdate/LateUpdate/FixedUpdatecallbacks on a MonoBehaviour.BasisEventDriveris bulletproof, or guarded bytry/catch—BasisEventDriverruns the single per-frame tick that drives the whole framework (network apply, local player sim, blendshapes, JigglePhysics, nameplates, and more) as one sequential chain. An unhandled exception anywhere in that chain aborts the rest of the tick, so every step after the throwing one is silently skipped for that frame. New work added to the driver must either be guaranteed not to throw, or be wrapped in atry/catchthat contains the failure and surfaces it throughBasisDebug— logged once / rate-limited, never every frame (see the existingHVRBasisBuiltInAddresses.Simulate()guard for the pattern). Expect this to be scrutinized closely in review.{ get; set; }properties or access lockdowns — Public fields are fine; Basis is meant to be read and modified freely, so don't wall things offprivate/internalwithout a real reason. Don't wrap a field in{ get; set; }when the accessors do nothing — property accessors have a real performance cost vs direct field access, and the lead maintainer prefers plain fields (or a method / setter-only property when only the setter needs logic) over a noop-getter pair. For.Instancesingletons, callers reassigningType.Instanceis allowed; if that would break your code, log a warning or throw — don't block the assignment. Locking down access is not your call.BasisLocalCameraDriver— Code that needs the local camera (transform, projection, rig data, etc.) pulls it fromBasisLocalCameraDriverrather than looking one up itself. Don't roll a separate camera discovery path.BasisDebug— All new logging calls go throughBasisDebug.Log/BasisDebug.LogWarning/BasisDebug.LogError(with an appropriateLogTag) instead ofUnityEngine.Debug.Log/Debug.LogWarning/Debug.LogError.BasisDebugroutes through Basis's tagged, color-coded logger and respects the project-wideLoggingDisabledtoggle so logging can be killed at runtime; bareDebug.Logcalls bypass that and will be denied.FindObjectOfType/FindObjectsOfType/GameObject.Find/FindGameObjectsWithTagto locate what it depends on. References are wired in — registered through an existing manager/driver, injected at init, or passed in by the caller — rather than discovered by scanning the scene at runtime. If a scene scan is genuinely unavoidable, justify it under Notes.newon reference types, no LINQ, nostringconcatenation/interpolation, no boxing, noforeachover interface-typed collections. Allocate once at init and reuse the buffer.BasisDebug. Hot-path logging floods the console and incurs cost on every frame regardless of whether the message is filtered out downstream. If a hot-path log is needed while iterating, gate it behind#if UNITY_EDITORand remove (or leave gated) before merge..Count(lists) /.Length(arrays) into a localintbefore the loop instead of re-reading the property each iteration. PreferT[](with a separate length int when the array is over-sized) overList<T>where the data is hot — Unity's mono BCL doesn't exposeCollectionsMarshal.AsSpan(List<T>), so a list can't be fed intoSpan<T>/ unsafe paths cleanly. Where the perf justifies it, drop intoSpan<T>/reflocals /Unsafe.As/unsafepointer code to skip bounds checks and copies, and call out the invariants you're relying on under Notes so reviewers can sanity-check them.Testing details
Tick the platforms you actually tested on. Leave the rest unticked — these are informational and do not block merge.
Input / control mode coverage:
Where applicable, confirm these flows still work after your changes:
Notes
Scope / N/A checks: entirely a native C/C++ plugin change (
Native~/android,Native~/unity, one internal header) plus the rebuilt arm64.so— no C# is touched, so the Unity-side checks (transform access, Addressables, GetComponent, BasisEventDriver, properties, camera driver, BasisDebug, scene discovery, hot-path allocations/collections) have nothing to apply to. Jobification: N/A, native present path.Tested on Quest Pro (Android 14), sideloaded build, H.264 + AAC over RTSP/TCP:
Trade-offs / caveats:
GraphicsQueueAccess_Allowmeans Unity briefly holds its queue users off the queue during the callback; no frame-pacing impact was observed in the soak, but it's the structural cost of not sharing Unity's command buffers.