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Fixed
Fixed in 2022.3.23f1, 2023.2.17f1, 6000.0.0b14
Votes
0
Found in
2022.3.22f1
2023.2.15f1
6000.0.0b12
Issue ID
UUM-66898
Regression
Yes
Crash on DynamicBranchState::PrepareState when RenderPipeline.SubmitRenderRequest is called
Reproduction steps:
1. Open the attached “Repro“ project
2. Open the “Assets/Scenes/SampleScene.unity“ Scene
3. Enter the Play Mode
4. Press the “Capture“ button in the Game View
Expected result: Capture completes and Editor doesn’t crash
Actual result: The Editor crashes
Reproducible with: 2022.3.19f1, 2022.3.22f1, 2023.2.15f1, 6000.0.0b12
Not reproducible with: 2022.3.18f1,
Couldn’t test with: 2021.3.35f1 (Wasn’t able to downgrade the project)
Reproducible on: M1 MacOS 14.3.1, Windows 10 (22H2)
Not reproducible on: No other environment tested
First few lines of the stack trace:
{{#0 0x000001030bf3a8 in DynamicBranchState::PrepareState(unsigned long, keywords::LocalKeywordState const&)}}
{{#1 0x000001030ca04c in ShaderLab::Pass::ApplyPass(unsigned int, ShaderPropertySheet const*, DynamicBranchState*, ShaderPassContext&, keywords::LocalKeywordState const&, Shader const*, int, int, ShaderLab::GrabPasses const*, ShaderLab::SubPrograms*, DeviceRenderStateBlock const*, ShaderLab::Pass const*, ShaderLab::Pass const*) }}
{{#2 0x0000010303c968 in ApplyMaterialPass(SharedMaterialData const&, ShaderPassContext&, Shader const*, ShaderLab::Pass*, int, int, ShaderLab::GrabPasses const*, ShaderLab::SubPrograms*, DeviceRenderStateBlock const*, ShaderLab::Pass const*, ShaderLab::Pass const*) }}
{{#3 0x00000102d11eac in BatchRenderer::ApplyShaderPass(ShaderPassContext&, SharedMaterialData const*, Shader*, BatchRenderer::PassInfo&, BatchingFlags, bool, bool, ShaderLab::GrabPasses const*, DeviceRenderStateBlock const*) }}
{{#4 0x00000102ed60a0 in ScriptableRenderLoopDraw(ScriptableLoopObjectData const*, unsigned long, SharedRendererScene const&, DrawRenderersCommand const&, ShaderPassContext&, GfxDevice&, int)}}
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