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Duplicate

Votes

0

Found in

6000.0.56f1

Issue ID

UUM-115656

Regression

No

Crash on DynamicBranchState when changing Build Profiles in a specific project

-

How to reproduce:
1. Open the attached “IN-111435“ project in 6000.0.37f1
2. Open the attached “IN-111435“ project in the version you want to test with (for example, 6000.0.56f1)
3. Navigate to “File > Build Profiles“
4. In the Build Profiles window, change the build profile from “Win (Dev)“ to “XBPC (Dev)“ (Or the opposite)
5. Repeat the last step if needed
6. Observe the crash

Reproducible with: 6000.0.56f1
Not reproducible with: 6000.2.2f1, 6000.3.0a6

Reproducible on: MacOS 15.5 (M4), Windows 11, Windows 10 (by user)
Not reproducible on: No other environments tested

Note: This crash was also reproduced when entering the project or switching Platforms between “macOS“ and “Windows“

First few lines of the stack trace:

{noformat}#0 0x000001054109c4 in DynamicBranchState::PrepareState(unsigned long, keywords::LocalKeywordState const&)
#1 0x00000105436340 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 0x00000104f6e308 in ImageFilters::BlitCommon(ShaderPassContext&, TextureRef, RenderTarget, int, SharedMaterialData const, char const, Shader, int, ImageFilters::BlitFlags, CubemapFace, Vector2f const&, Vector2f const&, bool)
#3 0x00000104f6db6c in ImageFilters::Blit(ShaderPassContext&, Texture, RenderTarget, int, SharedMaterialData const, char const, Shader, int, ImageFilters::BlitFlags, CubemapFace, Vector2f const&, Vector2f const&)
#4 0x00000105146db8 in RenderingCommandBuffer::ExecuteCommandBufferWithState(ShaderPassContext&, RenderNodeQueue&, RenderingCommandBufferState
, unsigned int, ComputeQueueType) const
#5 0x00000105140ccc in RenderingCommandBuffer::ExecuteCommandBuffer(ShaderPassContext&, RenderNodeQueue&, unsigned int, core::vector<std::__1::pair<ShaderLab::FastPropertyName, RenderTexture>, core::allocator<std::__1::pair<ShaderLab::FastPropertyName, RenderTexture>, 0ul>>, ComputeQueueType, RenderTexture) const
#6 0x000001051d3acc in ScriptableRenderContext::ExecuteScriptableRenderLoop(){noformat}

  1. Resolution Note:

    Duplicate of an already fixed bug
    Duplicate of another internal issue: UUM-110692: [INSTABILITY]: RoslynAnalyzersShouldNotReferenceNetStandard2_1

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