Search Issue Tracker

Active

Under Consideration for 6000.0.X, 6000.1.X, 6000.2.X, 6000.3.X

Votes

1

Found in

6000.0.30f1

6000.1.0a7

6000.2.0a1

6000.3.0a1

Issue ID

UUM-90433

Regression

No

Crash on GfxDeviceD3D12Base::DrawBuffersCommon when adding specific custom Render Pass Feature to Renderer

-

Reproduction steps:
1. Open the attached “IN-88755.zip”
2. Open the “SampleScene”
3. In the Project window under the Assets folder, select the “PC_Renderer”
4. In the Inspector window, add the Renderer Feature “CustomRenderPassFeature” to the “PC_Renderer”
5. Observe the crash

Reproducible in: 6000.0.30f1, 6000.1.0a7
Could not test with: 2021.3.46f1, 2022.3.53f1 (Missing namespace errors)

Reproducible on: Windows 10, Windows 11
Not reproducible on: No other environments tested

First few lines of stacktrace:

{noformat}0x00007FFB9966FB9B (Unity) GfxDeviceD3D12Base::DrawBuffersCommon
0x00007FFB9966F6AC (Unity) GfxDeviceD3D12Base::DrawBufferRanges
0x00007FFB9966F989 (Unity) GfxDeviceD3D12Base::DrawBuffers
0x00007FFB9AE39C77 (Unity) GfxDeviceWorker::RunCommand
0x00007FFB9AE3D06C (Unity) GfxDeviceWorker::RunExt{noformat}

Comments (1)

  1. StaggartCreations

    Feb 06, 2025 11:03

    Some additional context: This crash occurs when adding a render pass, that executes on "RenderPassEvent.BeforeRendering".

    If this render pass tries to allocate a render target, the crash is triggered. In my case, this pass must execute at that moment.

    A workaround is to render it at a later step (eg. RenderPassEvent.BeforeRenderingShadows), so that the custom pass isn't the first one to allocate a GPU resource.

Add comment

Log in to post comment

All about bugs

View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.