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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}
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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.