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Won't Fix

Votes

0

Found in

2021.3.43f1

2022.3.43f1

6000.0.16f1

6000.1.0a7

6000.2.0a1

6000.3.0a1

6000.4.0a1

Issue ID

UUM-78487

Regression

No

D3D11 Compute shader dispatch isn't synchronous when running in the Editor

-

Steps to reproduce:
1. Open the attached user's project "Compute Woes.zip"
2. Make sure that the Graphics API is set to D3D11
3. Open the "SampleScene.unity" and watch for red messages in the console
4. If you don't see any red messages, make sure the scene view is open and visible, and restart the Editor

Expected results: D3D11 Compute shader dispatch is synchronous when running in the Editor
Actual results: D3D11 Compute shader dispatch isn't synchronous when running in the Editor

Reproducible with: 2021.3.43f1, 2022.3.43f1, 6000.0.16f1

Testing Environment: Windows 11 23H2
Not reproducible on: Windows 10

Notes:
-Issue does not reproduce with D3D12 or OpenGL
-According to the user, steps that make the bug disappear:
Dispatching an empty compute shader kernel after the real dispatch
Attaching nvidia nsight
Storing _BoxAction in a compute buffer instead of an int property
Instantiating the compute shader, using different instances for the apply case, and another for the preview case

  1. Resolution Note:

    Thank you for reporting a bug to Unity.

    We have reviewed the issue carefully, and in this case, the team is unable to prioritize fixing this bug. There are a number of reasons we make this decision, including the impact and severity of the issue across our user and customer base, and the possibility that future plans may solve the problem in a different way, or that a workaround for the bug may be available.

    Today we will be closing this case. Thank you again for taking the time to report this issue, and please let us know if there is anything else that changes the impact or severity of this issue.

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