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In Progress
Under Consideration for 6000.2.X, 6000.4.X
Fix In Review for 6000.3.0a2
Votes
0
Found in
6000.1.4f1
6000.2.0b1
6000.3.0a1
6000.4.0a1
Issue ID
UUM-105302
Regression
No
[DX12] Crash on D3D12RenderSubPassInfo::Begin when changing property value on custom Render Pass Feature
How to reproduce:
1. Open the attached “IN-101727” project
2. In the Project tab, “Settings” folder, select “PC_Renderer” asset
3. In the Inspector, expand the “Test” Renderer Feature and “Settings” submenu
4. Make sure “Use Async Compute” property is toggled on
5. Change the “Debug Probe Volume Mode” property to “Irradiance” or “Distance”
6. Observe the crash
Reproducible with: 6000.1.0b8, 6000.1.4f1, 6000.2.0b1
Couldn’t test with: 2022.3.62f1 (Missing namespace errors), 6000.0.49f1, 6000.1.0b7 (KeyNotFoundException and Render Graph Execution errors)
Reproducible on: Windows 11
Not reproducible on: No other environments tested
Notes:
- Does not reproduce when using DX11 or Vulkan Graphics APIs
- Does not reproduce when the “Use Async Compute” property is toggled off, or changing the “Debug Probe Volume Mode” to “Heightmap”
First few lines of stacktrace:
{noformat}0x00007FFE65EDB171 (Unity) D3D12RenderSubPassInfo::Begin
0x00007FFE65EBAF98 (Unity) GfxDeviceD3D12::EndCurrentRenderSubPass
0x00007FFE65EC4A2B (Unity) GfxDeviceD3D12::NextSubPassImpl
0x00007FFE65BFA6EF (Unity) GfxDevice::NextSubPass
0x00007FFE67649BDE (Unity) GfxDeviceWorker::RunCommand{noformat}
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Resolution Note (fix version 6000.3.0a2):
Fixed by preventing WaitOnGPUFence and CreateGPUFence from crashing when used in middle of a render pass