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Third Party Issue
Third Party Issue in 2023.1.X
Votes
1
Found in
2020.3.40f1
2021.3.11f1
2022.1.18f1
2022.2.0b10
2023.1.0a13
Issue ID
UUM-16504
Regression
No
Error "Shader compiler: Compile marchingCubesGridProcessing.compute - CSMain: Internal error communicating with the shader compiler process" occurs when entering Play mode
Steps to reproduce:
1. Open the user’s project
2. Open the “SampleScene” Scene
3. Enter Play mode
4. Observe the Console
Expected result: There is no “Shader compiler: Compile marchingCubesGridProcessing.compute - CSMain: Internal error communicating with the shader compiler process” error
Actual result: Error “Shader compiler: Compile marchingCubesGridProcessing.compute - CSMain: Internal error communicating with the shader compiler process” occurs
Reproducible with: 2020.3.40f1, 2021.3.11f1, 2022.1.18f1, 2022.2.0b10, 2023.1.0a13
Reproduced on: macOS Monterey 12.5.1 (Intel)
Notes:
- The shader is attached to the “GameObject” GameObject
- The Shader is in the Assets → Shaders folder
- The project does not build because of compiler errors
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Resolution Note:
The compute shader uses more than 64 KiB data in a single constant buffer. "int triTable[256][16]" is exactly 64 KiB, and there's other data as well.
The D3D compiler that we use crashes when this happens, so we can't fix the issue. A workaround is to pack the table data into arrays of int4, or to put the table into a separate constant buffer and fill it from C#.
Resolution Note (2023.1.X):
The compute shader uses more than 64 KiB data in a single constant buffer. "int triTable[256][16]" is exactly 64 KiB, and there's other data as well.
The D3D compiler that we use crashes when this happens, so we can't fix the issue. A workaround is to pack the table data into arrays of int4, or to put the table into a separate constant buffer and fill it from C#.