Search Issue Tracker
By Design
Votes
0
Found in
2021.2
2021.2.19f1
2021.3
2022.1
2022.2
Issue ID
1424847
Regression
No
[iOS] "Command buffer is aborted" error is thrown when using DXC compiler
Reproduction steps:
1. Download and open "ShaderDXCBug.zip" project
2. Build the project for iOS
3. Observe the Xcode console
Expected result: No errors are printed
Actual result: A "ShaderGLES3Bug[5771:6333767] Execution of the command buffer was aborted due to an error during execution. Caused GPU Address Fault Error (IOAF code 11)" error is printed
Reproducible with: 2021.2.19f1, 2021.3.2f1, 2022.1.0f1, 2022.2.0a12
Could not test with: 2019.4, 2020.3 (Project breaks when downgrading)
Reproduced with: iPhone 12 Pro (iOS 14.2.1), iPhone 6S (iOS 13.3.1)
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Articulation Body with 'Revolute' Joint Type has erratic behavior when Upper Limit is set to above 360
- WebGL Player fails to render Scene when Terrain with Detail Mesh is added and WebGPU Graphics API is used
- Inconsistent errors are logged when different types are passed into the Query "Q<>" method in UIToolkit and the ancestor VisualElement is null
- Crash on GetMaterialPropertyByIndex when opening a specific Scene
- Discrepancies in the styling are present when using a TSS file instead of a USS file in custom EditorWindow
Resolution Note:
As correctly noted in the original forum thread https://forum.unity.com/threads/conditional-order-issues-with-hlsl-to-metal-opengles-compute-shader-compiler.1273919/, this behavior is currently by design.
The HLSL spec states: "Unlike short-circuit evaluation of &&, ||, and ?: in C, HLSL expressions never short-circuit an evaluation because they are vector operations. All sides of the expression are always evaluated." https://docs.microsoft.com/en-us/windows/win32/direct3dhlsl/dx-graphics-hlsl-operators#boolean-math-operators