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
- "SupportsRandomWriteOnRenderTextureFormat()" shows "False" when executed on 2023.2 and 6000.0 streams
- Size of ShadowCaster2D with Casting Source set to a Collider increases when RigidBody2D is attached to the GameObject
- GameObjects with a material derived from a Custom Lighting Surface Shader are displayed as skewed on quads when the Camera's Width and Height properties of the Viewport Rect are lower than 1
- Warning 'Unable to find player assmebly' is thrown when building some Project Templates
- ArgumentOutOfRangeException when manipulating the Project Settings search bar
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