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Fixed

Fixed in 2022.3.48f1, 6000.0.20f1, 6000.1.0a2, 7000.0.0a1

Votes

2

Found in

2022.3.38f1

6000.0.10f1

6000.1.0a7

7000.0.0a1

Issue ID

UUM-77629

Regression

Yes

“LockBufferForWrite: Multiple uploads in flight for buffer” message is shown when using ComputeBuffer.BeginWrite() out of a loop

-

How to reproduce:
1. Open the attached “MillionCubes-main.zip” project
2. Open the “SampleScene”
3. Enter Play Mode
4. Observe the Console Window

Expected result: No messages are shown
Actual result: “LockBufferForWrite: Multiple uploads in flight for buffer” message is shown

Reproducible with: 2022.3.10f1, 2022.3.38f1, 6000.0.10f1
Not reproducible with: 2021.3.40f1, 2022.3.9f1

Reproducible on: Windows 11
Not reproducible on: No other environment tested

  1. Resolution Note (fix version 7000.0.0a1):

    Updated the message displayed when attempting to lock a buffer for writing that is currently in use, for accuracy.

  2. Resolution Note (fix version 6000.0.20f1):

    Updated the message displayed when attempting to lock a buffer for writing that is currently in use, for accuracy.

  3. Resolution Note (fix version 2022.3.48f1):

    Updated the message displayed when attempting to lock a buffer for writing that is currently in use, for accuracy.

Comments (1)

  1. Pr0x1d

    Nov 22, 2024 16:33

    Hello is there a way we could atleast get a response from GPU when the buffer was succesfully uploaded? Like async readback, after EndGraphicsJob happens. Currently this issue lowers the performance of our lighting ComputeShader by 40x and makes Switch drop from 60 to 30fps.

    The message is nice but if we could instead check and delay next upload by a frame that would be better.

    Only started happening after upgrade from 2020.3.48f1 to 2022.3.51f1 and happens both in editor and in build.

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