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Found in
6000.0.63f1
6000.2.15f1
6000.3.0f1
6000.4.0a5
6000.5.0a2
Issue ID
UUM-128741
Regression
No
Memoryless depth/stencil targets are allocated with Private storage when building for Metal Graphics API supporting devices
How to reproduce:
1. Open the attached “IN-125515.zip” Project
2. Build and Run on Xcode Platforms (macOS, iOS, tvOS)
3. Open the built Xcode Project
4. Build and run the Project on Xcode
5. Stop the Built Player after it opens
6. Open the “Debug Executable” window (Debug → “Debug Executable…”)
7. In the newly opened Xcode window, select the “Run” Section
8. Change the “GPU Frame Capture” dropdown to “Metal” under the “Options” Tab
9. Turn off Metal “API Validation” under the “Diagnostics” Tab
10. Press “Close” and press “Play” on the new Xcode editor window
11. Open the “GPU Workload” Section (Debug → Capture GPU Workload)
12. In the “Debug Navigator” Section, expand the top most “Command Buffer” Section and the “RenderLoop.Draw” Section
13. Select the “[R] RenderLoop.Draw” Capture
14. Select the Capture where the White Cube GameObject is visible on a Black Background
15. Observe the “Storage Mode” Field
Actual result: Storage Mode is set to Private
Expected result: Storage Mode should be Memoryless
Reproducible with: 6000.0.63f1 (b423dd65e13f), 6000.2.15f1, 6000.3.0f1 (5dac2ad68189), 6000.4.0a5, 6000.5.0a2
Couldn’t test with: 2022.3.69f1 (Unfixable compilation errors due to SRP code used that is unsupported on older versions)
Reproducible on: macOS 26.1 (M3 Pro)
Not reproducible on: No other environment tested
Note: Before testing the Standalone Player, “Create Xcode Project” setting must be turned on in the Build Settings, for the Xcode Project to be generated
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