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Under Consideration for 2021.3.X

Votes

0

Found in

2021.3.15f1

Issue ID

UUM-31379

Regression

No

[Quest] MotionVector ClearRenderTarget corrupts VRAM when built

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Reproduction steps:
1. Open a directory of the attached project “GraphicsCorruption2“ in File Explorer
2. Fix up the paths in RunRepro.py line 17 to point at your Unity install of 2021.3.15f1
3. Plug in Quest 2 and Run RunRepro.bat - it should take about 25 minutes to build and run on the device
4. At the end you should have two screenshots of the Quest 2: scr-vectors-False.png and scr-vectors-True.png

Expected result: Unity doesn't return a render target which can corrupt VRAM if used
Actual result: The Scene is black in the screenshot scr-vectors-True.png

Project is Vulkan/Multiview

Reproducible with: 2021.3.15f1
Could not test with: 2020.3.46f1, 2021.3.20f1, 2022.2.2f1, 2023.1.0b5, 2023.2.0a5 (text in the CMD “retcode is 1 after 0.1 minutes” and exited without successfully building)

Reproducible with devices:
VLNQA00379, Oculus (Quest 2), Android 10, CPU: Snapdragon XR2, GPU: Adreno (TM) 650

Testing environment: Windows 10 Enterprise 21H2

Notes:
* To confirm it is the ClearRenderTarget call / the corrupt RenderTarget, if you repeat the experiment but change bool clearDepth = true; on line 1118 from true to false, the bug won't happen
* When the code renders to the Motion Vectors buffer, it corrupts all textures to black

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