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[Shaders] D3DCompiler crashes with too large shader arrays (_CxxThrowException - need more recent D3DCompiler)



Shaders that try to use arrays larger than 64kb in size crash the shader compiler. Missing _CxxThrowException implementation in the underlying wrapper library.

Steps to reproduce:

1. Open Unity on Windows;
2. Open attached project and 'test.unity' scene;
3. Open 'DynamicIndexing.shader' file in shader code Editor (MonoDevelop/Visual Studio);
4. Set uniform shader to some big value (in my case uniform float _Floats[10000]; at line 38);
5. Save shader file and return to Editor.

Actual result:
Shader compiler crashes when overflowing shader array (see attached gif video).

Expected result:
Shader compiler should not crash when overflowing shader array.

- Reproducible in Windows 10;
- Reproducible in: 5.4.0b8, 5.4.0b7, 5.3.3f1, 5.3.2f1, 5.3.1f1, 5.2.0f3;
- Not reproducible in OSX 10.11.3.

Comments (1)

  1. Quilan1

    Jun 07, 2017 10:09

    Hi there,

    I have the same problem on the 5.6.1 version, I can't use arrays that are 20 000 long (float). Is there any known fixes for this ?

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