Search Issue Tracker
Won't Fix
Won't Fix in 6000.6.X
Votes
0
Found in
2022.3.70f1
6000.0.65f1
6000.2.6f2
6000.3.3f1
6000.4.0b3
6000.5.0a5
6000.6.0a1
Issue ID
UUM-126588
Regression
No
Crash when prewarming a shader with DX11 while using a UHD graphics device
How to reproduce:
1. Open the attached “IN-123783” project with command line argument “-force-d3d11“
2. Navigate to File > Build and Run
3. Observe the result
Reproducible with: 6000.2.6f2
Reproduced on: Windows 11
Not reproduced on: No other environment tested
Notes:
- Reproduced environment is from the customer's report.
- Not reproduced by CQA after testing on Windows 11
- The crash does not occur when prewarming the shaders on DX11 with: NVIDIA 3050, AMD Radeon RX 6800, NVIDIA 5060, AMD RX 7600
- The crash does not occur when prewarming shaders on DX12 with Intel UHD Graphics
First few lines of the stack trace:
0x00007FFB9B0D9752 (Unity) D3D12DeviceState::ApplyRenderTargets
0x00007FFB9B0E79E7 (Unity) D3D12DeviceState::Transition
0x00007FFB9B0A61F3 (Unity) D3D12CommandListWithState::ApplyStateClear
0x00007FFB9B0A9B2F (Unity) GfxDeviceD3D12Base::Clear
0x00007FFB9C8A2AF6 (Unity) GfxDeviceWorker::RunCommand
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
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
Resolution Note:
Intel UHD DX11 hardware and driver limitation.
HDRP shaders with 8192/4096 sample loops stall the GPU and trigger a TDR crash.
Suggested workaround: reduce the corresponding shader sample count when targeting lower-end Intel GPUs.
Resolution Note (6000.6.X):
Intel UHD DX11 hardware and driver limitation.
HDRP shaders with 8192/4096 sample loops stall the GPU and trigger a TDR crash.
Suggested workaround: reduce the corresponding shader sample count when targeting lower-end Intel GPUs.