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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

DirectX12

-

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

  1. 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.

  2. 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.

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