Search Issue Tracker
By Design
Votes
1
Found in
2017.1.0f3
Issue ID
948432
Regression
No
[ComputeShader] Invalid buffer count while Dispatching Indirectly
Reproduction steps:
1. Open "IndirectBug.zip" project
2. Open "TestScene" scene
3. Enter Play Mode
4. See "Pre Count" and "Post Count" Console Output: (8:0) and (0:7)
5. Exit Play Mode
6. Select "TestObject" -> "Test Script" -> Tick "Indirect"
7. Enter Play Mode
8. See "Pre Count" and "Post Count" Console Output: (8:0) and (8:0)
Expected Result: The Output should be the same if Dispatching Directly or Indirectly
Actual Result: Dispatching Indirectly outputs incorrect numbers
Reproduced with: 2017.3.0b1, 2017.2.0f1, 2017.1.1p3, 5.6.3p4, 5.5.4p5
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
Add comment