From 062deee9509741e0236712f68df47013b3f7cf8c Mon Sep 17 00:00:00 2001 From: FrancescoC-Unity Date: Tue, 28 Apr 2020 16:16:36 +0200 Subject: [PATCH 1/2] disable async on d3d12 --- .../Documentation~/Frame-Settings.md | 1 + .../Runtime/RenderPipeline/Settings/FrameSettings.cs | 3 ++- 2 files changed, 3 insertions(+), 1 deletion(-) diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Frame-Settings.md b/com.unity.render-pipelines.high-definition/Documentation~/Frame-Settings.md index 8037715e3ac..1c9673c8850 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Frame-Settings.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Frame-Settings.md @@ -93,6 +93,7 @@ These settings control lighting features for your rendering components. Here you ### Asynchronous Compute Shaders These settings control which effects, if any, can make use execute compute Shader commands in parallel. +Note that these settings will have an effect only if asynchronous compute is supported by the target platform. Also please note that currently it is also not enabled for D3D12. | **Property** | **Description** | | ---------------------------------- | ------------------------------------------------------------ | diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Settings/FrameSettings.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Settings/FrameSettings.cs index fd48e4900f2..4c9eefd70f7 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Settings/FrameSettings.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Settings/FrameSettings.cs @@ -765,7 +765,8 @@ internal static void Sanitize(ref FrameSettings sanitizedFrameSettings, Camera c sanitizedFrameSettings.bitDatas[(int)FrameSettingsField.Distortion] &= renderPipelineSettings.supportDistortion && !msaa && !preview; sanitizedFrameSettings.bitDatas[(int)FrameSettingsField.LowResTransparent] &= renderPipelineSettings.lowresTransparentSettings.enabled; - bool async = sanitizedFrameSettings.bitDatas[(int)FrameSettingsField.AsyncCompute] &= SystemInfo.supportsAsyncCompute; + // NOTE: We currently disable async compute on D3D12 for an issue we have with constant buffer update. TODO We need to renable it when case 1238431 is resolved + bool async = sanitizedFrameSettings.bitDatas[(int)FrameSettingsField.AsyncCompute] &= (SystemInfo.supportsAsyncCompute && SystemInfo.graphicsDeviceType != GraphicsDeviceType.Direct3D12); sanitizedFrameSettings.bitDatas[(int)FrameSettingsField.LightListAsync] &= async; sanitizedFrameSettings.bitDatas[(int)FrameSettingsField.SSRAsync] &= (async && !rayTracingActive); sanitizedFrameSettings.bitDatas[(int)FrameSettingsField.SSAOAsync] &= (async && !rayTracingActive); From 51b76aeee7eccd262758d54a19b009603dae2b7e Mon Sep 17 00:00:00 2001 From: FrancescoC-Unity Date: Tue, 28 Apr 2020 16:18:31 +0200 Subject: [PATCH 2/2] Change doc --- .../Documentation~/Frame-Settings.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Frame-Settings.md b/com.unity.render-pipelines.high-definition/Documentation~/Frame-Settings.md index 1c9673c8850..7e3832e0cd3 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Frame-Settings.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Frame-Settings.md @@ -93,7 +93,7 @@ These settings control lighting features for your rendering components. Here you ### Asynchronous Compute Shaders These settings control which effects, if any, can make use execute compute Shader commands in parallel. -Note that these settings will have an effect only if asynchronous compute is supported by the target platform. Also please note that currently it is also not enabled for D3D12. +Note that these settings will have an effect only if asynchronous compute is supported by the target platform. | **Property** | **Description** | | ---------------------------------- | ------------------------------------------------------------ |