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D3D12 Bindless Compute PSO replay crash #2981
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I do have a test that accesses resources through ResourceDescriptorHeap[] which doesn't hit this issue, but looking at it I suspect that's because there are some normal cbuffers used so the Your investigation looks bang on to me and the fix is easily correct, the bug definitely present before. Since this works for you I'm happy to commit it without a direct repro. In future I might need to expand the test cases to include a "pure" direct heap access shader with no normal resources at all to stress this path. |
That makes a lot of sense. Thanks for the quick response! |
Allow a little latitude on expected line numbers in callstacks test Protect against invalid socket data potentially causing crashes Add test of Set*Root32BitConstants with 0 constants being set * This crashes on nvidia, on compute only strangely, if we pass in a NULL pointer along with a 0 number of constants. Expand NULL-protection for Set*Root32BitConstants Don't allow tooltip to display if context menu is shown in shader viewer Add "used" attribute to prevent exported symbol dead-stripping Ideally would use "retain" but that would require upgrading to recent compilers in CI and the project. __attribute__((retain)) function/variable to prevent linker garbage collection. Ensure image layout is up to date mid-command buffer in pixel history * Previously we were obtaining the image layout from before the current command buffer was recorded, but this is out of date if the image layout has changed during the command buffer. Worst case it could be e.g. UNDEFINED if the image was created and not used until the current command buffer. Add documentation for return type Add missing documentation reference Remove unimplemented function declarations Add extra pings to reduce problems with unreasonably slow adb commands Don't sanitise selected paths from remote hosts. Closes baldurk#3006 * If the remote host disconnects during the selection process we will no longer have a valid connection, we shouldn't sanitise the resulting path according to local filenames. Tidy up and implement support for self capture on linux Handle OpExecutionModeId in SPIR-V reflection Bump version to v1.29 Handle non-square checkboxes : adjust to make them square Extension of 7452e29 Change RenderDoc style checkboxes to use checks for low contrast themes Include InidicatorCheckBox style to match style change in 7452e29 Vulkan PostVS ignore primmitive restart indexes when restart is active Compute primitive restart using VulkanRenderState not pipeline, to account for dynamic state. Ignore primitive restart indexes, handles primitive restart indexes being used when there are no active vertex buffer bindings Fix branch specified in CI badge in README Make gcc happier with escaped \\ in comments Hide invalid shader resources Fixed the problem that showing invalid shader resource in pipeline state viewer since v1.24 Revert "Hide invalid shader resources" This reverts commit e62b6fa. Hide invalid shader resources on D3D12 Change RenderDoc style checkboxes to use checks for low contrast themes * Deliberately low contrast themes like the dark theme can have issues showing a box that is filled vs just a plain rectangle which is harder to read at a glance. Changing the fill to an X icon gives extra readability on the dark theme. Fix capture comments styling of links Remove explicit styling span in settings dialog, links style themselves Ensure D3D12 barrier API is kept happy by matching access to layout Fix disassembly for arrays of pointers having wrong type declaration Account for arrays of pointers when calculating buffer offsets Use correct size for basic types when calculating cbuffer sizes avoid get color_read_* with depth format Fix Android Vulkan capturing Add __attribute__((visibility("default"))) to VK_LAYER_EXPORT on Android. It used to be defined in the Vulkan headers and changed when the update to the latest Vulkan headers was integrated in 5118f08 GL Pixel History small code clean up in CalculateFragmentDepthTests Move constant out of inner loop. Remove if test for depth test being enabled and set the depth function to GL_ALWAYS if the depth test is disabled. GL Pixel History set preMod.depth before call to QueryPostModPerFragment Copy the postMod depth to next history's preMod depth. The preMode depth is used to prime the depth buffer in QueryPostModPerFragment. Use GL_ANY_SAMPLES_PASSED instead of GL_SAMPLES_PASSED Closes baldurk#2972 GL_SAMPLES_PASSED is not supported by GLES. The pixel history test is already using a 1x1 scissor test, GL_ANY_SAMPLES_PASSED should be the same as GL_SAMPLES_PASSED. The pixel history logic is only testing for non-zero passing samples, the precise value is not used. Workaround nVidia crash in SetGraphicsRoot32BitConstants replay When Num32BitValuesToSet = 0, set valid dummy pointer for pSrcData. nVidia driver crashes if pSrcData is NULL. Add Qt:WindowStaysOnTopHint to resource preview Closes baldurk#2971 Qt on Ubuntu 23.04 includes qt/qtbase@f9e4402ffe, which during show() under certain scenarios (for example Qt::ToolTip windows) would destroy and recreate the xcb window. Adding Qt:WindowStaysOnTopHint to the window flags for ToolTip windows prevents the xcb window from being destroyed and recreated during show(). Vk tests ignore default pipeline in headless mode Fixes crash trying to launch VK_Compute_Only Use innertype id to look up image type. Closes baldurk#2970 Fixes incorrect shader debugging for ImageFetch operation on arrays on buffers (and certain scenarios of arrays of textures). Set name on newly created named metadata. Closes baldurk#2981 (credit Yun) Add missing ")" R11G11B10 GetBufferFormatString() "[[packed(r11g11b10]] float3" -> "[[packed(r11g11b10)]] float3" There was a missing ")" Test null DSV in D3D12::GetRenderOutputSubresource Prevents a crash when refreshing the overlay for am unbound Texture resource and the pipeline state does not have a bound DSV. Related to 742e3de which changed the internal behaviour of FillResourceView().
Description
Since yesterday, I've been getting a crash when I click on a ComputePSO Dispatch in D3D12. The shader uses ResourceDescriptorHeap[] to access resources. If I don't access resources through ResourceDescriptorHeap[], no crash occurs.
I happen to have an old capture (captured prior to when the error occurred), and tried to view the same Dispatch pass, but the crash also occurred there. It seems that the crash isn't dependent on the RenderDoc version or capture.
On my secondary machine everything works fine with the latest stable RenderDoc builds (v1.26 & v1.27)
I dipped my toe into RenderDoc's source to hopefully identify the issue(all code references are from the latest v1.x branch):
I'm unsure if this is a proper fix, or just luck. The opcode injection is pretty involved.
Steps to reproduce
I can provide a capture if necessary
Environment
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