It seems to output an error message like the following.
D3D11 ERROR: ID3D11DeviceContext::Dispatch: The Shader Resource View in slot 2 of the Compute Shader unit was not created with the D3D11_BUFFEREX_SRV_FLAG_RAW flag, however the shader expects a RAW Buffer. This mismatch is invalid if the shader actually uses the view (e.g. it is not skipped due to shader code branching). [ EXECUTION ERROR #2097394: DEVICE_SHADERRESOURCEVIEW_RAW_UNSUPPORTED] D3D11: **BREAK** enabled for the previous message, which was: [ ERROR EXECUTION #2097394: DEVICE_SHADERRESOURCEVIEW_RAW_UNSUPPORTED ] Exception thrown at 0x00007FFAF2C0CD29 (KernelBase.dll) in UnrealEditor.exe: 0x0000087A (parameters: 0x0000000000000001, 0x0000003E4C92AFF0, 0x0000003E4C92CDC0). Unhandled exception at 0x00007FFAF2C0CD29 (KernelBase.dll) in UnrealEditor.exe: 0x0000087A (parameters: 0x0000000000000001, 0x0000003E4C92AFF0, 0x0000003E4C92CDC0).
Actual Result: Editor crash
Expect Result: Open editor
KernelBase.dll!00007ffaf2c0cd29() Unknown DXGIDebug.dll!00007ff9ee303563() Unknown d3d11_3SDKLayers.dll!00007ff9ec9940af() Unknown d3d11_3SDKLayers.dll!00007ff9ec90c72a() Unknown d3d11_3SDKLayers.dll!00007ff9ec9174d6() Unknown d3d11_3SDKLayers.dll!00007ff9ec91bd90() Unknown d3d11_3SDKLayers.dll!00007ff9ec91d934() Unknown> UnrealEditor-D3D11RHI.dll!FD3D11DynamicRHI::RHIDispatchComputeShader(unsigned int ThreadGroupCountX, unsigned int ThreadGroupCountY, unsigned int ThreadGroupCountZ) Line 231 C++ [Inline Frame] UnrealEditor-Renderer.dll!FRHIComputeCommandList::DispatchComputeShader(unsigned int ThreadGroupCountX, unsigned int ThreadGroupCountY, unsigned int ThreadGroupCountZ) Line 2637 C++ UnrealEditor-Renderer.dll!FComputeShaderUtils::Dispatch<FRenderCameraAerialPerspectiveVolumeCS>(FRHIComputeCommandList & RHICmdList, const TShaderRefBase<FRenderCameraAerialPerspectiveVolumeCS,FShaderMapPointerTable> & ComputeShader, const FShaderParametersMetadata * ParametersMetadata, const FRenderCameraAerialPerspectiveVolumeCS::FParameters & Parameters, UE::Math::TIntVector3<int> GroupCount) Line 441 C++ [Inline Frame] UnrealEditor-Renderer.dll!FComputeShaderUtils::AddPass::__l2::<lambda>(FRHIComputeCommandList &) Line 515 C++ [Inline Frame] UnrealEditor-Renderer.dll!TRDGLambdaPass<void,void <lambda>(FRHIComputeCommandList &)>::ExecuteLambdaFunc(FRHIComputeCommandList &) Line 615 C++ UnrealEditor-Renderer.dll!TRDGLambdaPass<void,void <lambda>(FRHIComputeCommandList &)>::Execute(FRHIComputeCommandList & RHICmdList) Line 629 C++ UnrealEditor-RenderCore.dll!FRDGBuilder::ExecutePass(FRDGPass * Pass, FRHIComputeCommandList & RHICmdListPass) Line 2857 C++ UnrealEditor-RenderCore.dll!FRDGBuilder::Execute() Line 1848 C++ UnrealEditor-Renderer.dll!RenderViewFamilies_RenderThread(FRHICommandListImmediate & RHICmdList, const TArray<FSceneRenderer *,TSizedDefaultAllocator<32>> & SceneRenderers) Line 4389 C++ UnrealEditor-Renderer.dll!FRendererModule::BeginRenderingViewFamilies::__l87::<lambda>(FRHICommandListImmediate & RHICmdList) Line 4663 C++ UnrealEditor-Renderer.dll!TEnqueueUniqueRenderCommandType<`FRendererModule::BeginRenderingViewFamilies'::`87'::FDrawSceneCommandName,void <lambda>(FRHICommandListImmediate &)>::DoTask(ENamedThreads::Type CurrentThread, const TRefCountPtr<FGraphEvent> & MyCompletionGraphEvent) Line 206 C++ UnrealEditor-Renderer.dll!TGraphTask<TEnqueueUniqueRenderCommandType<`FRendererModule::BeginRenderingViewFamilies'::`87'::FDrawSceneCommandName,void <lambda>(FRHICommandListImmediate &)>>::ExecuteTask(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32>> & NewTasks, ENamedThreads::Type CurrentThread, bool bDeleteOnCompletion) Line 1348 C++ [Inline Frame] UnrealEditor-Core.dll!FBaseGraphTask::Execute(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32>> & CurrentThread, ENamedThreads::Type) Line 950 C++ UnrealEditor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread(int QueueIndex, bool bAllowStall) Line 760 C++ UnrealEditor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit(int QueueIndex) Line 649 C++ UnrealEditor-RenderCore.dll!RenderingThreadMain(FEvent * TaskGraphBoundSyncEvent) Line 415 C++ UnrealEditor-RenderCore.dll!FRenderingThread::Run() Line 568 C++ UnrealEditor-Core.dll!FRunnableThreadWin::Run() Line 149 C++ UnrealEditor-Core.dll!FRunnableThreadWin::GuardedRun() Line 71 C++
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-173702 in the post.
1 |
Component | UE - Graphics Features |
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Affects Versions | 5.1 |
Target Fix | 5.6 |
Created | Jan 10, 2023 |
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Updated | Sep 5, 2024 |