Description

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). 
Steps to Reproduce
  1. Create a new project and select GAMES-Blank project
    (Editor Startup Map:Open World)
    [Link Removed]
  1. Launch editor with -d3d11 -d3ddebug
    "UnrealEditor.exe" "Test.uproject" -d3d11 -d3ddebug

Actual Result: Editor crash
Expect Result: Open editor

Callstack
    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++

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-173702 in the post.

1
Login to Vote

Unresolved
ComponentUE - Graphics Features
Affects Versions5.1
Target Fix5.6
CreatedJan 10, 2023
UpdatedSep 5, 2024
View Jira Issue