Developer Notes

This issue has been closed as 'Won't Fix' due to an extended period of time without updates. If this issue is important to you please let us know by posting on the AnswerHub or UDN, and Epic will re-open the ticket for further review.

Description

Launching the editor with the "-d3ddebug" command line option and then enabling the "LOD Coloration" view mode (under "Lit") results in the following D3D warning:

D3D11 WARNING: ID3D11DeviceContext::PSSetShaderResources: Resource being set to PS shader resource slot 0 is still bound on output! Forcing to NULL. [ STATE_SETTING WARNING #7: DEVICE_PSSETSHADERRESOURCES_HAZARD]

Optionally if you enable -d3dbreakonwarning the result is:
D3D11: *BREAK* enabled for the previous message, which was: [ WARNING STATE_SETTING #7: DEVICE_PSSETSHADERRESOURCES_HAZARD ]

Licensee also reports that this also crashes their video driver although Epic has not reproduced that.

Steps to Reproduce

1. Launch QAGame Editor with the -d3ddebug command line option
2. Choose LOD Coloration from the viewport view mode (default Lit)
3. Observe the output log

Callstack
 	
KernelBase.dll!000007fefd45b3dd()	Unknown
 	dxgidebug.dll!000007fef5b9ca23()	Unknown
 	d3d11_1sdklayers.dll!000007febb6dbd32()	Unknown
 	d3d11_1sdklayers.dll!000007febb6e364a()	Unknown
 	d3d11_1sdklayers.dll!000007febb711c1b()	Unknown
 	d3d11.dll!000007fef0f332ad()	Unknown
 	d3d11.dll!000007fef0ef6bd7()	Unknown
 	d3d11_1sdklayers.dll!000007febb6ec158()	Unknown
>	UE4Editor-D3D11RHI-Win64-Debug.dll!FD3D11DynamicRHI::InternalSetShaderResourceView<3>(FD3D11BaseShaderResource * Resource, ID3D11ShaderResourceView * SRV, int ResourceIndex, FD3D11StateCacheBase::ESRV_Type SrvType) Line 214	C++
 	UE4Editor-D3D11RHI-Win64-Debug.dll!FD3D11DynamicRHI::RHISetShaderTexture(FRHIPixelShader * PixelShaderRHI, unsigned int TextureIndex, FRHITexture * NewTextureRHI) Line 318	C++
 	UE4Editor-Renderer-Win64-Debug.dll!FRHICommandList::SetShaderTexture<FRHIPixelShader * __ptr64>(FRHIPixelShader * Shader, unsigned int TextureIndex, FRHITexture * Texture) Line 1366	C++
 	UE4Editor-Renderer-Win64-Debug.dll!FEditorCompositingParameters::SetParameters(FRHICommandList & RHICmdList, const FMaterial & MaterialResource, const FSceneView * View, bool bEnableEditorPrimitveDepthTest, FRHIPixelShader * const ShaderRHI) Line 52	C++
 	UE4Editor-Renderer-Win64-Debug.dll!TBasePassPixelShaderBaseType<FNoLightMapPolicy>::SetParameters(FRHICommandList & RHICmdList, const FMaterialRenderProxy * MaterialRenderProxy, const FMaterial & MaterialResource, const FViewInfo * View, EBlendMode BlendMode, bool bEnableEditorPrimitveDepthTest, ESceneRenderTargetsMode::Type TextureMode) Line 422	C++
 	UE4Editor-Renderer-Win64-Debug.dll!TBasePassDrawingPolicy<FNoLightMapPolicy>::SetSharedState(FRHICommandList & RHICmdList, const FViewInfo * View, const FMeshDrawingPolicy::ContextDataType PolicyContext) Line 617	C++
 	UE4Editor-Renderer-Win64-Debug.dll!FDrawBasePassDynamicMeshAction::Process<FNoLightMapPolicy>(FRHICommandList & RHICmdList, const FProcessBasePassMeshParameters & Parameters, const FNoLightMapPolicy & LightMapPolicy, const FMeshDrawingPolicy::ElementDataType & LightMapElementData) Line 383	C++
 	UE4Editor-Renderer-Win64-Debug.dll!ProcessBasePassMesh<FDrawBasePassDynamicMeshAction>(FRHICommandList & RHICmdList, const FProcessBasePassMeshParameters & Parameters, const FDrawBasePassDynamicMeshAction & Action) Line 992	C++
 	UE4Editor-Renderer-Win64-Debug.dll!FBasePassOpaqueDrawingPolicyFactory::DrawDynamicMesh(FRHICommandList & RHICmdList, const FViewInfo & View, FBasePassOpaqueDrawingPolicyFactory::ContextType DrawingContext, const FMeshBatch & Mesh, bool bBackFace, bool bPreFog, const FPrimitiveSceneProxy * PrimitiveSceneProxy, FHitProxyId HitProxyId) Line 444	C++
 	UE4Editor-Renderer-Win64-Debug.dll!FDeferredShadingSceneRenderer::RenderBasePassDynamicData(FRHICommandList & RHICmdList, const FViewInfo & View, bool & bOutDirty) Line 436	C++
 	UE4Editor-Renderer-Win64-Debug.dll!FDeferredShadingSceneRenderer::RenderBasePassView(FRHICommandListImmediate & RHICmdList, FViewInfo & View) Line 591	C++
 	UE4Editor-Renderer-Win64-Debug.dll!FDeferredShadingSceneRenderer::RenderBasePass(FRHICommandListImmediate & RHICmdList) Line 1684	C++
 	UE4Editor-Renderer-Win64-Debug.dll!FDeferredShadingSceneRenderer::Render(FRHICommandListImmediate & RHICmdList) Line 1037	C++
 	UE4Editor-Renderer-Win64-Debug.dll!RenderViewFamily_RenderThread(FRHICommandListImmediate & RHICmdList, FSceneRenderer * SceneRenderer) Line 1582	C++
 	UE4Editor-Renderer-Win64-Debug.dll!`FRendererModule::BeginRenderingViewFamily'::`23'::EURCMacro_FDrawSceneCommand::DoTask(ENamedThreads::Type CurrentThread, const TRefCountPtr<FGraphEvent> & MyCompletionGraphEvent) Line 1678	C++
 	UE4Editor-Renderer-Win64-Debug.dll!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`23'::EURCMacro_FDrawSceneCommand>::ExecuteTask(TArray<FBaseGraphTask *,FDefaultAllocator> & NewTasks, ENamedThreads::Type CurrentThread) Line 798	C++
 	UE4Editor-Core-Win64-Debug.dll!FBaseGraphTask::Execute(TArray<FBaseGraphTask *,FDefaultAllocator> & NewTasks, ENamedThreads::Type CurrentThread) Line 329	C++
 	UE4Editor-Core-Win64-Debug.dll!FTaskThread::ProcessTasks(int QueueIndex, bool bAllowStall) Line 539	C++
 	UE4Editor-Core-Win64-Debug.dll!FTaskThread::ProcessTasksUntilQuit(int QueueIndex) Line 340	C++
 	UE4Editor-Core-Win64-Debug.dll!FTaskGraphImplementation::ProcessThreadUntilRequestReturn(ENamedThreads::Type CurrentThread) Line 1094	C++
 	UE4Editor-RenderCore-Win64-Debug.dll!RenderingThreadMain(FEvent * TaskGraphBoundSyncEvent) Line 310	C++
 	UE4Editor-RenderCore-Win64-Debug.dll!FRenderingThread::Run() Line 430	C++
 	UE4Editor-Core-Win64-Debug.dll!FRunnableThreadWin::Run() Line 72	C++
 	UE4Editor-Core-Win64-Debug.dll!FRunnableThreadWin::GuardedRun() Line 23	C++
 	UE4Editor-Core-Win64-Debug.dll!FRunnableThreadWin::_ThreadProc(void * pThis) Line 67	C++

"D3D11 WARNING: ID3D11DeviceContext::PSSetShaderResources: Resource being set to PS shader resource slot 0 is still bound on output! Forcing to NULL." is reported.

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Won't Fix
ComponentRendering
Affects Versions4.104.11
CreatedNov 3, 2015
ResolvedFeb 14, 2017
UpdatedApr 27, 2018