Description

The Editor will crash when rendering a sequence at 7680x7680 with dx12 and ray tracing enabled.

Found in 4.22 CL# 7053642, 4.23 CL# 7208101, 4.24 CL# 7210422

Steps to Reproduce
  1. Open attached project
  2. Open the level sequence
  3. Try to render the sequence out at the resolution 7680x7680

Results:
Crash

Expected:
No crash

Note:
The video driver crashes with no callstack in 4.22 but in 4.23 and 4.24 I get a specific callstack.

Callstack
Assertion failed: PSO [File:D:/JeremyMain/Engine/Source/Runtime/D3D12RHI/Private/Windows/WindowsD3D12PipelineState.cpp] [Line: 672]

UE4Editor_Core!FWindowsErrorOutputDevice::Serialize() [d:\jeremymain\engine\source\runtime\core\private\windows\windowserroroutputdevice.cpp:79]
UE4Editor_Core!FOutputDevice::LogfImpl() [d:\jeremymain\engine\source\runtime\core\private\misc\outputdevice.cpp:71]
UE4Editor_Core!AssertFailedImplV() [d:\jeremymain\engine\source\runtime\core\private\misc\assertionmacros.cpp:101]
UE4Editor_Core!FDebug::CheckVerifyFailedImpl() [d:\jeremymain\engine\source\runtime\core\private\misc\assertionmacros.cpp:445]
UE4Editor_D3D12RHI!CreatePipelineStateFromStream() [d:\jeremymain\engine\source\runtime\d3d12rhi\private\windows\windowsd3d12pipelinestate.cpp:672]
UE4Editor_D3D12RHI!CreatePipelineStateWrapper<ComputePipelineCreationArgs_POD>() [d:\jeremymain\engine\source\runtime\d3d12rhi\private\windows\windowsd3d12pipelinestate.cpp:705]
UE4Editor_D3D12RHI!FD3D12PipelineStateCache::OnPSOCreated() [d:\jeremymain\engine\source\runtime\d3d12rhi\private\windows\windowsd3d12pipelinestate.cpp:133]
UE4Editor_D3D12RHI!FD3D12PipelineStateCacheBase::AddToLowLevelCache() [d:\jeremymain\engine\source\runtime\d3d12rhi\private\d3d12pipelinestate.cpp:567]
UE4Editor_D3D12RHI!FD3D12PipelineStateCacheBase::CreateAndAdd() [d:\jeremymain\engine\source\runtime\d3d12rhi\private\d3d12pipelinestate.cpp:709]
UE4Editor_D3D12RHI!FD3D12DynamicRHI::RHICreateComputePipelineState() [d:\jeremymain\engine\source\runtime\d3d12rhi\private\d3d12state.cpp:525]
UE4Editor_D3D12RHI!FD3D12CommandContext::RHISetComputeShader() [d:\jeremymain\engine\source\runtime\d3d12rhi\private\d3d12commands.cpp:132]
UE4Editor_RHI!FRHICommandListExecutor::ExecuteInner_DoExecute() [d:\jeremymain\engine\source\runtime\rhi\private\rhicommandlist.cpp:328]
UE4Editor_RHI!FExecuteRHIThreadTask::DoTask() [d:\jeremymain\engine\source\runtime\rhi\private\rhicommandlist.cpp:387]
UE4Editor_RHI!TGraphTask<FExecuteRHIThreadTask>::ExecuteTask() [d:\jeremymain\engine\source\runtime\core\public\async\taskgraphinterfaces.h:847]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\jeremymain\engine\source\runtime\core\private\async\taskgraph.cpp:686]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\jeremymain\engine\source\runtime\core\private\async\taskgraph.cpp:583]
UE4Editor_RenderCore!FRHIThread::Run() [d:\jeremymain\engine\source\runtime\rendercore\private\renderingthread.cpp:289]
UE4Editor_Core!FRunnableThreadWin::Run() [d:\jeremymain\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:96]

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Unresolved
ComponentRendering
Affects Versions4.224.234.24
Target Fix4.25
CreatedJul 2, 2019
UpdatedFeb 19, 2020