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This HLSL shader will crash the program in 100% of the cases:
#define TILE_SIZE 4 #define NUM_THREADS_1D 128 #define TYPE uint #define CLEAR_VAL gIntClearVal.x RWStructuredBuffer<TYPE> gOutput; cbuffer Params { uint3 gSize; float4 gFloatClearVal; uint4 gIntClearVal; } [numthreads(NUM_THREADS_1D, 1, 1)] void csmain(uint3 groupThreadId : SV_GroupThreadID, uint3 groupId : SV_GroupID) { uint threadIdx = groupId.x * NUM_THREADS_1D + groupThreadId.x; uint pos = threadIdx * (TILE_SIZE * TILE_SIZE); if(pos >= gSize.x) return; for (uint x = 0; x < (TILE_SIZE * TILE_SIZE); ++x) { uint curPos = pos + x; if(curPos.x >= gSize.x) continue; gOutput[curPos] = CLEAR_VAL; } }
Value of `gSize` is {1, 0, 0}, `gFloatClearVal` is all zero and `gIntClearVal` is all zero.
`gOutput` is a structured buffer (D3D11_RESOURCE_MISC_BUFFER_STRUCTURED flag) with a single element that has an element byte stride of 4 (an uint).
The crash is happening when running on DX11.
The issue goes away if I use a `uint4` instead of a `uint` when defining `RWStructuredBuffer<TYPE>` in the shader.
The callstack is:
igc64.dll!00007ff9d5fefd98()
igc64.dll!00007ff9d5ff1230()
igc64.dll!00007ff9d5ff1e7b()
igc64.dll!00007ff9d5ff25ac()
igc64.dll!00007ff9d5ff4636()
igc64.dll!00007ff9d6639989()
igc64.dll!00007ff9d6639b13()
igc64.dll!00007ff9d6639d1d()
igc64.dll!00007ff9d6639320()
igc64.dll!00007ff9d5eeaca6()
igc64.dll!00007ff9d5eee874()
igc64.dll!00007ff9d67bdb21()
igc64.dll!00007ff9d67c03d2()
igd10iumd64.dll!00007ff9d8282529()
igd10iumd64.dll!00007ff9d8281442()
igd10iumd64.dll!00007ff9d818c127()
igd10iumd64.dll!00007ff9d888eae0()
kernel32.dll!00007ff9ea607bd4()
ntdll.dll!00007ff9ebbeced1()
This is happening on intel core i7-8565U, as well as intel core i5-8250u, and probably on many others considering the various reports I've received.
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