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Disable async compute for D3D12 [Hold] #301

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May 12, 2020
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Original file line number Diff line number Diff line change
Expand Up @@ -93,6 +93,7 @@ These settings control lighting features for your rendering components. Here you
### Asynchronous Compute Shaders

These settings control which effects, if any, can make use execute compute Shader commands in parallel.
Note that these settings will have an effect only if asynchronous compute is supported by the target platform.

| **Property** | **Description** |
| ---------------------------------- | ------------------------------------------------------------ |
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Original file line number Diff line number Diff line change
Expand Up @@ -765,7 +765,8 @@ internal static void Sanitize(ref FrameSettings sanitizedFrameSettings, Camera c
sanitizedFrameSettings.bitDatas[(int)FrameSettingsField.Distortion] &= renderPipelineSettings.supportDistortion && !msaa && !preview;
sanitizedFrameSettings.bitDatas[(int)FrameSettingsField.LowResTransparent] &= renderPipelineSettings.lowresTransparentSettings.enabled;

bool async = sanitizedFrameSettings.bitDatas[(int)FrameSettingsField.AsyncCompute] &= SystemInfo.supportsAsyncCompute;
// NOTE: We currently disable async compute on D3D12 for an issue we have with constant buffer update. TODO We need to renable it when case 1238431 is resolved
bool async = sanitizedFrameSettings.bitDatas[(int)FrameSettingsField.AsyncCompute] &= (SystemInfo.supportsAsyncCompute && SystemInfo.graphicsDeviceType != GraphicsDeviceType.Direct3D12);
sanitizedFrameSettings.bitDatas[(int)FrameSettingsField.LightListAsync] &= async;
sanitizedFrameSettings.bitDatas[(int)FrameSettingsField.SSRAsync] &= (async && !rayTracingActive);
sanitizedFrameSettings.bitDatas[(int)FrameSettingsField.SSAOAsync] &= (async && !rayTracingActive);
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