[GPUScene] Fixed race condition in when re-allocating instances in a single frame by splitting the clear and set (new primitive ID) steps into two kernels with a barrier in between.
CL 48949840
https://github.com/EpicGames/UnrealEngine/commit/755bc3b816eb1e711add3d0ded667feb3fcc70ce
SkyAtmospehre \- fix for race condition with light setup and gpuscene light data copy.
CL 46513311
https://github.com/EpicGames/UnrealEngine/commit/96eab839f0027d77a8553c865ecb33eb4503e9b4
Prevented crash on instance upload for scenes with too many instances by skipping upload for instances outside the instance data buffer.
CL 39113397
https://github.com/EpicGames/UnrealEngine/commit/aea2bfd06791382c6fddff9706f933d205a813e7
Convert a check() to an if( ensure() ) to see if we can catch a possible out\-of\-range index causing a live crash (most likely only in the mobile renderer) I can't reproduce internally.
另外我几个月前关注到有另外的团队(他们使用UE5.6)也咨询了类似问题,但后面他们的帖子后面转为了私密状态,只记得问题标题是“GPU crash in LoadPrimitivePrimitiveSceneDataElement() while rendering Nanite”,据他们描述他们遇到的问题只出现在50系显卡上,或许和我们遇到的问题原因不太一样,请问他们有什么进展吗?