Vulkan crash

Tested Particle Effects demo with -game -vulkan -featureleveles31 and got a crash while it was still compiling shaders.

GPU is a AMD R9 390 with newest driver (16.7.3). The game was minimized when it crashed and I had another instance of ue4 (the editor) running in the background.

Assertion failed: NumAllocatedDescriptorSets <= MaxDescriptorSets [File:D:\Build\++UE4+Release-4.13+Compile\Sync\Engine\Source\Runtime\VulkanRHI\Private\VulkanPendingState.cpp] [Line: 521] 



UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\misc\outputdevice.cpp:421]
UE4Editor_VulkanRHI!FVulkanDescriptorPool::TrackAddUsage() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\vulkanrhi\private\vulkanpendingstate.cpp:543]
UE4Editor_VulkanRHI!FVulkanDescriptorSets::FVulkanDescriptorSets() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\vulkanrhi\private\vulkanrhi.cpp:991]
UE4Editor_VulkanRHI!FVulkanBoundShaderState::RequestDescriptorSets() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\vulkanrhi\private\vulkanshaders.cpp:1083]
UE4Editor_VulkanRHI!FVulkanBoundShaderState::UpdateDescriptorSets() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\vulkanrhi\private\vulkanshaders.cpp:1101]
UE4Editor_VulkanRHI!FVulkanPendingState::PrepareDraw() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\vulkanrhi\private\vulkanpendingstate.cpp:588]
UE4Editor_VulkanRHI!FVulkanCommandListContext::RHIDrawIndexedPrimitive() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\vulkanrhi\private\vulkancommands.cpp:556]
UE4Editor_RHI!FRHICommandDrawIndexedPrimitive::Execute() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\rhi\public\rhicommandlistcommandexecutes.inl:153]
UE4Editor_RHI!FRHICommandListExecutor::ExecuteInner_DoExecute() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\rhi\private\rhicommandlist.cpp:249]
UE4Editor_RHI!FExecuteRHIThreadTask::DoTask() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\rhi\private\rhicommandlist.cpp:290]
UE4Editor_RHI!TGraphTask<FExecuteRHIThreadTask>::ExecuteTask() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:868]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:932]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:679]
UE4Editor_RenderCore!FRHIThread::Run() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:273]
UE4Editor_Core!FRunnableThreadWin::Run() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:74]

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It’s a known issue when it’s recompiling shaders, I have it on my list to fix.

I was able to get this in fixed for 4.13.

Nice, that was really fast :slight_smile: