Reproduction steps:
1. Open the attached “IN-96970_testurp2022“ project
2. Click File > Build Settings
3. In the Build Settings window, enable “Development build“
4. Build the Player
5. Launch the Player using RenderDoc and capture a frame
6. In frame, under “FrameTime.GPU/UniversalRenderPipeline.RenderSingleCameraInternal: Main Camera/ScriptableRenderer.Execute: URP-Balanced-Renderer/DrawOpaqueObjects“, observe “vkCmdBeginRenderPass” events
7. Check the FrameBuffer number of the “vkCmdBeginRenderPass” events
Expected results: “vkCmdBeginRenderPass” is called twice with different FrameBuffer
Actual results: “vkCmdBeginRenderPass” is called twice for the same FrameBuffer
Reproduced with: 2022.2.0a12, 2022.3.50f1, 6000.0.43f1, 6000.1.0b11, 6000.2.0a7
Not reproduced with: 2022.2.0a11
Reproduced on: Windows 11
Not reproduced on: no other environment tested
Notes:
- Not clear where the regression started:
- 2022.2.0a7 did have a second “vkCmdBeginRenderPass” event
- 2022.2.0a8 did not have a second “vkCmdBeginRenderPass“ call
- 2022.2.0a11 was the last version where there was no second “vkCmdBeginRenderPass” call