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Fixed a bug that caused compute shader compilation logs to report only a single variant found from the cache even if in reality all of the variants were loaded from the cache.
Fixed a bug that caused compute shader compilation logs to report only a single variant found from the cache even if in reality all of the variants were loaded from the cache.
Fixed a bug that caused compute shader compilation logs to report only a single variant found from the cache even if in reality all of the variants were loaded from the cache.
Fixed a bug that caused compute shader compilation logs to report only a single variant found from the cache even if in reality all of the variants were loaded from the cache.
Reproduction steps:
1. Open the attached “BugReportWireframe.zip“ project
2. Go to “File → Build settings“
3. Press the arrow on the right side of the “Build“ button and select “Clean build“
4. Once the build finishes, build the project again
5. Once the second build finishes, open the “Editor.log” file
6. Search for “Compiling computer shader “StpTaa““ (CTRL+F)
7. Observe what is in the following 4 lines
Expected result: “Local cache hits 16, remote cache hits 0, compiled 0 variants“
Actual result: “Local cache hits 1, remote cache hits 0, compiled 15 variants“
Reproducible with: 6000.0.10f1
Could not test with: 2021.3.40f1, 2022.3.37f1 (Could not resolve package errors)
Reproducible on: Windows 10, Windows 11
Not reproducible on: No other environments tested
Notes:
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