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I'm running this function multiple times after each other with different input/output targets. If the cs shader doesn't get set to null then re set to the target shader, the device will crash with the following error message:
D3D11 ERROR: ID3D11Device::RemoveDevice: Device removal has been triggered for the following reason (DXGI_ERROR_DEVICE_HUNG: The Device took an unreasonable amount of time to execute its commands, or the hardware crashed/hung. As a result, the TDR (Timeout Detection and Recovery) mechanism has been triggered. The current Device Context was executing commands when the hang occurred. The application may want to respawn and fallback to less aggressive use of the display hardware). [ EXECUTION ERROR #378: DEVICE_REMOVAL_PROCESS_AT_FAULT]
D3D11: **BREAK** enabled for the previous message, which was: [ ERROR EXECUTION #378: DEVICE_REMOVAL_PROCESS_AT_FAULT ]
Exception thrown at 0x00007FFF37D0B699 (KernelBase.dll) in VES.exe: 0x0000087A (parameters: 0x0000000000000001, 0x000000A4C43098F0, 0x000000A4C430B6C0).
Unhandled exception at 0x00007FFF37D0B699 (KernelBase.dll) in VES.exe: 0x0000087A (parameters: 0x0000000000000001, 0x000000A4C43098F0, 0x000000A4C430B6C0).
After this crash, my screen will start randomly blinking to black and will keep blinking until I do a full restart on my computer.
I'm 100% sure it's a driver bug, because this does not happen on a WARP device.
If you need more information I'm happy to provide it.
If you could please tell me ASAP why this crash happens or tell me a workaround I could do in code.
PS: Your website is full of bugs on Firefox.
Relevant source code:
void RendererOutputToNV12Tetxure(RendererState* state, TargetableTexture* targetable, NV12Texture* to)
{
state->context->CSSetShaderResources(0, 1, &targetable->renderable.view);
ID3D11UnorderedAccessView* views[] = { to->uavY, to->uavUV };
state->context->CSSetUnorderedAccessViews(0, _countof(views), views, 0);
//NOTE: Should be set once before batch conversion, but needs to be reset every time because driver bug
state->context->CSSetShader(state->convertShader, 0, 0);
UINT threadGroupWidth = 16;
UINT threadGroupHeight = 8;
UINT dWidth = ((UINT)targetable->viewport.Width / 2 + (threadGroupWidth - 1)) / threadGroupWidth;
UINT dHeight = ((UINT)targetable->viewport.Height / 2 + (threadGroupHeight - 1)) / threadGroupHeight;
state->context->Dispatch(dWidth, dHeight, 1);
//NOTE: If it doesn't get unbound driver will crash with device hung. Comment out to reproduce bug.
state->context->CSSetShader(0, 0, 0);
}
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To me it is unclear as to why would a directx11 function call be used on windows 10 machine, as where directx11 is not part of that.
Windows 8, server 2019, is where directx11 take the stage.
DirectX 12 is installed is read in the log you provided. There is no mention of directx11, so that must be the reason why it take flight
during the app hang. Perhaps you should install directx11 manually and see what it does in regards to the function call.
RAPTORIOUS OUT
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I don't know if you know what the difference between DirectX 11 and DirectX 12 is. On the programming side they are 2 completely different APIs, there is a reason why they are both supported.
All of that aside tho, if Intel chooses to support DirectX 11, then it should run bug free.
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How do I use DirectX 11 instead of 12?
- Right-click Computer or This PC and choose Properties.
- Click Advanced System Settings.
- Under the Advanced tab, click Environment Variables.
- Under System Variables, click New.
- Enter GS_DEVICE for the name and Dx9 for the value (or Dx11 if going down from Dx12).
- Click OK on all the windows.

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