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the final problem ,which I have not figured out what is causing is that d3d12 fails with an error when presenting frame 2048. There must be something that is not being released somewhere, it is always on frame 2048.
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This is still happening on my machine but less frequently. Saw it happen after 4096 and 8192 frames and 6x2048 frames. I have been able to get the error in my own program I am working on and once the "hardware check" example. I will investigate further.
The windows debug output is
[29572] D3D12 ERROR: ID3D12Device::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 #232: DEVICE_REMOVAL_PROCESS_AT_FAULT]
Needs debugging.
https://github.com/hexops/mach/pull/1258/files#diff-c03659dc4af60ec5392d6014dce3314fd1eb5f68181c212366ec53a20ba4a82eR133
The text was updated successfully, but these errors were encountered: