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#Actualucfchuck

Posted 14 December 2012 - 04:03 PM

D3D11: ERROR: ID3D11DeviceContext::DrawIndexed: Draw cannot be invoked while a bound Resource is currently mapped. The Resource bound at Pixel Shader Resource slot (0) is still mapped. [ EXECUTION ERROR #364: DEVICE_DRAW_BOUND_RESOURCE_MAPPED ]

D3D11: ERROR: ID3D11DeviceContext::Draw: Draw cannot be invoked while a bound Resource is currently mapped. The Resource bound at Pixel Shader Resource slot (0) is still mapped. [ EXECUTION ERROR #364: DEVICE_DRAW_BOUND_RESOURCE_MAPPED ]

D3D11: ERROR: ID3D11DeviceContext::DrawIndexed: Draw cannot be invoked while a bound Resource is currently mapped. The Resource bound at Pixel Shader Resource slot (0) is still mapped. [ EXECUTION ERROR #364: DEVICE_DRAW_BOUND_RESOURCE_MAPPED ]

D3D11: CORRUPTION: ID3D11DeviceContext::Unmap: Two threads were found to be executing functions associated with the same Device at the same time. This will cause corruption of memory. Appropriate thread synchronization needs to occur external to the Direct3D API. 2420 and 2432 are the implicated thread ids. [ MISCELLANEOUS CORRUPTION #28: CORRUPTED_MULTITHREADING ]

First-chance exception at 0x75a4c41f in WPControlPanel.exe: 0x0000087D: 0x87d.

D3D11: ERROR: ID3D11DeviceContext::Draw: Draw cannot be invoked while a bound Resource is currently mapped. The Resource bound at Pixel Shader Resource slot (0) is still mapped. [ EXECUTION ERROR #364: DEVICE_DRAW_BOUND_RESOURCE_MAPPED ]


so it is a threading issue. i have a draw function spinning on the main thread and a separate consumer thread trying to pull frames from a usb device as fast as possible which then loads it into the texture. this never was an issue with dx10, it seemed to just wait for one to let go of the resource, seems dx11 does not deal with multiple threads pulling a resource from the device context at the same time. hopefully this is the cause of both exceptions, i think i can just double buffer it into a separate texture and then copyresource on the draw call with a lock to minimize stall time.

#2ucfchuck

Posted 14 December 2012 - 04:03 PM

D3D11: ERROR: ID3D11DeviceContext::DrawIndexed: Draw cannot be invoked while a bound Resource is currently mapped. The Resource bound at Pixel Shader Resource slot (0) is still mapped. [ EXECUTION ERROR #364: DEVICE_DRAW_BOUND_RESOURCE_MAPPED ]

D3D11: ERROR: ID3D11DeviceContext::Draw: Draw cannot be invoked while a bound Resource is currently mapped. The Resource bound at Pixel Shader Resource slot (0) is still mapped. [ EXECUTION ERROR #364: DEVICE_DRAW_BOUND_RESOURCE_MAPPED ]

D3D11: ERROR: ID3D11DeviceContext::DrawIndexed: Draw cannot be invoked while a bound Resource is currently mapped. The Resource bound at Pixel Shader Resource slot (0) is still mapped. [ EXECUTION ERROR #364: DEVICE_DRAW_BOUND_RESOURCE_MAPPED ]

D3D11: CORRUPTION: ID3D11DeviceContext::Unmap: Two threads were found to be executing functions associated with the same Device at the same time. This will cause corruption of memory. Appropriate thread synchronization needs to occur external to the Direct3D API. 2420 and 2432 are the implicated thread ids. [ MISCELLANEOUS CORRUPTION #28: CORRUPTED_MULTITHREADING ]

First-chance exception at 0x75a4c41f in WPControlPanel.exe: 0x0000087D: 0x87d.

D3D11: ERROR: ID3D11DeviceContext::Draw: Draw cannot be invoked while a bound Resource is currently mapped. The Resource bound at Pixel Shader Resource slot (0) is still mapped. [ EXECUTION ERROR #364: DEVICE_DRAW_BOUND_RESOURCE_MAPPED ]


so it is a threading issue. i have a draw function spinning on the main thread and a separate consumer thread trying to pull frames from a usb device as fast as possible which then loads it into the texture. this never was an issue with dx10, it seemed to just wait for one to let go of the resource, seems dx11 does not deal with multiple threads pulling a resource from the device context at the same time. hopefully this is the cause of both exceptions, i think i can just double buffer it into a separate texture and then copyresource on the draw call with a lock to minimize stall time.

#1ucfchuck

Posted 14 December 2012 - 04:00 PM

D3D11: ERROR: ID3D11DeviceContext::DrawIndexed: Draw cannot be invoked while a bound Resource is currently mapped. The Resource bound at Pixel Shader Resource slot (0) is still mapped. [ EXECUTION ERROR #364: DEVICE_DRAW_BOUND_RESOURCE_MAPPED ]

D3D11: ERROR: ID3D11DeviceContext::Draw: Draw cannot be invoked while a bound Resource is currently mapped. The Resource bound at Pixel Shader Resource slot (0) is still mapped. [ EXECUTION ERROR #364: DEVICE_DRAW_BOUND_RESOURCE_MAPPED ]

D3D11: ERROR: ID3D11DeviceContext::DrawIndexed: Draw cannot be invoked while a bound Resource is currently mapped. The Resource bound at Pixel Shader Resource slot (0) is still mapped. [ EXECUTION ERROR #364: DEVICE_DRAW_BOUND_RESOURCE_MAPPED ]

D3D11: CORRUPTION: ID3D11DeviceContext::Unmap: Two threads were found to be executing functions associated with the same Device at the same time. This will cause corruption of memory. Appropriate thread synchronization needs to occur external to the Direct3D API. 2420 and 2432 are the implicated thread ids. [ MISCELLANEOUS CORRUPTION #28: CORRUPTED_MULTITHREADING ]

First-chance exception at 0x75a4c41f in WPControlPanel.exe: 0x0000087D: 0x87d.

D3D11: ERROR: ID3D11DeviceContext::Draw: Draw cannot be invoked while a bound Resource is currently mapped. The Resource bound at Pixel Shader Resource slot (0) is still mapped. [ EXECUTION ERROR #364: DEVICE_DRAW_BOUND_RESOURCE_MAPPED ]


so it is a threading issue. i have a draw function spinning on the main thread and a consumer trying to pull frames from a usb device as fast as possible which then loads it into the texture. this never was an issue with dx10, seems dx11 does not deal with multiple threads calling the device context at the same time. hopefully this is the cause of both exceptions, i think i can just double buffer it into a separate texture and then copyresource on the draw call with a lock to minimize stall time.

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