a few weeks ago my computer went completely into a Blue Screen of Death, with the WHEA error (Windows Hardware Error Architecture, [that's bad]), but luckily, I kept a backup of everything.
Now as I'm writing, I'm porting my project to the new pc, and the repair shop managed to create a complete backup, but they switched two hard drives, so D:\ was now F:, which messed up some stuff.
Now, To the POINT!
I re-installed Visual Studio (IDE), but it somehow didn't support the debug version of the runtime c++, which I find wierd (notes obtained from external sources), so now I'm trying to make my Project work in the release mode, which is quite a pain in the ass...
I managed to make it run, but at a certain point (found that 'point' by the way), it crashes the NVIDIA Kernel Driver, which isn't exactly what was supposed to happen, unless I was drunk making my application, but I don't remember so.
The crash seems to occur when I send some shader resources to the pixel shader, as so:
devcon->PSSetShaderResources(3, 1, &random);
The resource is created in a class called C3DEngineObject, which a member called PostProcess, which has a function called Render.
The function render has a paremeter called random, as seen above, but the wierd thing is that in debugging mode (in the dead pc), it worked fine! Perfect actually!
So why fail now? Does it have something to do with the release mode?
So my real question is, how can sending a resource to the pixel shader cause a Graphics Driver crash?
PS. If you need more, please say so.