Jump to content

  • Log In with Google      Sign In   
  • Create Account


ucfchuck

Member Since 22 Jul 2008
Offline Last Active Oct 14 2013 09:49 AM
-----

Posts I've Made

In Topic: I keep getting DXGI_ERROR_DEVICE_REMOVED

10 October 2013 - 09:13 AM

 123


In Topic: I keep getting DXGI_ERROR_DEVICE_REMOVED

10 October 2013 - 08:59 AM

123

In Topic: I keep getting DXGI_ERROR_DEVICE_REMOVED

09 October 2013 - 05:20 PM

ok so i upgraded the driver to the latest beta version and it is now telling me

 

 

{DXGI_ERROR_DEVICE_HUNG: Device hung due to badly formed commands. (-2005270522)}


In Topic: migrating from dx10 to 11 gives me an undebug-able error

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 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.

In Topic: migrating from dx10 to 11 gives me an undebug-able error

13 December 2012 - 06:56 PM

yes the texture was created with dynamic usage.


no i did not have the debug enabled, but now that i do, i am getting sehexceptions at random places, from the clear render target view, map, write, and unmap,

not in any specific order or consistent place, just literally at random from one of those places. though it is hitting a different exception much faster than it was before. with the debug on i get through about 50-100 frames before it throws the seh exceptions and crashes. weird that it would crash on new exceptions that didnt show up before?

PARTNERS