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MrZoner avatar MrZoner commented on May 11, 2024

I'm having this problem and am starting to look into it.

RenderTargets that are rendered without teture inputs are fine (such as depth buffers, and a render target that contains a sobel filter processing of the depth buffer for edge detection).

Any 'normal' textures or render targets sourced from these textures all come out damaged. When I save them with RenderDoc to DDS format, all the bytes in the pixel data sections of the dds file are 0.

These textures are in a variety of formats but are primarily BC7_UNORM and R8_UNORM for static textures, and FP16 for our scene render targets.

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baldurk avatar baldurk commented on May 11, 2024

Is there anything in the logfile that indicates an error? you can view it from help -> view diagnostic logfile.

It sounds like the data is missing from the capture itself, if the render targets sourced from the textures are also similarly corrupted. The original crash report seemed to indicate that the actual window painting was going wrong. How are the textures uploaded to D3D? ie. via staging textures, UpdateSubresource, Map, etc? It's also possible the detection of whether the texture contents are needed is going wrong - try enabling "Save all initials" and see if that makes any difference.

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MrZoner avatar MrZoner commented on May 11, 2024

It turns out the very first capture is working fine. The captures beyond the first one are the ones that have black textures. In my case I forgot to enable detailed event markers on the first capture, so turned them on while the game engine was still running and captured it a second time. On the plus side I was easly able to see what was wrong with my code even without any textures :)

I did try Save All Initials setting, and it had no effect for this.

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baldurk avatar baldurk commented on May 11, 2024

That raises even more questions in my mind - why only the subsequent captures, did enabling markers cause it, etc :).

If you don't mind, could you email me at [email protected] to diagnose what's going wrong further?

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baldurk avatar baldurk commented on May 11, 2024

Closing this for now as I can't investigate without more information, it can be reopened if the bug resurfaces with v0.21.

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