Comments (6)
Hi,
Do you have a log( %LOCALAPPDATA%\FBCapture\FBCaptureSDK.txt)? One thing you might want to take a look is D3D11CreateDevice in FBCaptureSystem.cpp. If it's failing there, you will need to install D3D11 SDK layer or you can also remove that flag.
Solution 1:
#ifdef DEBUG
// createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif
Solution 2:
https://stackoverflow.com/questions/32809169/use-d3d11-debug-layer-with-vs2013-on-windows-10
from 360-capture-sdk.
Thanks, I will check those solutions out. The log is thus:
[ 2018-07-04 09:52:54 ][INFO] Capture SDK Version: : 2.0
[ 2018-07-04 09:52:54 ][INFO] Graphics Card Info: : Radeon RX 580 Series
[ 2018-07-04 09:52:54 ][INFO] Graphics Card Info: : Microsoft Basic Render Driver
[ 2018-07-04 09:52:54 ][INFO] Output folder already existed
[ 2018-07-04 09:52:54 ][INFO] AMF version (header): : 1000400000000
[ 2018-07-04 09:52:54 ][INFO] AMF version (runtime): : 1000400020000
[ 2018-07-04 09:52:54 ][INFO] Passed capture capability tests. Ready to start encoding
[ 2018-07-04 09:52:55 ][ERROR] No endpoints found
[ 2018-07-04 09:52:55 ][INFO] Can't find VR audio devices. Just use default audio input and output
[ 2018-07-04 09:52:55 ][ERROR] Failed to get default input audio endpoint with GetDefaultAudioEndpoint. [Error code] : -2147023728
[ 2018-07-04 09:52:55 ][INFO] But we want to keep going without microphone
[ 2018-07-04 09:52:55 ][INFO] Start audio capture
[ 2018-07-04 09:52:55 ][INFO] Encoding configuration is initiated
And the crash occurs when you start recording. The encoding thread starts up, and when you pass the first frame the AMD encoder crashes. The call stack looks like:
ID3D11DeviceContext::CopySubresourceRegion
AMDEncoder::fillSurface
AMDEncoder::encodeMain
EncoderMain::startEncoding
from 360-capture-sdk.
Output from DirectX
D3D11 CORRUPTION: ID3D11DeviceContext::CopySubresourceRegion: First parameter is corrupt or NULL [ MISCELLANEOUS CORRUPTION #13: CORRUPTED_PARAMETER1]
from 360-capture-sdk.
The texture descriptors look fine - they match exactly except for the encoding texture is marked as a shared resource
from 360-capture-sdk.
The crash also occurs if you replace CopySubresourceRegion with CopyResource
from 360-capture-sdk.
Can you check if you're still able to see the issue with v2.2? Please don't forget to build in release mode or remove following line in FBCaptureSystem.cpp if you didn't install D3D11 SDK Layers library.
#ifdef DEBUG
// createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif
from 360-capture-sdk.
Related Issues (20)
- NV_ENC_ERR_OUT_OF_MEMORY HOT 2
- Compiling the source HOT 5
- System sounds getting captured too HOT 1
- Display output disabled/black HOT 1
- Muxing failed - wamedia muxer error codes? HOT 1
- Guide/Tutorial on How to use 360 Capture SDK to record Oculus Game or other Game like Steam
- fbc_getCaptureCapability fails with AMD device when both AMD and NVidia cards present HOT 1
- Persistent 'AMF_VIDEO_ENCODER_FRAMESIZE' errors HOT 3
- Capture with Unity & Sample SteamVR scene HOT 7
- How to setup a live stream HOT 6
- Is there a sample showing how to integrate the SDK into a native engine game that is using openGL? HOT 1
- Max 360 video resolution HOT 4
- 360 degree capture and Flipped projection HOT 4
- HDRP and image capture
- Will it support nvidia turing cards?
- What is the Wamedia?
- No actual control over video bitrate?
- UI disappeared from my captured movie
- OnRenderImage() possibly did not write anything to destination texture/Muxing issue 2.35
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