Comments (6)
Tried this, Seems to work fine. Maybe only when the GPU can't finish execution fast enough.
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Looking at the code it would make sense if execute indirect works inconsistently on slower hardware. Updating only the 3e frames seems weird to me though.
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This has changed with the introduction of the dxr fallback layer. In the third frame, it now crashes when Transition is called on the render target.
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Error is: D3D12 WARNING: ID3D12CommandQueue::ExecuteCommandLists: Execution of Command List 0x00000255402C19C0:'Unnamed Resource (line: 32 file: D:\School\IGAD Y3\Procedural-Ray-Tracing\src\d3d12\d3d12_command_list.cpp', contains a shader op (Draw/Dispatch/ExecuteIndirect) recorded while using Shader Patch Mode NONE, or contains an ExecuteIndirect that changes VB/IB/Root bindings. Hence, all further GPU-based validation may undervalidate or produce true GBV errors with imprecise tracked state (labelled with 'Possibly imprecise') for resources in the COMMON state or Promoted-from-COMMON state at the time of execute. [ EXECUTION WARNING #1044: GPU_BASED_VALIDATION_RESOURCE_STATE_IMPRECISE]
D3D12: Removing Device.
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Even present in feature_indirect_versioning
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Removed execute indirect.
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Related Issues (20)
- Use uints when needed HOT 1
- Shadows out of sync HOT 1
- Switching frame graphs after resizing breaks. HOT 3
- Compute pipelines don't transition their render target.
- Multithreading causes issues when allocating from pools located in the render system
- Registry descriptors are missing the `m_` prefix
- Fallback AS crashes on removal of a model HOT 1
- frame_graph's FG_DEPS HOT 2
- m_skybox_changed variable in D3D12RenderSystem
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- Wisp crashes if no imgui.ini file is present HOT 2
- Switching framegraph crash (Fallback Layer) HOT 2
- Scene changer always loads Sponza HOT 1
- Black frames
- Memory leaks HOT 9
- Constant emissive colors
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