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ScottieBizzle
11 years agoExplorer
Direct mode crashing compute shaders in DX11
I'm developing a windows-based DX11-based shader authoring tool. I switched my app over to use "Direct HMD Access" and now the video driver crashes ( Nvidia 780 ti, Windows 8.1 pro ) whenever I try to run certain compute shaders. This is only when in direct mode and calling the ovr_Initialize() function on startup and not even enabling the rest of the oculus initialization code, simply calling the ovr_initialize() to let the SDK hijack the device or whatever it's doing.
Removing ovr_Initialize() works fine with the shaders. Also running in "Extend Desktop to HMD" mode and calling ovr_Initialize() works fine, so it has something to do with Direct mode and compute shaders. It crashes before I can get any DX debug information.
My scene consists of only a bunch of compute shaders for a smooth particle hydrodynamics ( SPH ) real-time liquid effect and a vertex/geometry/pixel shader for rendering the final result, nothing else.
Is this a known bug?
Removing ovr_Initialize() works fine with the shaders. Also running in "Extend Desktop to HMD" mode and calling ovr_Initialize() works fine, so it has something to do with Direct mode and compute shaders. It crashes before I can get any DX debug information.
My scene consists of only a bunch of compute shaders for a smooth particle hydrodynamics ( SPH ) real-time liquid effect and a vertex/geometry/pixel shader for rendering the final result, nothing else.
Is this a known bug?
3 Replies
- ScottieBizzleExplorerStill a bug in 0.4.2.
- dpJudasHonored GuestI'm seeing this one as well with my compute shader.
If I add some flushes around the dispatch call and step with the Visual Studio debugger it crashes the Nvidia driver almost every time when I step past the third line:
device_context->Flush();
device_context->Dispatch(5, 6, 1);
device_context->Flush();
This only happens when I use direct mode. It never happens when I run it without the rift. - ortofonHonored GuestSame problem here. No way to use DX11 Compute Shader with 0.4.2 Oculus SDK in Unity.
That means all our experiences are not running anymore :(
The crash seems to happen when we call Dispatch();
And like ScottieBizzle, when we stop to call ovr_initialize(); all is working well... but no stereoscopic camera working of course.
Any clue ?
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