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?
