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locke-lunarg opened this issue
Sep 24, 2024
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bugSomething isn't workingcaptureIssue with captured3d12Issue with D3D 12 supportP1Prevents an important capture from being replayedreplayIssue with replay (capture was successful)trimmingIssue with trimming in capture or in replay
Now, during capture, only GFXRECON_CAPTURE_DRAW_CALLS case(#1680) writes swapchain buffers. The other trimmings, that frames and queue submits, don't write swapchain buffers. It also doesn't write their resource states (MetaDataType::kInitSubresourceCommand). In this case, during replay, swapchain buffers aren't initialized to the correct resource states. It could happen wrong resource state errors.
We could add a new MetaDataType, like kInitSwapchainResourceStatesCommand, to fix it. Or we could wait until the new architecture that replay could access capture to fix it.
The text was updated successfully, but these errors were encountered:
locke-lunarg
changed the title
DX12 Swapchain buffers' resource states are wrong for trimming case.
DX12 Swapchain buffers' resource states could be wrong for trimming case.
Sep 24, 2024
bugSomething isn't workingcaptureIssue with captured3d12Issue with D3D 12 supportP1Prevents an important capture from being replayedreplayIssue with replay (capture was successful)trimmingIssue with trimming in capture or in replay
Now, during capture, only
GFXRECON_CAPTURE_DRAW_CALLS
case(#1680) writes swapchain buffers. The other trimmings, that frames and queue submits, don't write swapchain buffers. It also doesn't write their resource states (MetaDataType::kInitSubresourceCommand
). In this case, during replay, swapchain buffers aren't initialized to the correct resource states. It could happen wrong resource state errors.We could add a new MetaDataType, like kInitSwapchainResourceStatesCommand, to fix it. Or we could wait until the new architecture that replay could access capture to fix it.
The text was updated successfully, but these errors were encountered: