Hello, I am trying to run the meshlet example on my laptop. It has an AMD Radeon(TM) 760M, with 512 MB VRAM with the DX12 backend.
The program correctly checks feature support and it passes the assert:
if (SUCCEEDED(m_Context.device->QueryInterface(&m_Context.device2)) && hasOptions7) { m_MeshletsSupported = m_Options7.MeshShaderTier >= D3D12_MESH_SHADER_TIER_1; }
but has a runtime error:
D3D12 ERROR: ID3D12Device::RemoveDevice: Device removal has been triggered for the following reason (DXGI_ERROR_DEVICE_HUNG: The Device took an unreasonable amount of time to execute its commands, or the hardware crashed/hung. As a result, the TDR (Timeout Detection and Recovery) mechanism has been triggered. The current Device Context was executing commands when the hang occurred. The application may want to respawn and fallback to less aggressive use of the display hardware). [ EXECUTION ERROR #232: DEVICE_REMOVAL_PROCESS_AT_FAULT]
The program runs if I remove the amplification shader from the pipeline (i.e. psoDesc.AS = nullptr; and removing the input payload from the mesh shader). I tried updating the shader such that it invokes 32 threads instead (32,1,1) instead of (1,1,1) but no dice.
Any solution to this issue known? I can also just enumerate through the hardware adapter and pick the dGPU on my device instead, but I wanted to try and run it on my iGPU first.
Thanks.
Hello, I am trying to run the meshlet example on my laptop. It has an AMD Radeon(TM) 760M, with 512 MB VRAM with the DX12 backend.
The program correctly checks feature support and it passes the assert:
if (SUCCEEDED(m_Context.device->QueryInterface(&m_Context.device2)) && hasOptions7) { m_MeshletsSupported = m_Options7.MeshShaderTier >= D3D12_MESH_SHADER_TIER_1; }but has a runtime error:
D3D12 ERROR: ID3D12Device::RemoveDevice: Device removal has been triggered for the following reason (DXGI_ERROR_DEVICE_HUNG: The Device took an unreasonable amount of time to execute its commands, or the hardware crashed/hung. As a result, the TDR (Timeout Detection and Recovery) mechanism has been triggered. The current Device Context was executing commands when the hang occurred. The application may want to respawn and fallback to less aggressive use of the display hardware). [ EXECUTION ERROR #232: DEVICE_REMOVAL_PROCESS_AT_FAULT]The program runs if I remove the amplification shader from the pipeline (i.e. psoDesc.AS = nullptr; and removing the input payload from the mesh shader). I tried updating the shader such that it invokes 32 threads instead (32,1,1) instead of (1,1,1) but no dice.
Any solution to this issue known? I can also just enumerate through the hardware adapter and pick the dGPU on my device instead, but I wanted to try and run it on my iGPU first.
Thanks.