#Few questions about sync & DEVICE_LOST error (Suspended. I am pursuing a lead)

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past perch
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Additional note:

  • Same fence and command buffers are used.
  • Dispatches are with number of groups to cover data i.e (2,1,1) -> 256*2 for 400 data entires. with indices higher than 400 are ignored.
  • I had same problems earlier, but, likely, it was because i was dispatching 256 groups!
  • If compute shaders process same data, over and over, they dont crash.
past perch
#

Few questions about sync & DEVICE_LOST error (Suspended. I am pursuing a lead)