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D3D11 profiling problems in 0.10 #670
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@slomp Can you take a look? |
Sure, I'll try to investigate it this week! |
I also ran into some of these issues, with 0.10.0. Is there an update to this? |
Which warnings? Only this one?
|
yes |
Although I also get a crash in TracyD3D11.hpp when connected to the server and vsync turned off in a scene where my game runs at >1000fps: Assertion failed: false && "TracyD3D11: " "timestamp expected to be ready, but it was not!", file C:\Workspaces\spaced\source\tracy\public/tracy/TracyD3D11.hpp, line 224 Should I open a new issue for that, or is there some information I could give that would be helpful? |
Are you calling |
Yes, immediatedly after IDXGISwapChain_Present. I have three calls to ID3D11DeviceContext_End in my own code that I use(d) to measure the GPU frame times before I used tracy. Might that interfere? |
Would you by any chance have a small, dependency-free minimal reproducible code that you could share? |
No, sorry. Only a big application that doesn't even repro it 100% of the time. |
PR open to address the |
is_active
var is referenced but there is onlyactive
. Compilation error.tracy/public/tracy/TracyD3D11.hpp
Line 360 in 116e82d
tcpu
andtgpu
remain 0 and GPU track is not drawn. But manually walking this part under debugger seems to give GPU enough time to finish the query and then data appear.tracy/public/tracy/TracyD3D11.hpp
Lines 114 to 115 in 116e82d
Release 0.10
Windows, D3D11
On-demand connection mode
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