Create dxgi factory 2 d3d11.dll
![create dxgi factory 2 d3d11.dll create dxgi factory 2 d3d11.dll](http://3.bp.blogspot.com/_dv_YkYWn3HA/TLx1fGAO2QI/AAAAAAAADNY/ZBEQOl39ntA/s640/SharpDXGeneral.png)
- #Create dxgi factory 2 d3d11.dll windows 10#
- #Create dxgi factory 2 d3d11.dll code#
- #Create dxgi factory 2 d3d11.dll series#
- #Create dxgi factory 2 d3d11.dll free#
Player.log (happens dozens of times per log)ĭX11: "d3d11: failed to lock buffer * of size *. "UnityPlayer.dll caused an Access Violation (0xc0000005) Happens in development and release builds. I'm getting the "d3d11: failed to lock buffer" crash too. Is it possible that it may cause the crash? my game uses many custom shaders written by our team.
#Create dxgi factory 2 d3d11.dll free#
If you need more information, feel free to ask. I have no idea what is causing this error so I welcome any suggestions or trials to fix this issue.
![create dxgi factory 2 d3d11.dll create dxgi factory 2 d3d11.dll](https://docs.microsoft.com/en-us/windows/win32/direct3ddxgi/images/dxgi-swap-chain.png)
Some PCs are able to run the game without any crash at all. Game might be able to run for 2-3 hours with no crash. (Filename: C:\buildslave\unity\build\Runtime/GfxDevice/d3d11/RenderTextureD3D11.cpp Line: 207)ĭ3D11: Failed to create RenderTexture (1920 x 1080 fmt 19 aa 1), error 0x887a0005ĭ3d11: failed to create staging 2D texture w=128 h=2 d3dfmt=10 ĮRROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FFBEC7AEE80)Ġx00007FFBEC7AEE80 (UnityPlayer) (function-name not available)ĮRROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FFBEC7C85B8)Ġx00007FFBEC7C85B8 (UnityPlayer) (function-name not available)ĮRROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FFBEC7B16AB)Ġx00007FFBEC7B16AB (UnityPlayer) (function-name not available)ĮRROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FFBEC878458)Ġx00007FFBEC878458 (UnityPlayer) (function-name not available)ĮRROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FFBEC87F2CD)Ġx00007FFBEC87F2CD (UnityPlayer) (function-name not available)ĮRROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FFBEC87F3C5)Ġx00007FFBEC87F3C5 (UnityPlayer) (function-name not available)Ġx00007FFBED213C8D (UnityPlayer) UnityMainĠx00007FFC61E87BD4 (KERNE元2) BaseThreadInitThunkĠx00007FFC63D4CED1 (ntdll) RtlUserThreadStartĪll of the crashes occurs randomly at anytime in the scenes. Renderer: NVIDIA GeForce GTX 950M (ID=0x139a)ĭ3D11: Failed to create RenderTexture (1920 x 1080 fmt 27 aa 1), error 0x887a0005
#Create dxgi factory 2 d3d11.dll series#
Renderer: Radeon RX 570 Series (ID=0圆7df)Ġx8007000E seems to be a OUT_OF_MEMORY error but I've checked the profiler in Unity but the memory (and other stuffs) look normal, no potential memory leaks. Renderer: AMD Radeon HD 7800 Series (ID=0圆819) GfxDevice: creating device client threaded=1ĭ3d11: CreateDXGIFactory2(.) not found, fallbacking to CreateDXGIFactory1(.).ĭ3d11: QueryInterface(IDXGIFactory5) failed (80004002).
#Create dxgi factory 2 d3d11.dll windows 10#
See also DirectX 12: Presentation Modes In Windows 10 (YouTube).Our game keep crashing on some machines (Windows) with these error code.ĭ3d11: failed to lock buffer 000000002C75CA50 of size 647159. For details on using this flag, see MSDN or this YouTube video. If you want to support 'higher-than-refresh-rate' updates (such as nVidia G-Sync or AMD FreeSync), then you use the new DXGI_PRESENT_ALLOW_TEARING flag for Present. You can set the latency count via IDXGISwapChain2::SetMaximumFrameLatency which defaults to 3 (MSDN is currently wrong about the defaults). Ideally you'd use DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT and then use the waitable object to throttle your rendering speed instead.
![create dxgi factory 2 d3d11.dll create dxgi factory 2 d3d11.dll](https://respawnfirst.com/wp-content/uploads/2021/04/Total-War-Rome-Remastered-D3D11-Crash-Fix-e1619774152197.jpg)
In Direct3D 12 swap chains, you explicitly control the backbuffer swapping behavior. See Anatomy of Direct3D 12 Create Device.
#Create dxgi factory 2 d3d11.dll code#
For Direct3D 12, this 'legacy pattern' of obtaining the DXGI factory is not supported, so your code above won't work as it's the first step: ComPtr dxgiDevice ĭxgiAdapter->GetParent(IID_PPV_ARGS(&dxgiFactory))įor Direct3D 12, you should always create the DXGI factory explicitly.