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Fraps Has Been Known To Crash D3d11 Please Use

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Fraps Has Been Known To Crash D3d11 Please Use Average ratng: 4,8/5 1276 reviews

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If you write what kind of computer do you have, please write what kind of graphic's card you have also. Just letting others know that adding the -force-d3d11 parameter to the launcher loads the project, but I don't know if it's the 'right' fix for the issue. I have a GeForce GT 735M with a Core i7 processor. I have been having the same. Fraps 3.3.0 - 22nd Feb 2011. Microsoft have just released a new service pack for Windows 7 and we've updated Fraps to support Windows 7 SP1. There's also a new option in Fraps to only capture the external sound input while a hotkey is pressed. This is useful for people recording their microphone while using push-to-talk in their voice comms.

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Comments

commented Mar 5, 2017
edited

Fraps Has Been Known To Crash D3d11 Please Use A Key

Got a strange errors with D3D11.
It's alwas print 'Unknown error' in output console.

After some investigations I found that error caused on this line:
https://github.com/Kode/Kore/blob/24bd154ed65ca3eb35f07eb8a53117b07903f080/Backends/Direct3D11/Sources/Kore/ProgramImpl.cpp#L240

In debug mode I got different errors on different shaders:

First type of errors:
D3D11 ERROR: ID3D11Device::CreateInputLayout: Encoded Signature size doesn't match specified size. [ STATE_CREATION ERROR #161: CREATEINPUTLAYOUT_UNPARSEABLEINPUTSIGNATURE]

Second type of errors:
D3D11 ERROR: ID3D11Device::CreateInputLayout: Element[3] and Element[2] have the same Semantic (TEXCOORD 0). All Semantics in the Input Layout must be unique. This error is only printed on the first occurence detected. [ STATE_CREATION ERROR #160: CREATEINPUTLAYOUT_DUPLICATESEMANTIC]

But everything works fine with OpenGL.

commented Mar 5, 2017
edited

Found why second error happens.

This will work:

This will not work and will cause errors described above:

commented Mar 5, 2017

I fixed that error:
D3D11 ERROR: ID3D11Device::CreateInputLayout: Element[3] and Element[2] have the same Semantic (TEXCOORD 0). All Semantics in the Input Layout must be unique. This error is only printed on the first occurence detected. [ STATE_CREATION ERROR #160: CREATEINPUTLAYOUT_DUPLICATESEMANTIC]

By replacing COLOR with SV_Target here:
https://github.com/Kode/SPIRV-Cross/blob/64f77f45bc84033a7cbb78549d99db1422042c99/spirv_hlsl.cpp#L177

But thats will not work for D3D9, I guess.

commented Mar 29, 2017

Test project please (there have been some changes to the compiler, maybe it's already fixed).

added the waiting for feedback label Mar 29, 2017

commented Mar 29, 2017

No, I still have that errors.
Will do some research and will create a test project.

commented Apr 16, 2017

After last update this errors are gone.
Don't know what's going on and what was changed in this 18 days, but issue can be closed, I think.
Thank you.

commented Apr 22, 2017

Still here :(

commented Jul 15, 2017

Fraps

@RobDangerous, try this, please. It's a sample for Kore, but it contains current issue
https://www.dropbox.com/s/q5wmevpzoesiur6/sample.zip?dl=0

removed the waiting for feedback label Jul 16, 2017

added a commit to Kode/Kinc that referenced this issue Jul 21, 2017

Handle unused attributes in Direct3D11

commented Jul 21, 2017

I fixed something and it now runs but doesn't look much like in OpenGL. Problem is/was about unused attributes. Maybe more problems, that sample is huge...

commented Jul 21, 2017

Thanks, Robert, for all your hard work.
I can confirm that it runs now, but result is very strange :D
Here is how it looks like in my case:

Sorry for the huge sample, please, the problem became on complex shaders only so it needs normal maps and all that weird stuff.

Also, I tried to update Kore in Kha and still got this with Kha project (with crash):

So looks like I should create more complex sample with Kha :)

commented Jul 24, 2017

Nooo... I'll fix it with the Kore sample.

commented Sep 7, 2017

About:

D3D11 ERROR: ID3D11Device::CreateInputLayout: Encoded Signature size doesn't match specified size.

I found some interesting thing. With small meshes D3D works correctly. But with big meshes (like Sponza) it cause issue. But both mehses works fine with GL.

commented Oct 10, 2017

Update.
Can't reproduce ' Encoded Signature' error again...
But here is small sample that includes issue with rendering of 3D models.
GL - ok, D3D11 - not ok.
https://www.dropbox.com/s/22s5w6rofzdhqel/d3d11_issue_sample.zip?dl=0

Please, check 17 line in Main.hx and try to switch LOAD_SPONZA variable from true to false for loading different models on startup.

commented Nov 13, 2017
edited

Btw, looks like D3D9 works fine and does not contain those errors.
But there is no option to use D3D9 if you using MRT in your code or if you building to the Windows Universal app, so D3D11 is still important :)

commented Mar 17, 2018

Didn't fix your rendering yet but the actual 'Encoded Signature...' bug is fixed (Haxe/hxcpp could collect and reuse the vertex shader memory in D3D11 so it was kind of a random incident).

commented Mar 17, 2018

I get the broken output via html5 as well...

commented Mar 17, 2018

Uhm and also via OpenGL. Does this still render correctly for you?

commented Mar 20, 2018

Hey, I think it's all fixed.

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