NVIDIAGameWorks/RayTracingDenoiser

Debug layer and REBLUR::DiffuseOcclusion - Post-blur

vongkitt opened this issue · 1 comments

When using DX12 and enabling the debug layer, I get the following crash during the call to Denoise

Since multiples REBLUR steps seems to succeed, I think my inputs are in the correct states.
What could cause this state error ?

D3D12 MESSAGE: GPU-BASED VALIDATION: TRACE BEGIN: RayTracingAO [ EXECUTION MESSAGE #1014: BEGIN_EVENT]
D3D12 MESSAGE: GPU-BASED VALIDATION: TRACE BEGIN: RayTracingAO::RayTracingAO [ EXECUTION MESSAGE #1014: BEGIN_EVENT]
D3D12 MESSAGE: GPU-BASED VALIDATION: TRACE BEGIN: RayTracingAO::RayTracingAO::REBLUR::DiffuseOcclusion - Temporal accumulation [ EXECUTION MESSAGE #1014: BEGIN_EVENT]
D3D12 MESSAGE: GPU-BASED VALIDATION: TRACE END: RayTracingAO::RayTracingAO::REBLUR::DiffuseOcclusion - Temporal accumulation [ EXECUTION MESSAGE #1015: END_EVENT]
D3D12 MESSAGE: GPU-BASED VALIDATION: TRACE BEGIN: RayTracingAO::RayTracingAO::REBLUR::DiffuseOcclusion - Mip generation [ EXECUTION MESSAGE #1014: BEGIN_EVENT]
D3D12 MESSAGE: GPU-BASED VALIDATION: TRACE END: RayTracingAO::RayTracingAO::REBLUR::DiffuseOcclusion - Mip generation [ EXECUTION MESSAGE #1015: END_EVENT]
D3D12 MESSAGE: GPU-BASED VALIDATION: TRACE BEGIN: RayTracingAO::RayTracingAO::REBLUR::DiffuseOcclusion - History fix [ EXECUTION MESSAGE #1014: BEGIN_EVENT]
D3D12 MESSAGE: GPU-BASED VALIDATION: TRACE END: RayTracingAO::RayTracingAO::REBLUR::DiffuseOcclusion - History fix [ EXECUTION MESSAGE #1015: END_EVENT]
D3D12 MESSAGE: GPU-BASED VALIDATION: TRACE BEGIN: RayTracingAO::RayTracingAO::REBLUR::DiffuseOcclusion - Blur [ EXECUTION MESSAGE #1014: BEGIN_EVENT]
D3D12 MESSAGE: GPU-BASED VALIDATION: TRACE END: RayTracingAO::RayTracingAO::REBLUR::DiffuseOcclusion - Blur [ EXECUTION MESSAGE #1015: END_EVENT]
D3D12 MESSAGE: GPU-BASED VALIDATION: TRACE BEGIN: RayTracingAO::RayTracingAO::REBLUR::DiffuseOcclusion - Post-blur [ EXECUTION MESSAGE #1014: BEGIN_EVENT]
D3D12 ERROR: GPU-BASED VALIDATION: Dispatch, Incompatible resource state: Resource: 0x000001CF222E0060:'RaytracingAoPass::hit_distance_buffers[0]', Subresource Index: [0], Descriptor heap index to DescriptorTableStart: [25], Descriptor heap index FromTableStart: [2], Binding Type In Descriptor: UAV, Resource State: D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE|D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE(0xc0), Index of Descriptor Range: 0, Shader Stage: COMPUTE, Root Parameter Index: [1], Dispatch Index: [4], Shader Code: <couldn't find file location in debug info>, Asm Instruction Range: [0x34-0xffffffff], Asm Operand Index: [0], Command List: 0x000001CEA07E0F60:'CommandList 0, Allocator 1', SRV/UAV/CBV Descriptor Heap: 0x000001CE941609A0:'Unnamed ID3D12DescriptorHeap Object', Sampler Descriptor Heap: <not set>, Pipeline State: 0x000001CF044CF9D0:'Unnamed ID3D12PipelineState Object',  [ EXECUTION ERROR #942: GPU_BASED_VALIDATION_INCOMPATIBLE_RESOURCE_STATE]
D3D12: **BREAK** enabled for the previous message, which was: [ ERROR EXECUTION #942: GPU_BASED_VALIDATION_INCOMPATIBLE_RESOURCE_STATE ]

Let me know if you need more information

Best regards

Probably an error on our side, sorry for the false alarm