Open HCGSMKYO opened 1 year ago
N/A
panicked at 'wgpu error: Validation Error
Caused by: In Device::create_bind_group Not enough memory left
', C:\Users\runneradmin.cargo\registry\src\index.crates.io-6f17d22bba15001f\wgpu-0.16.1\src\backend\direct.rs:3019:5
0.1.0-nightly (700f765f91830358cf9b8ecb8647bb5645a5bb7d 2023-06-18)
Desktop app
Windows 10.0.19045 (Windows 10 Pro) [64-bit]
Filename: mting.swf
Renderer: wgpu Adapter Backend: Dx12 Adapter Name: "NVIDIA GeForce GTX 550 Ti" Adapter Device Type: DiscreteGpu Adapter Driver Name: "" Adapter Driver Info: "" Enabled features: Features(TEXTURE_ADAPTER_SPECIFIC_FORMAT_FEATURES | PUSH_CONSTANTS) Available features: Features(DEPTH_CLIP_CONTROL | TIMESTAMP_QUERY | INDIRECT_FIRST_INSTANCE | RG11B10UFLOAT_RENDERABLE | DEPTH32FLOAT_STENCIL8 | TEXTURE_COMPRESSION_BC | TEXTURE_FORMAT_16BIT_NORM | TIMESTAMP_QUERY_INSIDE_PASSES | MAPPABLE_PRIMARY_BUFFERS | TEXTURE_BINDING_ARRAY | SAMPLED_TEXTURE_AND_STORAGE_BUFFER_ARRAY_NON_UNIFORM_INDEXING | UNIFORM_BUFFER_AND_STORAGE_TEXTURE_ARRAY_NON_UNIFORM_INDEXING | MULTI_DRAW_INDIRECT | MULTI_DRAW_INDIRECT_COUNT | ADDRESS_MODE_CLAMP_TO_ZERO | ADDRESS_MODE_CLAMP_TO_BORDER | POLYGON_MODE_LINE | POLYGON_MODE_POINT | VERTEX_WRITABLE_STORAGE | CLEAR_TEXTURE | SHADER_PRIMITIVE_INDEX) Current limits: Limits { max_texture_dimension_1d: 16384, max_texture_dimension_2d: 16384, max_texture_dimension_3d: 2048, max_texture_array_layers: 256, max_bind_groups: 4, max_bindings_per_bind_group: 640, max_dynamic_uniform_buffers_per_pipeline_layout: 8, max_dynamic_storage_buffers_per_pipeline_layout: 0, max_sampled_textures_per_shader_stage: 16, max_samplers_per_shader_stage: 16, max_storage_buffers_per_shader_stage: 0, max_storage_textures_per_shader_stage: 0, max_uniform_buffers_per_shader_stage: 11, max_uniform_buffer_binding_size: 16384, max_storage_buffer_binding_size: 0, max_vertex_buffers: 8, max_buffer_size: 268435456, max_vertex_attributes: 16, max_vertex_buffer_array_stride: 255, min_uniform_buffer_offset_alignment: 256, min_storage_buffer_offset_alignment: 32, max_inter_stage_shader_components: 60, max_compute_workgroup_storage_size: 0, max_compute_invocations_per_workgroup: 0, max_compute_workgroup_size_x: 0, max_compute_workgroup_size_y: 0, max_compute_workgroup_size_z: 0, max_compute_workgroups_per_dimension: 0, max_push_constant_size: 96 } Surface quality: low Surface samples: 1 Surface size: Extent3d { width: 800, height: 600, depth_or_array_layers: 1 }
I can confirm that the problem is reproducible on my PC with the DX12 renderer. I'm assuming the SWF being used is this one from #7164. This issue has the same root cause as #8844.
Yes, exactly the same one (mting.swf).
Also I have encountered the issue in #1862.
Describe what you were doing
N/A
What does the crash message say?
panicked at 'wgpu error: Validation Error
Caused by: In Device::create_bind_group Not enough memory left
', C:\Users\runneradmin.cargo\registry\src\index.crates.io-6f17d22bba15001f\wgpu-0.16.1\src\backend\direct.rs:3019:5
Ruffle Version
0.1.0-nightly (700f765f91830358cf9b8ecb8647bb5645a5bb7d 2023-06-18)
Affected platform
Desktop app
Operating system
Windows 10.0.19045 (Windows 10 Pro) [64-bit]
Additional information
Filename: mting.swf
Render Info
Renderer: wgpu Adapter Backend: Dx12 Adapter Name: "NVIDIA GeForce GTX 550 Ti" Adapter Device Type: DiscreteGpu Adapter Driver Name: "" Adapter Driver Info: "" Enabled features: Features(TEXTURE_ADAPTER_SPECIFIC_FORMAT_FEATURES | PUSH_CONSTANTS) Available features: Features(DEPTH_CLIP_CONTROL | TIMESTAMP_QUERY | INDIRECT_FIRST_INSTANCE | RG11B10UFLOAT_RENDERABLE | DEPTH32FLOAT_STENCIL8 | TEXTURE_COMPRESSION_BC | TEXTURE_FORMAT_16BIT_NORM | TIMESTAMP_QUERY_INSIDE_PASSES | MAPPABLE_PRIMARY_BUFFERS | TEXTURE_BINDING_ARRAY | SAMPLED_TEXTURE_AND_STORAGE_BUFFER_ARRAY_NON_UNIFORM_INDEXING | UNIFORM_BUFFER_AND_STORAGE_TEXTURE_ARRAY_NON_UNIFORM_INDEXING | MULTI_DRAW_INDIRECT | MULTI_DRAW_INDIRECT_COUNT | ADDRESS_MODE_CLAMP_TO_ZERO | ADDRESS_MODE_CLAMP_TO_BORDER | POLYGON_MODE_LINE | POLYGON_MODE_POINT | VERTEX_WRITABLE_STORAGE | CLEAR_TEXTURE | SHADER_PRIMITIVE_INDEX) Current limits: Limits { max_texture_dimension_1d: 16384, max_texture_dimension_2d: 16384, max_texture_dimension_3d: 2048, max_texture_array_layers: 256, max_bind_groups: 4, max_bindings_per_bind_group: 640, max_dynamic_uniform_buffers_per_pipeline_layout: 8, max_dynamic_storage_buffers_per_pipeline_layout: 0, max_sampled_textures_per_shader_stage: 16, max_samplers_per_shader_stage: 16, max_storage_buffers_per_shader_stage: 0, max_storage_textures_per_shader_stage: 0, max_uniform_buffers_per_shader_stage: 11, max_uniform_buffer_binding_size: 16384, max_storage_buffer_binding_size: 0, max_vertex_buffers: 8, max_buffer_size: 268435456, max_vertex_attributes: 16, max_vertex_buffer_array_stride: 255, min_uniform_buffer_offset_alignment: 256, min_storage_buffer_offset_alignment: 32, max_inter_stage_shader_components: 60, max_compute_workgroup_storage_size: 0, max_compute_invocations_per_workgroup: 0, max_compute_workgroup_size_x: 0, max_compute_workgroup_size_y: 0, max_compute_workgroup_size_z: 0, max_compute_workgroups_per_dimension: 0, max_push_constant_size: 96 } Surface quality: low Surface samples: 1 Surface size: Extent3d { width: 800, height: 600, depth_or_array_layers: 1 }