Open niello opened 7 months ago
@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? is_active
was already fixed in https://github.com/wolfpld/tracy/issues/753, but I'm also seeing the d3d11 warnings being generated. I can't repro crashing the client by clicking "Auto" though, this works for me. And the GPU track is also visible. So I guess there have been a bunch of fixes already?
but I'm also seeing the d3d11 warnings being generated.
Which warnings? Only this one?
warning: D3D11 WARNING: ID3D11DeviceContext::End: End is being invoked on a Query, where the previous results have not been obtained with GetData. This is valid; but unusual. The previous results are being abandoned, and new Query results will be generated. [ EXECUTION WARNING 410: QUERY_END_ABANDONING_PREVIOUS_RESULTS]
but I'm also seeing the d3d11 warnings being generated.
Which warnings? Only this one?
warning: D3D11 WARNING: ID3D11DeviceContext::End: End is being invoked on a Query, where the previous results have not been obtained with GetData. This is valid; but unusual. The previous results are being abandoned, and new Query results will be generated. [ EXECUTION WARNING 410: QUERY_END_ABANDONING_PREVIOUS_RESULTS]
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?
when connected to the server and vsync turned off in a scene where my game runs at >1000fps:
Are you calling TracyD3D11Collect
periodically when vsync off?
when connected to the server and vsync turned off in a scene where my game runs at >1000fps:
Are you calling
TracyD3D11Collect
periodically when vsync off?
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? (I dug some old D3D11 code I had and tried to reproduce the issue, but was unsuccessful).
Would you by any chance have a small, dependency-free minimal reproducible code that you could share? (I dug some old D3D11 code I had and tried to reproduce the issue, but was unsuccessful).
No, sorry. Only a big application that doesn't even repro it 100% of the time.
PR open to address the is_active
compilation error with TRACY_ON_DEMAND
:
https://github.com/wolfpld/tracy/pull/806
is_active
var is referenced but there is onlyactive
. Compilation error. https://github.com/wolfpld/tracy/blob/116e82de9ebbf3937b066a3be23b8d8de16b2a0a/public/tracy/TracyD3D11.hpp#L360tcpu
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. https://github.com/wolfpld/tracy/blob/116e82de9ebbf3937b066a3be23b8d8de16b2a0a/public/tracy/TracyD3D11.hpp#L114-L115Release 0.10 Windows, D3D11 On-demand connection mode