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With DirectX12 comes this Crash. Other Settings OpenGL and Standard works well. I use a Nvidia RTX 3060 with 12GB VRAM on a Computer with I7 CPU and 32GB RAM. So there is enough Memory.
What does the crash message say?
panicked at C:\Users\runneradmin/.cargo\registry\src\index.crates.io-6f17d22bba15001f\wgpu-0.20.0\src\backend\wgpu_core.rs:2996:5:
wgpu error: Validation Error
Caused by:
In Device::create_bind_group
Not enough memory left.
Describe what you were doing
With DirectX12 comes this Crash. Other Settings OpenGL and Standard works well. I use a Nvidia RTX 3060 with 12GB VRAM on a Computer with I7 CPU and 32GB RAM. So there is enough Memory.
What does the crash message say?
panicked at C:\Users\runneradmin/.cargo\registry\src\index.crates.io-6f17d22bba15001f\wgpu-0.20.0\src\backend\wgpu_core.rs:2996:5:
wgpu error: Validation Error
Caused by:
In Device::create_bind_group
Not enough memory left.
Ruffle Version
0.1.0-nightly (f573f7b 2024-05-17)
Affected platform
Desktop app
Operating system
Windows 10.0.19045 (Windows 10 Pro) [64-bit]
Additional information
Filename: 01_03.SWF
Render Info
Renderer: wgpu
Adapter Backend: Dx12
Adapter Name: "NVIDIA GeForce RTX 3060"
Adapter Device Type: DiscreteGpu
Adapter Driver Name: ""
Adapter Driver Info: ""
Enabled features: Features(TEXTURE_COMPRESSION_BC | FLOAT32_FILTERABLE | TEXTURE_ADAPTER_SPECIFIC_FORMAT_FEATURES)
Available features: Features(DEPTH_CLIP_CONTROL | DEPTH32FLOAT_STENCIL8 | TIMESTAMP_QUERY | INDIRECT_FIRST_INSTANCE | RG11B10UFLOAT_RENDERABLE | BGRA8UNORM_STORAGE | TEXTURE_FORMAT_16BIT_NORM | TIMESTAMP_QUERY_INSIDE_ENCODERS | 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 | PUSH_CONSTANTS | ADDRESS_MODE_CLAMP_TO_ZERO | ADDRESS_MODE_CLAMP_TO_BORDER | POLYGON_MODE_LINE | CONSERVATIVE_RASTERIZATION | VERTEX_WRITABLE_STORAGE | CLEAR_TEXTURE | TEXTURE_FORMAT_NV12 | SHADER_PRIMITIVE_INDEX | DUAL_SOURCE_BLENDING)
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: 1000, 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: 65536, 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_color_attachments: 8, max_color_attachment_bytes_per_sample: 32, 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, min_subgroup_size: 0, max_subgroup_size: 0, max_push_constant_size: 0, max_non_sampler_bindings: 1000000 }
Surface quality: low
Surface samples: 1
Surface size: (800, 600, 1)
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