Description

This is a specific subset of D3D HUNG crashes from [Link Removed].

This JIRA is for the crashes with the following results from Aftermath:

[105]LogRHI:Error: [Aftermath] Status: Timeout
[105]LogRHI:Error: [Aftermath] GPU Stack Dump
[105]LogRHI:Error: [Aftermath] 0: Frame2105
[105]LogRHI:Error: [Aftermath] 1: FRAME
[105]LogRHI:Error: [Aftermath] 2: Scene
[105]LogRHI:Error: [Aftermath] 3: ComputeLightGrid
[105]LogRHI:Error: [Aftermath] 4: CullLights
[105]LogRHI:Error: [Aftermath] GPU Stack Dump

Below are specific CrashReports with these results:

  • [Link Removed]

For additional data and to compare against other Aftermath results, please view the linked document. [Link Removed]

Steps to Reproduce

repro steps currently unknown

Callstack
[105]LogRHI:Error: [Aftermath] Status: Timeout
[105]LogRHI:Error: [Aftermath] GPU Stack Dump
[105]LogRHI:Error: [Aftermath] 0: Frame2105
[105]LogRHI:Error: [Aftermath] 1: FRAME
[105]LogRHI:Error: [Aftermath] 2: Scene
[105]LogRHI:Error: [Aftermath] 3: ComputeLightGrid
[105]LogRHI:Error: [Aftermath] 4: CullLights
[105]LogRHI:Error: [Aftermath] GPU Stack Dump

Fatal error: [File:D:\Build\++UE4+Release-4.16+Compile\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Util.cpp] [Line: 181] Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0006 - 'HUNG')

UE4Editor_D3D11RHI!TerminateOnDeviceRemoved() d3d11util.cpp:191 
UE4Editor_D3D11RHI!VerifyD3D11Result() d3d11util.cpp:230 
UE4Editor_D3D11RHI!FD3D11DynamicRHI::RHICreateVertexBuffer() d3d11vertexbuffer.cpp:77 
UE4Editor_RHI!FDynamicRHI::CreateVertexBuffer_RenderThread() rhicommandlist.cpp:1743 
UE4Editor_RHI!FRHICommandListImmediate::CreateVertexBuffer() rhicommandlist.h:2888 
UE4Editor_Engine!RHICreateVertexBuffer() rhicommandlist.h:3609 
UE4Editor_Engine!FBoneBufferPoolPolicy::CreateResource() gpuskinvertexfactory.cpp:110 
UE4Editor_Engine!TResourcePool<FVertexBufferAndSRV,FBoneBufferPoolPolicy,unsigned int>::CreatePooledResource() resourcepool.h:68 
UE4Editor_Engine!TRenderResourcePool<FVertexBufferAndSRV,FBoneBufferPoolPolicy,unsigned int>::CreatePooledResource() resourcepool.h:210 
UE4Editor_Engine!FGPUBaseSkinVertexFactory::FShaderDataType::UpdateBoneData() gpuskinvertexfactory.cpp:246 
UE4Editor_Engine!FSkeletalMeshObjectGPUSkin::ProcessUpdatedDynamicData() skeletalrendergpuskin.cpp:474 
UE4Editor_Engine!FSkeletalMeshObjectGPUSkin::UpdateDynamicData_RenderThread() skeletalrendergpuskin.cpp:343 
UE4Editor_Engine!<lambda_7c76b90b14f35e78ca5264844cf395cb>::operator() skeletalrendergpuskin.cpp:271 
UE4Editor_Engine!TGraphTask<TEnqueueUniqueRenderCommandType<`FSkeletalMeshObjectGPUSkin::Update'::`2'::SkelMeshObjectUpdateDataCommandName,<lambda_7c76b90b14f35e78ca5264844cf395cb> > >::ExecuteTask() taskgraphinterfaces.h:883
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() taskgraph.cpp:954 
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() taskgraph.cpp:701 
UE4Editor_RenderCore!RenderingThreadMain() renderingthread.cpp:327 
UE4Editor_RenderCore!FRenderingThread::Run() renderingthread.cpp:461 
UE4Editor_Core!FRunnableThreadWin::Run() windowsrunnablethread.cpp:76 

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-44471 in the post.

0
Login to Vote

Fixed
ComponentUE - Graphics Features
Affects Versions4.16
Target Fix4.17
Fix Commit3501954
Main Commit3511602
CreatedApr 27, 2017
ResolvedJun 26, 2017
UpdatedJun 26, 2018