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A-RenderingDrawing game state to the screenDrawing game state to the screenC-BugAn unexpected or incorrect behaviorAn unexpected or incorrect behaviorC-Machine-SpecificThis bug is isolated to specific hardware or driver configurationsThis bug is isolated to specific hardware or driver configurationsS-Needs-InvestigationThis issue requires detective work to figure out what's going wrongThis issue requires detective work to figure out what's going wrong
Description
Bevy version
0.13.2
Relevant system information
Adapter informations:
`AdapterInfo { name: "NVIDIA GeForce RTX 4060 Laptop GPU", vendor: 4318, device: 10400, device_type: DiscreteGpu, driver: "NVIDIA", driver_info: "555.99", backend: Vulkan }`Cargo version: cargo 1.78.0 (54d8815d0 2024-03-26)
OS: Windows 11 (build 22631.3810)
What you did
I wrote the following code as a start for my new project
mod constants;
use bevy::core_pipeline::tonemapping::Tonemapping;
use bevy::prelude::*;
#[cfg(feature = "diagnostic")]
use bevy_screen_diagnostics::{ScreenDiagnosticsPlugin, ScreenFrameDiagnosticsPlugin};
fn main() {
let mut app = App::new();
app.add_plugins(
DefaultPlugins
.set(WindowPlugin {
primary_window: Some(Window {
present_mode: constants::DEFAULT_PRESENT_MODE,
mode: constants::DEFAULT_WINDOW_MODE,
title: constants::WINDOW_NAME.to_string(),
name: Some(constants::APP_ID.to_string()),
resizable: true,
decorations: true,
transparent: false,
focused: true,
prevent_default_event_handling: true,
internal: Default::default(),
visible: true,
..default()
}),
..default()
})
);
#[cfg(feature = "diagnostic")]
app.add_plugins((ScreenDiagnosticsPlugin::default(), ScreenFrameDiagnosticsPlugin));
app.init_state::<GameStatus>();
// add systems
app.add_systems(Startup, setup);
app.run()
}
#[derive(Default, Clone, Copy, Eq, PartialEq, Hash, Debug, States)]
enum GameStatus {
MainMenu,
#[default]
InGame,
}
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>
){
commands.spawn((
Camera3dBundle {
transform: Transform::from_xyz(10.0, 12.0, 16.0)
.looking_at(Vec3::ZERO, Vec3::Y),
camera: Camera {
hdr: true,
..default()
},
tonemapping: Tonemapping::TonyMcMapface,
..default()
},
constants::graphic_settings::DEFAULT_BLOOM_SETTINGS
));
commands.spawn(
PbrBundle {
mesh: meshes.add(Cuboid::new(2., 2., 2.)),
material: materials.add(Color::WHITE),
..default()
}
);
}`constants.rs`
use bevy::window::{PresentMode, WindowMode};
pub const WINDOW_NAME: &str = "Jsp";
pub const APP_ID: &str = "voxel_game_id";
pub const DEFAULT_WINDOW_MODE: WindowMode = WindowMode::Windowed;
pub const DEFAULT_PRESENT_MODE: PresentMode = PresentMode::Immediate;
pub mod graphic_settings {
use bevy::core_pipeline::bloom::BloomSettings;
pub const DEFAULT_BLOOM_SETTINGS: BloomSettings = BloomSettings::NATURAL;
}What went wrong
I got these logs:
2024-07-04T13:46:55.560831Z INFO bevy_winit::system: Creating new window "Jsp" (0v1)
2024-07-04T13:46:58.708017Z ERROR log: ID3D12CommandQueue::ExecuteCommandLists: Using ClearRenderTargetView on Command List (0x0000021E663F9B60:'Unnamed ID3D12GraphicsCommandList Object'): Resource state (0x4D8F0620: D3D12_RESOURCE_STATE_[C
OMMON|PRESENT]) of resource (0x0000021E663ED780:'Unnamed ID3D12Resource Object') (subresource: 0) is invalid for use as a render target. Expected State Bits (all): 0x4D8F0600: D3D12_RESOURCE_STATE_RENDER_TARGET, Actual State: 0x4D8F05E0: D3D12_RESOURCE_STATE_[COMMON|PRESENT], Missing State: 0x4: D3D12_RESOURCE_STATE_RENDER_TARGET. [ EXECUTION ERROR #538: INVALID_SUBRESOURCE_STATE]
2024-07-04T13:46:59.602256Z INFO bevy_render::renderer: AdapterInfo { name: "NVIDIA GeForce RTX 4060 Laptop GPU", vendor: 4318, device: 10400, device_type: DiscreteGpu, driver: "NVIDIA", driver_info: "555.99", backend: Vulkan }
2024-07-04T13:47:01.598318Z INFO bevy_diagnostic::system_information_diagnostics_plugin::internal: SystemInfo { os: "Windows 11 Home", kernel: "22631", cpu: "AMD Ryzen 7 7840HS w/ Radeon 780M Graphics", core_count: "8", memory: "15.3 GiB" }
Where there is this error:
2024-07-04T13:46:58.708017Z ERROR log: ID3D12CommandQueue::ExecuteCommandLists: Using ClearRenderTargetView on Command List (0x0000021E663F9B60:'Unnamed ID3D12GraphicsCommandList Object'):
Resource state (0x4D8F0620: D3D12_RESOURCE_STATE_[C
OMMON|PRESENT]) of resource (0x0000021E663ED780:'Unnamed ID3D12Resource Object') (subresource: 0) is invalid for use as a render target. Expected State Bits (all): 0x4D8F0600: D3D12_RESOURCE_STATE_RENDER_TARGET,
Actual State: 0x4D8F05E0: D3D12_RESOURCE_STATE_[COMMON|PRESENT], Missing State: 0x4: D3D12_RESOURCE_STATE_RENDER_TARGET. [ EXECUTION ERROR #538: INVALID_SUBRESOURCE_STATE]
The window lagged for ~5s, and after everything was fine, but this error is definitely not something normal, and I can't find what causes this issue
Additional information
I thought it was a driver issue, but there isn't any driver update neither for windows or the NVIDIA card
Steveplays28
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Labels
A-RenderingDrawing game state to the screenDrawing game state to the screenC-BugAn unexpected or incorrect behaviorAn unexpected or incorrect behaviorC-Machine-SpecificThis bug is isolated to specific hardware or driver configurationsThis bug is isolated to specific hardware or driver configurationsS-Needs-InvestigationThis issue requires detective work to figure out what's going wrongThis issue requires detective work to figure out what's going wrong