Nsight 5.5 graphics debugging crash in D3D11_41_D3D11::CD3D11ShaderObject

I was able to run Nsight 5.4 graphics debugging just fine. I recently updated to 5.5 and now it doesn’t work any longer. The program starts up but when I try to Pause and Capture Frame the execution is crashing with the following call stack:

D3D11_41_D3D11::CD3D11ShaderObject<ID3D11VertexShader,D3D11_41_D3D11::CD3D11VertexShader,D3D11_41_D3D11::CD3D11VertexShaderObject,120,&D3D11_41_D3D11::ShaderHelper_CreateVertexShader,&D3D11_41_D3D11::ShaderHelper_ApplyVertexShader>::CompileShader()+0x1d36e
API::CAPIInterceptionObject::ReplayEnd()+0xffa0
API::CAPIInterceptionObject::ReplayEnd()+0x26653
D3D_SHARED::D3DShaderSource<_D3DXMACRO,0,ID3DXInclude,ID3DXBuffer,API::D3D9_SHADER_DEBUG_INFO,API::D3D9_SHADER_DEBUG_FILE_INFO,D3D_SHARED::CD3DInclude<ID3DXInclude,enum _D3DXINCLUDE_TYPE,0,1>,0,0,0,0,0,0,&API::D3D10CompatibleDisassembleShader,&API::D3D9InternalCompileFromMemory>::GetProfile()+0x1cf216
D3D_SHARED::D3DShaderSource<_D3DXMACRO,0,ID3DXInclude,ID3DXBuffer,API::D3D9_SHADER_DEBUG_INFO,API::D3D9_SHADER_DEBUG_FILE_INFO,D3D_SHARED::CD3DInclude<ID3DXInclude,enum _D3DXINCLUDE_TYPE,0,1>,0,0,0,0,0,0,&API::D3D10CompatibleDisassembleShader,&API::D3D9InternalCompileFromMemory>::GetProfile()+0x1a652e
SerializerThreadHelper::GetPlan()+0xe5ae3
API::CAPIInterceptionObject::PopulateChunkDesc()+0x5506
CreateNexusExperiment()+0x383dd
CFrameDebugger::IncStreamsEventIndex()+0x2b30
CFrameDebugger::IncStreamsEventIndex()+0x3e10
CFrameDebugger::IncStreamsEventIndex()+0x3702
PathUtils::GetScreenshotFilePath()+0x4ca493
PathUtils::GetScreenshotFilePath()+0x5140bb
PathUtils::GetScreenshotFilePath()+0x514262
BaseThreadInitThunk()+0x14
RtlUserThreadStart()+0x21
06 API::CAPIInterceptionObject::PopulateChunkDesc()+0x5506
07 CreateNexusExperiment()+0x383dd
08 CFrameDebugger::IncStreamsEventIndex()+0x2b30
09 CFrameDebugger::IncStreamsEventIndex()+0x3e10
10 CFrameDebugger::IncStreamsEventIndex()+0x3702
11 PathUtils::GetScreenshotFilePath()+0x4ca493
12 PathUtils::GetScreenshotFilePath()+0x5140bb
13 PathUtils::GetScreenshotFilePath()+0x514262
14 BaseThreadInitThunk()+0x14
15 RtlUserThreadStart()+0x21

I’m on VS2017. The same happened when I used the simplest level with just a background (a few shaders might be running per frame). I’ve tried with both a GTX 780 and a GTX 1080. I disabled WDDM TDR and tried different shader debugging settings. I also tried with both optimized and unoptimized shader flags. Nothing worked so far. The same crash every time.

Is this a known issue or is there something I could try in order to get around this? I read this article: The Peak-Performance-Percentage Analysis Method for Optimizing Any GPU Workload | NVIDIA Technical Blog and got interested in trying out some of the stuff mentioned there.

Thanks!

Hi sbratel,

Sorry that you meet such crash. I take a try with some D3D11 sample (HDRToneMappingCS11) in my local machine, it looks fine and no crash happen, can you share us your sample for further investigation? Just a run-able binary is OK.

Thanks
An

Thanks An! I sent you a pm

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