Thanks for the update!
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Thanks for the update!
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Hello,
Even after fixing the Residency-related issues, we’re still collecting a small number of GPU Page Faults on the Lumen HWRT path. Aftermath reports that the resource involved — an Upload Heap — was FullyResident at the time, so it seems like the VA had gone stale. Our suspicion is that there are leftover/stale shader records in the SBT (dangling VAs).
Could you confirm whether this is the “other issue” you were referring to (the one to discuss in a separate case)?
Thanks!
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We also suspected that some stale SBT records were accessed by RT geometry. We cannot locate the exact issue, so we added following protection code.
void ClearHitRecordData(uint32 WorkerIndex, uint32 RecordIndex)
{
......
// Reset record to default state
RecordData.Reset();
// FIX BEGIN
if (EnumHasAnyFlags(ShaderBindingMode, ERayTracingShaderBindingMode::RTPSO))
SetHitGroupIdentifier(RecordIndex, FD3D12ShaderIdentifier::Null);
// FIX END
}
Let me know if it helps your situation.
Thanks.
Yichen
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Hi Tim,
Thanks! I’ve opened a separate ticket here and linked this one to it:
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I’ve attached the Aftermath crash artifacts there. Unfortunately we weren’t able to obtain the shader PDB for the Closest Hit Shader on our side — I’ve included the DXIL instead, and I’ll follow up on the new ticket if we manage to get the PDB.
Thanks,
Yanchen
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Hi Yichen,
Thanks a lot for sharing this.
We’ll take a closer look and try it out on our side.
Thanks,
Yanchen
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