D3D11: Removing Device.
Exception thrown at 0x7780210B (KERNELBASE.DLL) in GI_0_0_0.exe: 0x40080201: WinRT originate error (parameters: 0x8007000E, 0x0000003D, 0x04C6CAF4).
Exception thrown at 0x7780210B in GI_0_0_0.exe: Microsoft C++ exception: std::bad_alloc at memory location 0x08E9E8F8.
D3D11 ERROR: ID3D11DeviceContext:
Returning E_OUTOFMEMORY, meaning memory was exhausted. [ RESOURCE_MANIPULATION ERROR #2097215: RESOURCE_MAP_OUTOFMEMORY_RETURN]
Exception thrown at 0x7780210B (KERNELBASE.DLL) in GI_0_0_0.exe: 0x40080201: WinRT originate error (parameters: 0x8007000E, 0x0000003D, 0x04C6CE48).
Exception thrown at 0x69C1D637 (msvcr120d_app.dll) in GI_0_0_0.exe: 0xC00000FD: Stack overflow (parameters: 0x00000000, 0x08E99000).
Exception thrown at 0x7780210B in GI_0_0_0.exe: Microsoft C++ exception: Platform::OutOfMemoryException ^ at memory location 0x04C6D334. HRESULT:0x8007000E Not enough storage is available to complete this operation.
WinRT information: Not enough storage is available to complete this operation.
Stack trace:
COMBASE.DLL!776de697()
vccorlib120d_app.dll!69e6c94c()
msvcr120d_app.dll!69cad63d()
vccorlib120d_app.dll!69e6ea97()
UnityPlayer.dll!69f80438()
UnityPlayer.dll!69f80262()
UnityPlayer.dll!6a3cf3ca()
UnityPlayer.dll!6a3cf336()
UnityPlayer.dll!6a684024()
UnityPlayer.dll!6a3cd8bb()
UnityPlayer.dll!6a78f3c7()
UnityPlayer.dll!6a78f210()
UnityPlayer.dll!6a25cecd()
UnityPlayer.dll!6a25f612()
UnityPlayer.dll!6a25a45a()
UnityPlayer.dll!6a259417()
UnityPlayer.dll!6a25930f()
UnityPlayer.dll!6a901dce()
UnityPlayer.dll!69fb0215()
UnityPlayer.dll!6a12dcca()
UnityPlayer.dll!6a12de79()
UnityPlayer.dll!6a12dfa6()
UnityPlayer.dll!6a12dfa6()
UnityPlayer.dll!6a12dfa6()
UnityPlayer.dll!6a12dfa6()
UnityPlayer.dll!6a12e087()
UnityPlayer.dll!6a12e14f()
UnityPlayer.dll!6a12d909()
UnityPlayer.dll!6a12d829()
UnityPlayer.dll!6a8206f7()
UnityEngineDelegates.dll!68b6bd00()
Game crashed. Any ideas?
D3D11: Remove device means your GPU driver has crashed. Try updating your drivers, alternatively you could pass -force-driver-type-warp (Unity - Manual: Command-line arguments) to force software rendering, but it will be slower.
All I need to do is appCallbacks.AddCommandLineArg(“-force-driver-type-warp”); ?
yes, before appCallbacks.Initialize*(), don’t forget to remove it later
Before “appCallbacks.InitializeD3DXAML()” i added appCallbacks.AddCommandLineArg(“-force-driver-type-warp”); After game started on my windows phone it exits with message in output windows:
"Exception thrown: ‘System.ArgumentException’ in mscorlib.ni.dll
GfxDevice: creating device client; threaded=1
Disabling Low Latency presentation API.
GfxDevice: creating device client; threaded=1
Disabling Low Latency presentation API.
Gfx device failed to initialize
(Filename: C:/buildslave/unity/build/PlatformDependent/MetroPlayer/Main.cpp Line: 112)
Activation of the Windows Store app ‘Game_r9czdm7sag9hy!App’ failed with error ‘Windows was unable to communicate with the target application. This usually indicates that the target application’s process aborted. More information may be available in the Debug pane of the Output window (Debug->Windows->Output)’.
The program ‘[216] GI_0_0_0.exe’ has exited with code -2147483645 (0x80000003).
"
And what did you mean saying “don’t forget to remove it later” ?
I meant remove “-force-driver-type-warp” before publishing your game, you don’t want for your game to run on software rasterizer, because it will be slow. But in any case, it seems it didn’t help at least for Windows Phone, or did it help the game to run on the emulator?
Of course there’s also a possibility of Out of Memory, like mentioned few lines below, but I wanted to eliminate the possibility of a driver bug.
What Unity version is this, did you try latest patch release?
Yes, we allways use latest patch releases: 5.3.3p3
No, it did not help, but anyway thank you very mutch for your answers.
I think you should submit a bug with repro proejct attached, so we can look closer. Currently it’s not very clear why it’s failing.
Thank you