gpu-error: webgpu · nvidia ampere · Windows

#1

gpu-error — GPUValidationError: Error while parsing WGSL: :9:8 error: structures must have at least one member
struct OutputType {
^^^^^^^^^^

  • While calling [Device].CreateShaderModule([ShaderModuleDescriptor ""fragment_WarTable_Mat""]).

Renderer WebGPU · nvidia ampere · 2526×1305 @1x · r180 · post: haze+dof+smaa · 109 textures in 31 models (22 loading)
Render incidents 3 (gpu-error, shader)
Build 9b94daa · Origin https://dev.wartabletactics.com · Map Scattered Eagles · Phase Battle · Turn 1

Incidents so far:

  • +68.5s gpu-error: GPUValidationError: Error while parsing WGSL: :9:8 error: structures must have at least one member

struct OutputType {
^^^^^^^^^^

  • While calling [Device].CreateShaderModule([ShaderModuleDescriptor ""fragment_WarTable_Mat""]).
  • +68.5s shader: fragment_WarTable_Mat 9:8 structures must have at least one member
  • +68.5s gpu-error: renderPipeline_WarTable_Mat_189: [Invalid ShaderModule "fragment_WarTable_Mat"] is invalid due to a previous error.
  • While validating fragment stage ([Invalid ShaderModule "fragment_WarTable_Mat"], entryPoint: "main").
  • While validating fragment state.
  • While calling [Device].CreateRenderPipeline([RenderPipelineDescriptor ""renderPipeline_WarTable_Mat_189""]).

Console, last lines:

  • warn: THREE.TSL: Vertex attribute "normal" not found on geometry.
  • warn: THREE.TSL: Vertex attribute "normal" not found on geometry.
  • warn: [stall] 460 ms in "frame:render" — over the 85 ms DSP budget, the mixer missed 5 buffer(s)
  • warn: [frame] 954 ms between frames in "cutscene" (this frame's own work 493 ms: frame:probe 32, frame:render 460; unattributed 1)
  • warn: [stall] 94 ms in "cutscene" — over the 85 ms DSP budget, the mixer missed 1 buffer(s)

Diagnostics attached as wtt-render-report.json (game state included).

#2

gpu-error — GPUValidationError: Error while parsing WGSL: :9:8 error: structures must have at least one member
struct OutputType {
^^^^^^^^^^

  • While calling [Device].CreateShaderModule([ShaderModuleDescriptor ""fragment_WarTable_Mat""]).

Renderer WebGPU · amd rdna-2 · 2509×1347 @1.5x · r180 · post: haze+dof+smaa · 108 textures in 25 models (17 loading)
Render incidents 5 (gpu-error, shader)
Build 9b94daa · Origin https://dev.wartabletactics.com · Map Les Deux Rives · Phase Draft · Turn 0

Incidents so far:

  • +58.0s gpu-error: GPUValidationError: Error while parsing WGSL: :9:8 error: structures must have at least one member

struct OutputType {
^^^^^^^^^^

  • While calling [Device].CreateShaderModule([ShaderModuleDescriptor ""fragment_WarTable_Mat""]).
  • +58.0s shader: fragment_WarTable_Mat 9:8 structures must have at least one member
  • +58.0s gpu-error: renderPipeline_WarTable_Mat_707: [Invalid ShaderModule "fragment_WarTable_Mat"] is invalid due to a previous error.
  • While validating fragment stage ([Invalid ShaderModule "fragment_WarTable_Mat"], entryPoint: "main").
  • While validating fragment state.
  • While calling [Device].CreateRenderPipeline([RenderPipelineDescriptor ""renderPipeline_WarTable_Mat_707""]).
  • +58.0s gpu-error: GPUValidationError: [Invalid RenderPipeline "renderPipeline_WarTable_Mat_707"] is invalid due to a previous error.
  • While encoding [RenderPassEncoder (unlabeled)].SetPipeline([Invalid RenderPipeline "renderPipeline_WarTable_Mat_707"]).
  • While finishing [CommandEncoder "renderContext_44"].

(×2)

  • +58.0s gpu-error: GPUValidationError: [Invalid CommandBuffer from CommandEncoder "renderContext_44"] is invalid due to a previous error.
  • While calling [Queue].Submit([[Invalid CommandBuffer from CommandEncoder "renderContext_44"]])

(×2)

Console, last lines:

  • warn: [audio:worker] no such event: event:/sfx/table/stamp
  • warn: [frame] 177 ms between frames in "menu -> level" (this frame's own work 50 ms: frame:probe 32, frame:render 17; unattributed 1)
  • warn: [frame] 484 ms between frames in "menu -> level" (this frame's own work 25 ms: frame:render 19; unattributed 6)
  • warn: [stall] 1069 ms in "frame:render" — over the 85 ms DSP budget, the mixer missed 12 buffer(s)
  • warn: [frame] 1375 ms between frames in "menu -> level" (this frame's own work 1133 ms: frame:probe 63, frame:render 1069; unattributed 1)

Diagnostics attached as wtt-render-report.json (game state included).

#3

gpu-error — GPUValidationError: Error while parsing WGSL: :9:8 error: structures must have at least one member
struct OutputType {
^^^^^^^^^^

  • While calling [Device].CreateShaderModule([ShaderModuleDescriptor ""fragment_WarTable_Mat""]).

Renderer WebGPU · nvidia ampere · 1870×903 @1x · r180 · post: haze+dof+smaa · 125 textures in 54 models
Render incidents 3 (gpu-error, shader)
Build 9b94daa · Origin https://dev.wartabletactics.com · Map Scattered Eagles · Phase Battle · Turn 1

Incidents so far:

  • +57.7s gpu-error: GPUValidationError: Error while parsing WGSL: :9:8 error: structures must have at least one member

struct OutputType {
^^^^^^^^^^

  • While calling [Device].CreateShaderModule([ShaderModuleDescriptor ""fragment_WarTable_Mat""]).
  • +57.7s shader: fragment_WarTable_Mat 9:8 structures must have at least one member
  • +57.7s gpu-error: renderPipeline_WarTable_Mat_167: [Invalid ShaderModule "fragment_WarTable_Mat"] is invalid due to a previous error.
  • While validating fragment stage ([Invalid ShaderModule "fragment_WarTable_Mat"], entryPoint: "main").
  • While validating fragment state.
  • While calling [Device].CreateRenderPipeline([RenderPipelineDescriptor ""renderPipeline_WarTable_Mat_167""]).

Console, last lines:

  • warn: THREE.TSL: Vertex attribute "normal" not found on geometry.
  • warn: THREE.TSL: Vertex attribute "normal" not found on geometry.
  • warn: [stall] 379 ms in "frame:probe" — over the 85 ms DSP budget, the mixer missed 4 buffer(s)
  • warn: [frame] 488 ms between frames in "cutscene" (this frame's own work 410 ms: frame:probe 379, frame:render 29; unattributed 2)
  • warn: [frame] 160 ms between frames in "cutscene" (this frame's own work 58 ms: frame:probe 31, frame:render 26; unattributed 1)

Diagnostics attached as wtt-render-report.json (game state included).

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