I've started getting a crash in the Intel Graphics Driver when attempting to recreate a D3D9 HDR Tone Mapping technique in D3D11. The technique involves creating several render target textures, of sizes that are increasing powers of 4, and then downsampling the luminance of the scene to each texture to produce a 1x1 R16_FLOAT texture for the average luminance. The crash has only started to occur since I've started creating these textures, and stops when I don't create them. I'm unable to reproduce the crash under Nvidia Graphics Drivers. By breakpointing and stepping, I've ascertained that the crash definitely occurs in the first call to UpdateSubresource, but the device context and the parameters are valid, and no errors have been thrown up to this point.
direct3Dcontext->UpdateSubresource(lightParamsBuffer, 0, 0, &lightConstData, 0, 0); direct3Dcontext->PSSetConstantBuffers(1, 1, &lightParamsBuffer);
First-chance exception at 0x0F09EE93 (igd10iumd32.dll) in HDRLightDemo.exe: 0xC0000005: Access violation reading location 0x00CCF000.
[Frames below may be incorrect and/or missing, no symbols loaded for igd10iumd32.dll]
> HDRLightDemo.exe!DX11_ModelShader::SetParameters(ID3D11DeviceContext * direct3Dcontext, GpuModel * model, GpuCamera * camera, GpuLight * * lights, unsigned int numLights, float aspect) Line 392 C++
Device & Driver:
Intel® HD Graphics 4000
Current Driver Installed
Please let me know if there is any more information you need to diagnose the issue.