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Device lost handling #21407
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A-RenderingDrawing game state to the screenDrawing game state to the screenC-BugAn unexpected or incorrect behaviorAn unexpected or incorrect behaviorD-ComplexQuite challenging from either a design or technical perspective. Ask for help!Quite challenging from either a design or technical perspective. Ask for help!P-CrashA sudden unexpected crashA sudden unexpected crashS-Ready-For-ImplementationThis issue is ready for an implementation PR. Go for it!This issue is ready for an implementation PR. Go for it!X-UncontroversialThis work is generally agreed uponThis work is generally agreed upon
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A-RenderingDrawing game state to the screenDrawing game state to the screenC-BugAn unexpected or incorrect behaviorAn unexpected or incorrect behaviorD-ComplexQuite challenging from either a design or technical perspective. Ask for help!Quite challenging from either a design or technical perspective. Ask for help!P-CrashA sudden unexpected crashA sudden unexpected crashS-Ready-For-ImplementationThis issue is ready for an implementation PR. Go for it!This issue is ready for an implementation PR. Go for it!X-UncontroversialThis work is generally agreed uponThis work is generally agreed upon
Bevy version and features
baddb7e
[Optional] Relevant system information
What you did
cargo run --example 3d_scenecausing a device lost by disabling the dedicated gpu in device manager
What went wrong
There is no handling for render device migration, e.g. when switching render devices, Bevy stack overflows or panics.
Additional information
.log
https://learn.microsoft.com/en-us/windows/uwp/gaming/handling-device-lost-scenarios