api-ms-win-core-apiquery-l2-1-0.dll
api-ms-win-core-com-l1-1-0.dll
api-ms-win-core-debug-l1-1-0.dll
api-ms-win-core-delayload-l1-1-0.dll
api-ms-win-core-delayload-l1-1-1.dll
api-ms-win-core-errorhandling-l1-1-0.dll
api-ms-win-core-file-l1-1-0.dll
api-ms-win-core-handle-l1-1-0.dll
api-ms-win-core-heap-l1-1-0.dll
api-ms-win-core-heap-l2-1-0.dll
api-ms-win-core-interlocked-l1-1-0.dll
api-ms-win-core-libraryloader-l1-2-0.dll
api-ms-win-core-libraryloader-l1-2-1.dll
api-ms-win-core-localization-l1-2-0.dll
api-ms-win-core-memory-l1-1-0.dll
api-ms-win-core-memory-l1-1-1.dll
api-ms-win-core-processthreads-l1-1-0.dll
api-ms-win-core-processthreads-l1-1-1.dll
api-ms-win-core-processthreads-l1-1-3.dll
api-ms-win-core-profile-l1-1-0.dll
api-ms-win-core-psapi-l1-1-0.dll
api-ms-win-core-quirks-l1-1-0.dll
api-ms-win-core-registry-l1-1-0.dll
api-ms-win-core-rtlsupport-l1-1-0.dll
api-ms-win-core-string-l1-1-0.dll
api-ms-win-core-synch-l1-1-0.dll
api-ms-win-core-sysinfo-l1-1-0.dll
api-ms-win-core-sysinfo-l1-2-0.dll
api-ms-win-core-threadpool-l1-2-0.dll
api-ms-win-core-version-l1-1-0.dll
api-ms-win-core-version-l1-1-1.dll
api-ms-win-core-windowserrorreporting-l1-1-1.dll
api-ms-win-crt-private-l1-1-0.dll
api-ms-win-crt-runtime-l1-1-0.dll
api-ms-win-crt-string-l1-1-0.dll
api-ms-win-eventing-provider-l1-1-0.dll
api-ms-win-security-base-l1-1-0.dll
api-ms-win-security-lsalookup-ansi-l2-1-0.dll
dxgi.dll
ext-ms-win-dx-d3dkmt-dxcore-l1-1-0.dll
ext-ms-win-dx-d3dkmt-dxcore-l1-1-1.dll
ext-ms-win-dxcore-l1-1-0.dll
ext-ms-win-ntuser-uicontext-ext-l1-1-0.dll
ext-ms-win-wer-reporting-l1-1-0.dll
msvcp_win.dll
ntdll.dll
D3D12GetInterface D3D12SDKVersion
Attempting to enable already-enabled caches. Cannot specify enable and disable at the same time. D3D Error %08x: (%d@%d) at %p - %s D3D12_VIDEO_DECODE_OUTPUT_STREAM_ARGUMENTS::ConversionArguments.Enable is TRUE, but D3D12_VIDEO_DECODE_OUTPUT_STREAM_ARGUMENTS::ConversionArguments.pReferenceTexture2D is nullptr. Device does not support the Depth Bounds Test (DepthBoundsTestEnable is set to TRUE). To check for support, check device caps via the CheckFeatureSupport() API Dual-source color blending cannot be used when BlendEnable is set for a RenderTarget above 0.Specifically, to use Dual-source color blending, it must only be used on RenderTarget 0 with BlendEnable set only on RenderTarget 0. ID3D12Device::CreateRootSignature: The specified root signature contains at least one descriptor range which was declared both unbounded (NumDescriptors == UINT_MAX) and static (missing D3D12_DESCRIPTOR_RANGE_FLAG_DESCRIPTORS_VOLATILE or containing D3D12_DESCRIPTOR_RANGE_FLAG_DESCRIPTORS_STATIC_KEEPING_BUFFER_BOUNDS_CHECKS). This combination is ignored and treated as DESCRIPTORS_VOLATILE. To enable static descriptor driver optimizations or debug validation, specify a bounded descriptor table size. ID3D12VideoEncodeCommandList::EncodeFrame validation failure - Error produced while validating encoder heap resolution list - HRESULT: %x. Internal runtime error validating %s stage in a PSOs used with view instancing. LogicOpEnable and BlendEnable cannot both be set to true. LogicOpEnable and IndependentBlendEnable cannot both be set to true. LogicOpEnable cannot be set true on the current device. Rasterizer State MultisampleEnable cannot be set to TRUE when drawing lines to a RenderTarget or DepthStencil that has a CENTER multisample pattern and more than one sample. ReportRetailValidationError error Since the mesh shader specifies output topology of %s, if the PSO desc ALSO specifies a primitive topology (even though not necessary to do), it must be %s to match the mesh shader. Since the topologies don't match, behavior is undefined. Earlier runtimes didn't validate this, so this error isn't explicitly failing PSO create. But this really should be considered an application error. UMD reported error while device is removed. When MultisampleEnable is TRUE (controlling antialiased line algorithm, despite the misleading name), and the Feature Level is less than D3D_FEATURE_LEVEL_11_1, ForcedSampleCount cannot be 1 When creating a RAW Shader Resource View, the offset of the first element from the start of the buffer must be a multiple of %d bytes. Thus, FirstElement (%d) must be a multiple of %d since each element is 4 bytes. When creating a RAW Shader Resource View, the offset of the first element from the start of the buffer must be a multiple of %u bytes. Thus, FirstElement (%I64u) must be a multiple of %u since each element is 4 bytes.