https://1drv.ms/u/s!As-dKk-N73dSl2UMo-Zu9Ad0nTvO
MD5: ebea8ab167797d04234ceefaca134ac6
Bit more logging and some changes. V_ResetCmdBuffer isn't called in the callback. It's entirely possible this will crash even sooner.
Also found a bug in my logging code. A thread safe lock in verite.dll was being entered twice and exited once. This shouldn't have any effect, except that the lock keeps a count and it could very well overflow causing issues. I don't know whether it does.
The log file you posted here:
02:45:41.120 Massaged Callback (Entry)
02:45:41.120 MassagedCallback buffer entry cmdbuffer id 4
02:45:41.120 V_IssueCmdBufferAsync_
02:45:41.120 VL_IssueCmdBufferAync_ buffer id 4
02:45:41.120 V_ResetCmdBuffer
02:45:41.120 MassagedCallback on exit cmdbuffer id 5
02:45:41.180 Massaged Callback (Entry)
02:45:41.180 MassagedCallback buffer entry cmdbuffer id 5
02:45:41.180 V_IssueCmdBufferAsync_
02:45:41.180 VL_IssueCmdBufferAync_ buffer id 5
02:45:41.180 V_ResetCmdBuffer
02:45:41.180 MassagedCallback on exit cmdbuffer id 6
02:45:41.180 Massaged Callback (Entry)
02:45:41.180 MassagedCallback buffer entry cmdbuffer id 6
02:45:41.180 V_IssueCmdBufferAsync_
02:45:41.180 VL_IssueCmdBufferAync_ buffer id 6
is very strange. When commands are added through V_AddToCmdList there's a user supplied spill over function for issuing the buffer and getting a fresh one.
In the logs the spillover's called multiple times without any intermediate function call. The game's main thread calls V_AddToCmdList and if the buffer's full, spiller which get a fresh buffer and V_AddToCmdList continues with the new buffer. So this is pretty weird and suggests I've messed up a variable name somewhere.
Developer of RReady - Rendition Verité Wrapper.
https://www.youtube.com/@sharangadayananda