What does HRESULT 0x88790001 (D3D10_ERROR_TOO_MANY_UNIQUE_STATE_OBJECTS) mean?

 
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E_SYNCENGINE_FOLDER_IN_REDIRECTION D3D10_ERROR_FILE_NOT_FOUND

D3D10_ERROR_TOO_MANY_UNIQUE_STATE_OBJECTS

Locate the failing graphics boundary: too many unique state objects

The useful interpretation of D3D10_ERROR_TOO_MANY_UNIQUE_STATE_OBJECTS (0x88790001) starts at the d3d boundary: the device reached its limit for distinct blend, rasterizer, depth-stencil or sampler state objects. In practical terms, inspect Direct3D 10 state-object cache before changing application-wide graphics settings.

Evidence that makes the result actionable

Capture itemWhy it matters
What to capturestate descriptors after canonicalization, object counts by type, creation stacks and cache hit rate
Current graph stateDirect3D device plus the descriptor, resource or cached pipeline object supplied by the application
Supporting traceDirect3D debug-layer output, object creation stacks, normalized descriptors, feature level and adapter/driver identity
Object identityDirect3D 10 state-object cache
Rejected conditionthe device reached its limit for distinct blend, rasterizer, depth-stencil or sampler state objects

A controlled comparison

  1. Capture the failing state. Record state descriptors after canonicalization, object counts by type, creation stacks and cache hit rate.
  2. Reuse equivalent descriptors from an application cache and compare object growth with uncached creation.

The comparison with D3D11_ERROR_TOO_MANY_UNIQUE_STATE_OBJECTS is especially useful: D3D11_ERROR_TOO_MANY_UNIQUE_STATE_OBJECTS applies the same class of limit to a Direct3D 11 device.

Correction and proof

Intern immutable state descriptors and release no-longer-used objects instead of generating per-draw variants.

  • debug-layer, ETW or driver diagnostics no longer report the rejected Direct3D 10 state-object cache contract during the same scenario.

Implementation notes

Technical references


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