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D3D10_ERROR_FILE_NOT_FOUND
Why this is not a generic GPU failure: file not found
D3D10_ERROR_FILE_NOT_FOUND, value 0x88790002, is produced by d3d when a file-backed shader, effect or other helper input could not be resolved at the supplied location. The investigation should stay attached to Direct3D 10 helper asset loading and to the exact generation in which it was obtained.
D3D10_ERROR_FILE_NOT_FOUND: The debug layer should be enabled in a development build before changing resource lifetimes. For D3D10_ERROR_FILE_NOT_FOUND, These results usually identify a caller contract or cache-compatibility boundary, not a request to reinstall DirectX. For D3D10_ERROR_FILE_NOT_FOUND, the built-in one-line message identifies the immediate result; diagnosis also needs the producing API, object ownership and the display generation current at the time.
The smallest evidence set
| Capture item | Why it matters for D3D10_ERROR_FILE_NOT_FOUND |
|---|---|
| Current graph state | Direct3D device plus the descriptor, resource or cached pipeline object supplied by the application |
| Supporting trace | Direct3D debug-layer output, object creation stacks, normalized descriptors, feature level and adapter/driver identity |
| Object identity | Direct3D 10 helper asset loading |
| Rejected boundary | a file-backed shader, effect or other helper input could not be resolved at the supplied location |
| Decisive capture | original path, current directory, package/install root, file attributes, access result and architecture-specific deployment layout |
For D3D10_ERROR_FILE_NOT_FOUND, preserve the unsigned HRESULT, symbolic name, first failing API and timestamp in one record. If cleanup later fails too, keep that secondary result separately from D3D10_ERROR_FILE_NOT_FOUND.
A/B test for the exact condition
- Freeze the
D3D10_ERROR_FILE_NOT_FOUNDgeneration. Record original path, current directory, package/install root, file attributes, access result and architecture-specific deployment layout. Before diagnosingD3D10_ERROR_FILE_NOT_FOUND, do not resize, hot-plug, recreate or release the object under examination. - Run the narrow
D3D10_ERROR_FILE_NOT_FOUNDcomparison. load the same file by a verified absolute path and then by the original relative path. During theD3D10_ERROR_FILE_NOT_FOUNDcomparison, keep every driver, monitor, resource format and unrelated policy unchanged. - Observe the layer after
D3D10_ERROR_FILE_NOT_FOUND. ForD3D10_ERROR_FILE_NOT_FOUND, if the exact check passes, record the next HRESULT or visible outcome. A different downstream result shows that theD3D10_ERROR_FILE_NOT_FOUNDboundary was crossed. - Repeat
D3D10_ERROR_FILE_NOT_FOUNDthrough a lifecycle transition. ForD3D10_ERROR_FILE_NOT_FOUND, exercise one relevant resize, mode switch, device recreation, hot-plug or session change and confirm that this result does not reuse stale handles.
The comparison with D3D11_ERROR_FILE_NOT_FOUND is especially useful: D3D11_ERROR_FILE_NOT_FOUND is the corresponding Direct3D 11 return code. For D3D10_ERROR_FILE_NOT_FOUND, recording both names prevents a broad “graphics error” label from merging distinct ownership, capability and lifetime problems.
Safe remediation
Deploy the asset and construct paths from a stable application root; do not map missing content to a codec or GPU error. Repair of D3D10_ERROR_FILE_NOT_FOUND is complete only when the original call succeeds or returns its documented nonfatal status and the same lifetime test remains correct after a second display transition.
- The
D3D10_ERROR_FILE_NOT_FOUNDtrace identifies one producing API and one current graphics object, rather than only the final UI symptom. - The passing run changes exactly the condition described for
D3D10_ERROR_FILE_NOT_FOUND; unrelated adapter, monitor and application state remains unchanged. - For
D3D10_ERROR_FILE_NOT_FOUND, debug-layer, ETW or driver diagnostics no longer report the rejected Direct3D 10 helper asset loading contract during the same scenario. - The application handles recurrence of
D3D10_ERROR_FILE_NOT_FOUNDwithout an unbounded retry loop, leaked resource, duplicate composition target or stale topology handle.
Implementation notes for D3D10_ERROR_FILE_NOT_FOUND
For D3D10_ERROR_FILE_NOT_FOUND, log Direct3D debug-layer output, object creation stacks, normalized descriptors, feature level and adapter/driver identity. When the D3D10_ERROR_FILE_NOT_FOUND path returns a count, size, status flag or replacement object, retain it even on a nonfatal result because it can direct the next call.
A production fallback for D3D10_ERROR_FILE_NOT_FOUND should be explicit: pause rendering, re-enumerate, rebuild one cache entry, recreate a device, or decline a protected path only when this layer calls for that action. Reinstalling every display component, deleting all caches or forcing a resolution change is not an evidence-based fix for D3D10_ERROR_FILE_NOT_FOUND.
Technical references
- Microsoft: Direct3D 10 return codes — background for the Direct3D 10 helper asset loading boundary involved in
D3D10_ERROR_FILE_NOT_FOUND. - Microsoft: Direct3D 11 return codes — background for the Direct3D 10 helper asset loading boundary involved in
D3D10_ERROR_FILE_NOT_FOUND. - Microsoft: Direct3D 12 return codes — background for the Direct3D 10 helper asset loading boundary involved in
D3D10_ERROR_FILE_NOT_FOUND. - Microsoft: Use the Direct3D 11 debug layer — background for the Direct3D 10 helper asset loading boundary involved in
D3D10_ERROR_FILE_NOT_FOUND.
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