| Previous | Next |
| D3D10_ERROR_TOO_MANY_UNIQUE_STATE_OBJECTS | DXGI_ERROR_INVALID_CALL |
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.
This result: The debug layer should be enabled in a development build before changing resource lifetimes. These results usually identify a caller contract or cache-compatibility boundary, not a request to reinstall DirectX. 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 it |
|---|---|
| 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 |
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 this result.
A/B test for the exact condition
- Freeze the result generation. Record original path, current directory, package/install root, file attributes, access result and architecture-specific deployment layout. Before diagnosing this result, do not resize, hot-plug, recreate or release the object under examination.
- Run the narrow this result comparison. load the same file by a verified absolute path and then by the original relative path. During the result comparison, keep every driver, monitor, resource format and unrelated policy unchanged.
- Observe the layer after it. for it, if the exact check passes, record the next HRESULT or visible outcome. A different downstream result shows that the boundary was crossed.
- Repeat it through a lifecycle transition. for it, exercise one relevant resize, mode switch, device recreation, hot-plug or session change and confirm that it 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. 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 it 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 result trace 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 it; unrelated adapter, monitor and application state remains unchanged.
- 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 it without an unbounded retry loop, leaked resource, duplicate composition target or stale topology handle.
Implementation notes
Log Direct3D debug-layer output, object creation stacks, normalized descriptors, feature level and adapter/driver identity. When the 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 it 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 it.
Technical references
- Microsoft: Direct3D 10 return codes — background for the Direct3D 10 helper asset loading boundary involved in it.
- Microsoft: Direct3D 11 return codes
- Microsoft: Direct3D 12 return codes
- Microsoft: Use the Direct3D 11 debug layer
Looking for a different code? Search another status or error code.