What does HRESULT 0x887C0001 (D3D11_ERROR_TOO_MANY_UNIQUE_STATE_OBJECTS) mean?

 
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DXGI_DDI_ERR_NONEXCLUSIVE D3D11_ERROR_FILE_NOT_FOUND

D3D11_ERROR_TOO_MANY_UNIQUE_STATE_OBJECTS

What Windows rejected: too many unique state objects

Windows reports D3D11_ERROR_TOO_MANY_UNIQUE_STATE_OBJECTS (0x887C0001) at the d3d checkpoint. Here, the device accumulated more unique state descriptions than the runtime supports. That narrows the first investigation to Direct3D 11 immutable state-object population instead of the entire GPU stack.

Build a useful diagnostic record

Capture itemWhy it matters
Rejected conditionthe device accumulated more unique state descriptions than the runtime supports
What to capturecounts for sampler, blend, rasterizer and depth-stencil objects, descriptor hashes and release lifetime
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 11 immutable state-object population

Separate state from capability

  1. Capture the failing state. Record counts for sampler, blend, rasterizer and depth-stencil objects, descriptor hashes and release lifetime.
  2. Replace per-material object creation with descriptor interning and compare the unique-object count.

The comparison with D3D11_ERROR_TOO_MANY_UNIQUE_VIEW_OBJECTS is especially useful: D3D11_ERROR_TOO_MANY_UNIQUE_VIEW_OBJECTS concerns resource views rather than pipeline state.

Verify the repaired path

Cache and share equivalent state objects across draws and command lists.

  • debug-layer, ETW or driver diagnostics no longer report the rejected Direct3D 11 immutable state-object population contract during the same scenario.

Implementation notes

Technical references


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