What does HRESULT 0x887E0001 (D3D12_ERROR_ADAPTER_NOT_FOUND) mean?

 
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D3D12_ERROR_ADAPTER_NOT_FOUND

What Windows rejected: adapter not found

Windows reports D3D12_ERROR_ADAPTER_NOT_FOUND (0x887E0001) at the d3d checkpoint. Here, a cached PSO or pipeline-library blob belongs to a different graphics adapter. That narrows the first investigation to cached Direct3D 12 pipeline state identity instead of the entire GPU stack.

D3D12_ERROR_ADAPTER_NOT_FOUND: The debug layer should be enabled in a development build before changing resource lifetimes. For D3D12_ERROR_ADAPTER_NOT_FOUND, These results usually identify a caller contract or cache-compatibility boundary, not a request to reinstall DirectX. For D3D12_ERROR_ADAPTER_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.

Build a useful diagnostic record

Capture itemWhy it matters for D3D12_ERROR_ADAPTER_NOT_FOUND
Object identitycached Direct3D 12 pipeline state identity
Rejected boundarya cached PSO or pipeline-library blob belongs to a different graphics adapter
Decisive captureadapter LUID, vendor/device/subsystem IDs, cache header, pipeline-library version and current device identity
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

For D3D12_ERROR_ADAPTER_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 D3D12_ERROR_ADAPTER_NOT_FOUND.

Separate state from capability

  1. Freeze the D3D12_ERROR_ADAPTER_NOT_FOUND generation. Record adapter LUID, vendor/device/subsystem IDs, cache header, pipeline-library version and current device identity. Before diagnosing D3D12_ERROR_ADAPTER_NOT_FOUND, do not resize, hot-plug, recreate or release the object under examination.
  2. Run the narrow D3D12_ERROR_ADAPTER_NOT_FOUND comparison. move the cache between two adapters while rebuilding from source on the second adapter as the control. During the D3D12_ERROR_ADAPTER_NOT_FOUND comparison, keep every driver, monitor, resource format and unrelated policy unchanged.
  3. Observe the layer after D3D12_ERROR_ADAPTER_NOT_FOUND. For D3D12_ERROR_ADAPTER_NOT_FOUND, if the exact check passes, record the next HRESULT or visible outcome. A different downstream result shows that the D3D12_ERROR_ADAPTER_NOT_FOUND boundary was crossed.
  4. Repeat D3D12_ERROR_ADAPTER_NOT_FOUND through a lifecycle transition. For D3D12_ERROR_ADAPTER_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 D3D12_ERROR_DRIVER_VERSION_MISMATCH is especially useful: D3D12_ERROR_DRIVER_VERSION_MISMATCH keeps the adapter but changes the driver/runtime version. For D3D12_ERROR_ADAPTER_NOT_FOUND, recording both names prevents a broad “graphics error” label from merging distinct ownership, capability and lifetime problems.

Verify the repaired path

Key cached pipeline data by adapter identity and fall back to rebuilding the PSO when the key changes. Repair of D3D12_ERROR_ADAPTER_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 D3D12_ERROR_ADAPTER_NOT_FOUND 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 D3D12_ERROR_ADAPTER_NOT_FOUND; unrelated adapter, monitor and application state remains unchanged.
  • For D3D12_ERROR_ADAPTER_NOT_FOUND, debug-layer, ETW or driver diagnostics no longer report the rejected cached Direct3D 12 pipeline state identity contract during the same scenario.
  • The application handles recurrence of D3D12_ERROR_ADAPTER_NOT_FOUND without an unbounded retry loop, leaked resource, duplicate composition target or stale topology handle.

Implementation notes for D3D12_ERROR_ADAPTER_NOT_FOUND

For D3D12_ERROR_ADAPTER_NOT_FOUND, log Direct3D debug-layer output, object creation stacks, normalized descriptors, feature level and adapter/driver identity. When the D3D12_ERROR_ADAPTER_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 D3D12_ERROR_ADAPTER_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 D3D12_ERROR_ADAPTER_NOT_FOUND.

Technical references


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