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D3D11_ERROR_DEFERRED_CONTEXT_MAP_WITHOUT_INITIAL_DISCARD
Locate the failing graphics boundary: deferred context map without initial discard
D3D11_ERROR_DEFERRED_CONTEXT_MAP_WITHOUT_INITIAL_DISCARD, value 0x887C0004, is produced by d3d when the first Map for a resource in the command list did not establish discard semantics. The investigation should stay attached to deferred-context dynamic-resource mapping and to the exact generation in which it was obtained.
Evidence that makes the result actionable
| Capture item | Why it matters |
|---|---|
| Supporting trace | Direct3D debug-layer output, object creation stacks, normalized descriptors, feature level and adapter/driver identity |
| Object identity | deferred-context dynamic-resource mapping |
| Rejected condition | the first Map for a resource in the command list did not establish discard semantics |
| What to capture | deferred context identity, command-list boundary, resource usage, first MapType, subresource and preceding FinishCommandList |
| Current graph state | Direct3D device plus the descriptor, resource or cached pipeline object supplied by the application |
A controlled comparison
- Capture the failing state. Record deferred context identity, command-list boundary, resource usage, first MapType, subresource and preceding FinishCommandList.
- Change only the first MapType to D3D11_MAP_WRITE_DISCARD and leave later NO_OVERWRITE updates unchanged.
The comparison with DXGI_ERROR_WAS_STILL_DRAWING is especially useful: DXGI_ERROR_WAS_STILL_DRAWING is a synchronization result, not a deferred-context sequencing violation.
Correction and proof
Start each command-list use of the dynamic resource with WRITE_DISCARD and keep mapping rules explicit per context.
- debug-layer, ETW or driver diagnostics no longer report the rejected deferred-context dynamic-resource mapping contract during the same scenario.
Implementation notes
Technical references
- Microsoft: Direct3D 10 return codes — background for the deferred-context dynamic-resource mapping.
- Microsoft: Direct3D 11 return codes
- Microsoft: Direct3D 12 return codes
- Microsoft: Use the Direct3D 11 debug layer
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