Running the following compute shader triggers a crash in the Windows kernel driver (ie. the screen becomes black, and after a few seconds there’s a message from Windows about the video driver having crashed).
Notice that there are three for loops that run only once. Replacing the for loops with simple local variables fixes the problem. Here is a working version:
I think the error message is different for a TDR (“there was a crash” vs “device stopped responding”). My system is not in english so I can’t tell you exactly what is written.
Here is a previous version of that same compute shader, and that old version runs fine even though it has at least 64 times more work to do. It has approximately the same for loops as the one that crashes but with respectively 32 and 8 iterations. The old version also uses 1x1x1 for the local size.