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Updating GPU drivers closed all terminals #20085
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opened 2026-01-31 07:03:00 +00:00 by claunia
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Reference: starred/terminal#20085
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Originally created by @muchcharles on GitHub (Jun 15, 2023).
Windows Terminal version
1.18.1462.0
Windows build number
Version 10.0.19045.2965
Other Software
No response
Steps to reproduce
Open a terminal and have some work in progress.
Install new nvidia drivers.
Expected Behavior
Terminal windows don't close when updating GPU drivers.
Actual Behavior
During the GPU driver reset as part of the upgrade (when screen blanks), all terminal windows close and you lose all of your work.
@lhecker commented on GitHub (Jun 15, 2023):
Windows Terminal probably crashed when you upgraded your driver. Is there any chance you have a crash report in the Event Viewer for Windows Terminal?
Or do you maybe have any dumps in
%LOCALAPPDATA%\CrashDumps?I just upgraded my Nvidia graphics driver and didn't have any crashes, so it probably at least doesn't happen all the time. What graphics driver did you upgrade?
Edit: Discord on the other hand did crash after the upgrade. 😄
@muchcharles commented on GitHub (Jun 15, 2023):
It does have an entry in event viewer:
And there is a dump as well.
It was upgrading to Nvidia driver 536.23
@lhecker commented on GitHub (Jun 15, 2023):
That might be a bug in the Nvidia driver, I think? If you're willing to share the dump with us, you can share it either on GitHub or send it to us via mail. You can find my personal mail address on my GitHub profile, and I'll then forward it to the rest of the team. However, it might contain parts of your terminal's contents.
@microsoft-github-policy-service[bot] commented on GitHub (Jun 19, 2023):
This issue has been automatically marked as stale because it has been marked as requiring author feedback but has not had any activity for 4 days. It will be closed if no further activity occurs within 3 days of this comment.
@microsoft-github-policy-service[bot] commented on GitHub (Jun 19, 2023):
This issue has been automatically marked as stale because it has been marked as requiring author feedback but has not had any activity for 4 days. It will be closed if no further activity occurs within 3 days of this comment.
@microsoft-github-policy-service[bot] commented on GitHub (Jun 19, 2023):
This issue has been automatically marked as stale because it has been marked as requiring author feedback but has not had any activity for 4 days. It will be closed if no further activity occurs within 3 days of this comment.
@microsoft-github-policy-service[bot] commented on GitHub (Jun 19, 2023):
This issue has been automatically marked as stale because it has been marked as requiring author feedback but has not had any activity for 4 days. It will be closed if no further activity occurs within 3 days of this comment.
@microsoft-github-policy-service[bot] commented on GitHub (Jun 19, 2023):
This issue has been automatically marked as stale because it has been marked as requiring author feedback but has not had any activity for 4 days. It will be closed if no further activity occurs within 3 days of this comment.
@microsoft-github-policy-service[bot] commented on GitHub (Jun 19, 2023):
This issue has been automatically marked as stale because it has been marked as requiring author feedback but has not had any activity for 4 days. It will be closed if no further activity occurs within 3 days of this comment.
@lhecker commented on GitHub (Jun 19, 2023):
What's going on with the bot? ._.
Edit: Commenting fixes it? Buggy bot...
@DHowett commented on GitHub (Jun 19, 2023):
I'm sorry, I think the bot is having an episode.
@muchcharles commented on GitHub (Jun 19, 2023):
Not stale, sent attachment via email
@lhecker commented on GitHub (Jul 12, 2023):
I forgot to comment back... I tried to use the dump but unfortunately it has been corrupted during the crash. The stack trace contains 3 function calls where the second one is at address 0 and the usual WinDbg helpers failed to pull out any additional information as well.
I'll close the issue for now because of this, but I'd be happy to reopen it if it occurs again and we happen to get a valid crash dump. I suspect however that this is a bug in Nvidia's driver.
@muchcharles commented on GitHub (Jul 28, 2023):
It happened again today with the latest nvidia update.
On Wed, Jul 12, 2023 at 5:57 PM Leonard Hecker @.***>
wrote:
@muchcharles commented on GitHub (Jul 28, 2023):
Only two places in the code check for DXGI_ERROR_DEVICE_REMOVED or DXGI_ERROR_DEVICE_RESET
/mnt/d/git/terminal$ ack DXGI_ERROR_DEVICE_REMOVED'|'DXGI_ERROR_DEVICE_RESET
src/renderer/atlas/AtlasEngine.r.cpp
58: if (hr == DXGI_ERROR_DEVICE_REMOVED || hr == DXGI_ERROR_DEVICE_RESET)
src/renderer/dx/DxRenderer.cpp
1538: recreate = hr == DXGI_ERROR_DEVICE_REMOVED || hr == DXGI_ERROR_DEVICE_RESET;
1558: recreate = hr == DXGI_ERROR_DEVICE_REMOVED || hr == DXGI_ERROR_DEVICE_RESET;
Does the normal run loop, when not typing in to the console, call any DX12 API calls other than present?
Also, in the handling of those errors it only seems to retry 3 times for a total of less than a second:
Display blanking during driver updates and stuff can go for considerably more than 900ms. Also consider something like detaching a Surface screen shortly after resume from hibernate when things are swappy.
Note if you change
maxRetriesForRenderEngineyou should also change that sleep line. Should probably have astatic_assertin place or aminto make sure the sleep doesn't go negative when changing that value.@muchcharles commented on GitHub (Jul 28, 2023):
WDDMConEndUpdateDisplayBatch that swaps the swap chain textures doesn't seem to handle errors assuming these are the calls to it via EndPaint:
@lhecker commented on GitHub (Jul 28, 2023):
Ah, fuck... If it's a recurring issue, I'll leave it open.
The crash is definitely not due to any of those error codes, nor due to the retrying. The
hr == DXGI_ERROR_DEVICE_REMOVED || hr == DXGI_ERROR_DEVICE_RESETcheck is only there to decide whether an error is an expected or unexpected. If it's an expected one (either of the 2 error codes) it'll retry indefinitely. But if it's neither of the 2 then the retry loop you found will only try up to 3 times to rerender the contents. If that fails, the application won't simply exit/crash, however. Instead, you'll see this (last error code + a prompt to resume rendering):It's also not the
EndPaint(hwnd, &ps)either, becausesrc/interactivityis code specific to conhost (the old console window) and is not used for Windows Terminal.WDDMConEndUpdateDisplayBatchis used for our WDDM renderer, because we also build and ship the conhost used for the Windows recovery image, etc., which don't use DirectX.I suspect that this issue either happens due to a driver bug or due to us accessing a
nullptrmember when the renderer is gone. I think both of these are about equally likely and also equally hard to debug. 🫤You could try sending me your latest crash dump again. Maybe it's uncorrupted this time?
@muchcharles commented on GitHub (Jul 28, 2023):
I had NDA'd stuff in the terminal and can't send.
Is it possible to switch off GPU rendering to WDDM or is that tied to the context the terminal is being used in? Stability of the terminal is the highest priority.
@muchcharles commented on GitHub (Jul 28, 2023):
I found the software rendering setting, I'll switch to that if it doesn't spin a core when not drawing anything or something, or slow down compiles which has been a problem with windows terminal in the past.
I can open the dump for you if there are instructions to get the project up easily at the right revision somewhere.
I'm on
Windows Terminal Preview
Version: 1.18.1462.0
@lhecker commented on GitHub (Jul 29, 2023):
In the Microsoft Store you can find "WinDbg" (and WinDbg Preview - either are fine). If you open the crash dump with WinDbg it'll automatically resolve symbols for you. In the "Command" window you can type
!analyze -vfor an initial triage of the issue. The "Stack" window (bottom right, in a tab, by default) shows the stack trace which is also important. You can also get a textual stack trace in the Command window by typingk. If you typekpyou get a stack trace with function parameters. If you type~* kpyou get that but for all running threads.In short, the commands
!analyze -vand~* kpmight contain the most helpful information.@muchcharles commented on GitHub (Jul 29, 2023):
Looks like more crash info than last time and not in a GPU driver call:
@lhecker commented on GitHub (Jul 29, 2023):
That's amazing! Thank you so much for spending time on this!
I'm sure you're not actually using soft fonts (soft fonts are custom fonts you can specify via VT), right? This indicates that we have a bug where we either don't properly reset the
BackendD3D::_glyphAtlasMaphashmap or theShapedRow::mappingvectors.If you go up in the callstack twice into
_drawTextyou should be here:57b9549ff8/src/renderer/atlas/BackendD3D.cpp (L1012)Can you see the contents of the
rowvariable? This one:57b9549ff8/src/renderer/atlas/BackendD3D.cpp (L970)A screenshot of its contents would be helpful, but in particular its
mappingsmember would be interesting: Both, how many items themappingsvector has and which ones / how many of them have afontFacevalue ofnullptr. (Hopefully WinDbg loads the embedded NatVis data correctly - in that case you'll have a much easier time inspecting those containers.)If you have trouble viewing the data, I'll try to investigate those
BackendD3D::_glyphAtlasMaphashmap andShapedRow::mappinganyways. I'm pretty sure it should be some code that uses them. You helped me a ton already! Thanks!@muchcharles commented on GitHub (Jul 29, 2023):
I don't think I'm using soft fonts, just running default ubuntu through WSL without much console customization.
Here's the locals for _drawText:
@lhecker commented on GitHub (Jul 30, 2023):
Aww... The dump doesn't contain the contents of the heap. I'll try option 2 then: Re-read all the code that touches those two member variables I mentioned before, until I found it. 😄 If you can, please keep the dump file for a few more weeks, just in case. 🙂
@lhecker commented on GitHub (Aug 28, 2023):
Oh I only just now noticed:

Please correct me if I'm wrong @j4james (primary author around soft fonts), but I believe that a non-zero
cellSizein theUpdateSoftFontcall can only occur when a soft font is actually used right?@muchcharles Could you perhaps be using soft-fonts unknowingly? Are you using any more "fanciful" VT applications through WSL? Or maybe the WSL output gets corrupted and the output is accidentally interpreted as a soft font?
@muchcharles commented on GitHub (Aug 28, 2023):
I don't think so, mostly just vim with very few plugins and normal shell command stuff. What are some of the big terminal apps that use soft fonts?
@j4james commented on GitHub (Aug 29, 2023):
Yeah, it's only called with a non-zero size when the
DECDLDsequence is finished processing here:c4436157c1/src/terminal/adapter/adaptDispatch.cpp (L3899-L3902)The only other time it's called is when in response to an
RIShard reset, but that's with a zero size. See here:c4436157c1/src/terminal/adapter/adaptDispatch.cpp (L3062-L3064)@j4james commented on GitHub (Aug 29, 2023):
Is it possible this is the result of the
cellSizein theFontSettingsstructure not being initialized? See here:c4436157c1/src/renderer/atlas/common.h (L335-L343)As far as I can see the
u16x2structure isn't zero-initialized.@lhecker commented on GitHub (Aug 29, 2023):
@j4james The
cellSizefor soft fonts is here though:c4436157c1/src/renderer/atlas/common.h (L364)Since it uses
til::sizeit's always properly initialized.But thanks for pointing this out! I'll go through all the
*x*vector members in the code to fix them up. I've been planning to turn most of theu16andu16x2stuff into regulartil::CoordTypeandtil::point/sizecode anyways. Only few parts actually benefit from the tight packing as far as I can tell. Or maybe I should useint/int32_t?til::CoordTypewas mostly meant as buffer coordinates after all and not for pixel coordinates...(The vector types aren't zero-initialized by default so that they're trivially copyable.
BackendD3Dprocesses through dozens of MB/s at >60 FPS after all.)@j4james commented on GitHub (Aug 29, 2023):
Yeah, sorry, I misread that.
But if it's not that, I have no idea how we're ending in this state. It seems like something must be getting corrupted at some point, and it's highly unlikely that the OP is using soft fonts if they aren't doing so consciously, so how do we end up in the
_drawSoftFontGlyphmethod? Could it be something like thefontFaceEntry.fontFacefield getting reset as a result of the driver update? Although that doesn't explain where that height value came from. I'm stumped.@lhecker commented on GitHub (Sep 5, 2023):
I'm marking this up for 1.20 so that we remember to ask next quarter if this issue popped up again after updating to 1.19.
@DHowett commented on GitHub (Dec 9, 2025):
So! Are you still seeing this issue?
@muchcharles commented on GitHub (Dec 9, 2025):
I switched to software rendered to keep my work safe, but next time I update nvidia drivers I'll switch it to hardware rendered first and see if I end up with a crash