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vkCmdFillBuffer crashes with Metal Shader Validation enabled #2416
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Using
|
Not sure if it's related but I also seem to get this when using
Which is odd because I only have one device. |
That's likely because when frame capture is enabled, Metal uses a special |
Yeah it's very strange... I did realize I was still on my modified version, and confirmed that the capture issue only happens with the workaround I posted above for the original issue. I do have shader validation is disabled when I have capture enabled, so I'm not trying to do both or anything. Not sure what's going on here with the fill buffer path. |
Works if I move the descriptor out a few levels to |
With
MTL_SHADER_VALIDATION=1
in my environment, I get the following crash after some number ofvkCmdFillBuffer
calls:Enabling zombie objects using
NSZombieEnabled=YES
reveals this is related to compute pipeline descriptors:Removing my call to
vkCmdFillBuffer
resolves the issue, so it seems to only be related to compute used for that command and not in general.The text was updated successfully, but these errors were encountered: