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Metal validation error with multisampling and multiple render passes? #1044
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Thank you for filing! I believe this is an issue with gfx-backend-metal, and it's harmless. |
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Nov 27, 2020
3486: [mtl] fix render pass compatibility check wrt sample count r=kvark a=kvark Addresses gfx-rs/wgpu#1044 on master PR checklist: - [x] `make` succeeds (on *nix) - [ ] `make reftests` succeeds - [ ] tested examples with the following backends: Co-authored-by: Dzmitry Malyshau <[email protected]>
Fixed by gfx-backend-metal-0.6.5 |
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Oct 25, 2023
Fixes #1745: Support out-of-order module scope declarations in WGSL Fixes #1044: Forbid local variable shadowing in WGSL Fixes #2076: [wgsl-in] no error for duplicated type definition Fixes #2071: Global item does not support 'const' Fixes #2105: [wgsl-in] Type aliases for a vecN<T> doesn't work when constructing vec from a single argument Fixes #1775: Referencing a function without a return type yields an unknown identifier error. Fixes #2089: Error span reported on the declaration of a variable instead of its use Fixes #1996: [wgsl-in] Confusing error: "expected unsigned/signed integer literal, found '1'" Separate parsing from lowering by generating an AST, which desugars as much as possible down to something like Naga IR. The AST is then used to resolve identifiers while lowering to Naga IR. Co-authored-by: Teodor Tanasoaia <[email protected]> Co-authored-by: Jim Blandy <[email protected]>
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Following up on @kvark noticing a metal validation error in the other issue I filed.
I created a small reproducible case, and the difference between this case and the MSAA line example (which doesn't trigger the metal validation error) is that the resolved target is not the swap chain frame, and I have a second render pass immediately following the multisample pass (that normally is drawing the resolved texture into the swap chain frame, but in this test case isn't actually doing anything).
In a nutshell, it's:
In the above, I'm not doing anything with the textures, setting vertex buffers, or drawing anything. I'm not even setting the pipeline on the second render pass.
Running it with METAL_DEVICE_WRAPPER_TYPE=1 fails with the metal validation error.
If I remove the second render pass (which isn't doing anything since I just begin it and drop it) then the metal validation error doesn't fire. It also fails on the 3rd frame rendered, which makes me think it's some internal state maintained by wgpu that's causing the problem here that's being triggered by multiple render passes.
multisample.zip
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