Our app encountered the following error:
Execution of the command buffer was aborted due to an error during execution. Ignored (for causing prior/excessive GPU errors) (00000004:kIOGPUCommandBufferCallbackErrorSubmissionsIgnored)
Metal
RSS for tagRender advanced 3D graphics and perform data-parallel computations using graphics processors using Metal.
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We have been having a mysterious crash in our media server app that I've never seen before. After fixing a number of other rare thread safety crashes relating to Metal buffers, this rare crash happens inside a Metal com.Metal.CompletionQueueDispatch?
I have no clue what is happening here. It looks to me like Metal is specifically calling abort() for some reason.
All of the other threads in the crash log appear to be in a normal state.
Thread 70 Crashed:: updateAllMedia Dispatch queue: com.Metal.CompletionQueueDispatch
0 libsystem_kernel.dylib 0x1af572d38 __pthread_kill + 8
1 libsystem_pthread.dylib 0x1af5a7ee0 pthread_kill + 288
2 libsystem_c.dylib 0x1af4e2330 abort + 168
3 libc++abi.dylib 0x1af562b18 abort_message + 132
4 libc++abi.dylib 0x1af552a3c demangling_terminate_handler() + 312
5 libobjc.A.dylib 0x1af4481c8 _objc_terminate() + 160
6 libc++abi.dylib 0x1af561eb4 std::__terminate(void (*)()) + 20
7 libc++abi.dylib 0x1af561e50 std::terminate() + 64
8 libdispatch.dylib 0x1af3e4288 _dispatch_client_callout4 + 40
9 libdispatch.dylib 0x1af40053c _dispatch_mach_msg_invoke + 464
10 libdispatch.dylib 0x1af3eb784 _dispatch_lane_serial_drain + 376
11 libdispatch.dylib 0x1af40125c _dispatch_mach_invoke + 456
12 libdispatch.dylib 0x1af3eb784 _dispatch_lane_serial_drain + 376
13 libdispatch.dylib 0x1af3ec438 _dispatch_lane_invoke + 444
14 libdispatch.dylib 0x1af3eb784 _dispatch_lane_serial_drain + 376
15 libdispatch.dylib 0x1af3ec404 _dispatch_lane_invoke + 392
16 libdispatch.dylib 0x1af3f6c98 _dispatch_workloop_worker_thread + 648
17 libsystem_pthread.dylib 0x1af5a4360 _pthread_wqthread + 288
18 libsystem_pthread.dylib 0x1af5a3080 start_wqthread + 8
Note that the thread name "updateAllMedia" is a misnomer because this thread appears to be a general Metal dispatch queue. I wish there was a debugging option in Metal that called "setThreadName" to name its internal threads.
VisionOS 2 beta 5 ,unity text shader errors
Topic:
Graphics & Games
SubTopic:
Metal
I have a test application that draws a large number of simple textured polygons (sprites).
Setting CAMetalLayer's displaySyncEnabled to FALSE will cause load on InterruptEventSourceBridge thread in kernel_task.
(In this case, nanosleep is used to adjust the amount of METAL commands per unit time so that they are approximately the same)
This appears to be a drawing-related thread, but there is no overhead when displaySyncEnabled is TRUE.
What are these differences?
A specific application is the SDL test program, SDL/test/testsprite.c.
https://github.com/libsdl-org/SDL/issues/10475
I have a test application that draws a large number of simple textured polygons (sprites).
Setting CAMetalLayer's displaySyncEnabled to FALSE will cause load on InterruptEventSourceBridge thread in kernel_task.
In this case, nanosleep() is used to adjust the amount of METAL commands per unit time so that they are approximately the same.
This appears to be a drawing-related thread, but there is no overhead when displaySyncEnabled is TRUE.
What are these differences?
A specific application is the SDL test program, SDL/test/testsprite.c.
https://github.com/libsdl-org/SDL/issues/10475
Why do I get this error almost immediately on starting my rendering pass?
Multiline
BlockQuote. 2024-05-29 20:02:22.744035-0500 RoomPlanExampleApp[491:10341] [] <<<< AVPointCloudData >>>> Fig assert: "_dataBuffer" at bail (AVPointCloudData.m:217) - (err=0)
2024-05-29 20:02:22.744455-0500 RoomPlanExampleApp[491:10341] [] <<<< AVPointCloudData >>>> Fig assert: "_dataBuffer" at bail (AVPointCloudData.m:217) - (err=0)
2024-05-29 20:05:54.079981-0500 RoomPlanExampleApp[491:10025] [CAMetalLayer nextDrawable] returning nil because allocation failed.
2024-05-29 20:05:54.080144-0500 RoomPlanExampleApp[491:10341] [] <<<< AVPointCloudData >>>> Fig assert: "_dataBuffer" at bail (AVPointCloudData.m:217) - (err=0)
I use quad_sum to optimize the lighting grid and shadow filter performance.
Based on Metal Feature Set Tables, Apple Family 4 should support quad group operations like quad_sum and quad_max. However, on the iPhone X and iPhone 8, during creating pipeline states, we have the following error output: Encountered unlowered function call to air.quad_sum.f32.
It works perfectly for iPhone 11 and higher versions. Should I improve my feature-checking logic from Apple Family 4 to Apple Family 5, or do I have other options to fix this unexpected behavior?
Is there new API for generating Indirect Commands for the Metal Shader Converter? Is there any example project? I currently use a shader to copy indirect commands. Is there a way to do that with the new Shader Converter pipeline?
I am trying to work out how to enable the Metal HUD on iOS for App Store games?
I am aware you can go into Developer settings and enable it… but it only appears for some games like HADES or TestFlight apps.
I know the HUD appears for sideloaded games too. With sideloadly, I’ve sideloaded GRID Autosport and Myst - per screenshots. But it’s a very time consuming process, on demand resources usually don’t download… and I’m not sure if its legal.
I tried using Xcode and Attach to Process for a game like Resident Evil 7 or just anything… but it doesn’t work.
I’ve tried restoring a backup and editing the .GlobalPreferences.plist and info.plist file with “MetalForceHudEnabled Boolean Yes”, in a new row… but nothing.
any ideas?
Topic:
Graphics & Games
SubTopic:
Metal