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"metallib" generates unpredictable results.
Hi, I am using metallib to generate shader cache shaders offline, but I have noticed that for certain .air files, metallib's behavior is unpredictable. Sometimes it runs correctly, sometimes it may crash or generate an invalid .lib file. // crash info 0x00007FF6705AA821 (0x000001C5F7218E30 0x00000084F9F8F089 0x000001C5F72B57E0 0x000001C5F7218E30) 0x00007FF6705A9062 (0x00007FF6709200E0 0x000001C5F7208CE0 0x0000000000000002 0x00007FF670920140) 0x00007FF6704C8FD6 (0x00007FF6709200E0 0x00007FF600000000 0x00007FF670920140 0x0000000000000000) 0x00007FF66FF7F1F4 (0x0000000000000000 0x000001C5F71EC210 0x000001C5F71EC210 0x0000000000000000) 0x00007FF66FF6C8D1 (0x0000000000000004 0x000001C5F71EC210 0x0000000000000000 0x0000000000000000) 0x00007FF670633974 (0x0000000000000000 0x0000000000000000 0x0000000000000000 0x0000000000000000) 0x00007FFB9C137614 (0x0000000000000000 0x0000000000000000 0x0000000000000000 0x0000000000000000), BaseThreadInitThunk() + 0x14 bytes(s) 0x00007FFB9DB826A1 (0x0000000000000000 0x0000000000000000 0x0000000000000000 0x0000000000000000), RtlUserThreadStart() + 0x21 bytes(s) I tried the latest version (Metal Tools for Windows 4.1), but the issue still exists. I placed the input .air file at: https://drive.google.com/file/d/1MQQRbwKi-bcEZ9jy_dimRjJBovjB0ru2/view?usp=drive_link
4
0
501
Feb ’24
How to use fence for indirect draws?
Hi, I met a problem about fences. My render steps are like the following: [ComputeEncoder] Generate indirect buffer B. updateFence F. [RenderEncoder] waitForFence F. // which stage? drawPrimitives with indirect buffer B. But to call waitForFence I need to pass beforeStages, the only choices for this param are MTLRenderStageVertex orMTLRenderStageFragment. There is no stage for indirect draw like vulkan's VK_PIPELINE_STAGE_DRAW_INDIRECT_BIT. I tried to use MTLRenderStageVertex but it didn't work. What is the correct way to wait for a fence in this scenario? Thanks.
2
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597
May ’22