Is there a limit to the number MTLIO load texture commands that can safely be executed in a single command buffer?
When I tried loading each face (6) of a cube texture using a single command buffer, some of the faces will have bad data. Basically...
let cmdBuf = ioCommandQueue.makeCommandBuffer()
for slice in 0...5 {
cmdBuf.load(cubeTexture,
slice: slice,
level: 0,
size: size,
sourceBytesPerRow:bytesPerRow,
sourceBytesPerImage: bytesPerImage,
destinationOrigin: destOrigin,
sourceHandle: fileHandles[slice],
sourceHandleOffset: 0)
}
cmdBuf.commit()
cmdBuf.waitUntilCompleted()
/* This passes, even though my texture is messed up...? */
assert(cmdBuf.status == .complete)
// Also, no errors or warnings when XCode Diagnostics / Metal Validation is turned on.
If I use multiple command buffers (one load texture command each), everything is fine...
for slice in 0...5 {
// IMPORTANT: Moved inside the LOOP
let cmdBuf = ioCommandQueue.makeCommandBuffer()
cmdBuf.load(cubeTexture,
slice: slice,
level: 0,
size: size,
sourceBytesPerRow:bytesPerRow,
sourceBytesPerImage: bytesPerImage,
destinationOrigin: destOrigin,
sourceHandle: fileHandles[slice],
sourceHandleOffset: 0)
// IMPORTANT: Moved inside the LOOP
cmdBuf.commit()
cmdBuf.waitUntilCompleted()
assert(cmdBuf.status == .complete)
}
I'm assuming this a bug (opened FB10582329)... Or at the very least, some documentation or Metal Validation log would be helpful to understanding what's going wrong/workaround.
I've uploaded reduced reproduction (Single Swift file, command line application, XCode project) to this GitHub Repository: https://github.com/peterwmwong/x-mtlio-load-multiple-textures
Thanks.