MoltenVK/Metal timeout issue #1748
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Hmmm...we already log all the info that comes back from Metal, so we may not be able to get more specific than that. With your settings including The fact that If you can isolate the shader, pull the SPIR-V, MSL, and reconstructed GLSL from the MoltenVK log, and post it here, we might be able to determine if we have an error during shader conversion that generates a stalled loop, or possibly isolate the loop that might be stalled by bad incoming data, as you indicate. |
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Basically I'm having a timeout issue with a project:
What I've tried:
Enabling shader validation in xcode prevents the application killing my operating system, so I am curious, is there additional options I can enable to get the shader validation information out of moltenvk? is there some flags or something I can enable to print metal errors etc from moltenvk?
I believe the issue is we are passing some bad data to a compute shader or vice versa, but I can't diagnose because nothing obvious jumps out even after running the xcode frame debugger.
What I want is the errors from metal, if they are hidden behind some configuration option, etc, or a way of listing all the bad memory accesses to the log.
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