Metal crash when texture set as render target
Jakub-Doucek opened this issue · 1 comments
When trying to render into the texture, Metal (other renderers are ok) gives me this error:
-[MTLDebugRenderCommandEncoder validateCommonDrawErrors:]:5252: failed assertion `Draw Errors Validation
MTLDepthStencilDescriptor sets depth test but MTLRenderPassDescriptor has a nil depthAttachment texture
'
I think that problem is in renderer_mtl.mm in setFrameBuffer()
and setDepthStencilState()
. When a new frame buffer is set this condition: if (!isValid(_fbh) || m_frameBuffers[_fbh.idx].m_swapChain)
fails and no depthAttachment
is set. Then in setDepthStencilState()
, DepthStencilState
is cached and depth test is enabled (m_depthStencilDescriptor.depthWriteEnabled
). And that's how it happens.
Here is the repro created from the cubes example. When the checkbox Render to texture is checked, it gives mentioned error.
/*
* Copyright 2011-2023 Branimir Karadzic. All rights reserved.
* License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
*/
#include "common.h"
#include "bgfx_utils.h"
#include "imgui/imgui.h"
namespace
{
struct PosColorVertex
{
float m_x;
float m_y;
float m_z;
uint32_t m_abgr;
static void init()
{
ms_layout
.begin()
.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true)
.end();
};
static bgfx::VertexLayout ms_layout;
};
bgfx::VertexLayout PosColorVertex::ms_layout;
static PosColorVertex s_cubeVertices[] =
{
{-1.0f, 1.0f, 1.0f, 0xff000000 },
{ 1.0f, 1.0f, 1.0f, 0xff0000ff },
{-1.0f, -1.0f, 1.0f, 0xff00ff00 },
{ 1.0f, -1.0f, 1.0f, 0xff00ffff },
{-1.0f, 1.0f, -1.0f, 0xffff0000 },
{ 1.0f, 1.0f, -1.0f, 0xffff00ff },
{-1.0f, -1.0f, -1.0f, 0xffffff00 },
{ 1.0f, -1.0f, -1.0f, 0xffffffff },
};
static const uint16_t s_cubeTriList[] =
{
0, 1, 2, // 0
1, 3, 2,
4, 6, 5, // 2
5, 6, 7,
0, 2, 4, // 4
4, 2, 6,
1, 5, 3, // 6
5, 7, 3,
0, 4, 1, // 8
4, 5, 1,
2, 3, 6, // 10
6, 3, 7,
};
static const uint16_t s_cubeTriStrip[] =
{
0, 1, 2,
3,
7,
1,
5,
0,
4,
2,
6,
7,
4,
5,
};
static const uint16_t s_cubeLineList[] =
{
0, 1,
0, 2,
0, 4,
1, 3,
1, 5,
2, 3,
2, 6,
3, 7,
4, 5,
4, 6,
5, 7,
6, 7,
};
static const uint16_t s_cubeLineStrip[] =
{
0, 2, 3, 1, 5, 7, 6, 4,
0, 2, 6, 4, 5, 7, 3, 1,
0,
};
static const uint16_t s_cubePoints[] =
{
0, 1, 2, 3, 4, 5, 6, 7
};
static const char* s_ptNames[]
{
"Triangle List",
"Triangle Strip",
"Lines",
"Line Strip",
"Points",
};
static const uint64_t s_ptState[]
{
UINT64_C(0),
BGFX_STATE_PT_TRISTRIP,
BGFX_STATE_PT_LINES,
BGFX_STATE_PT_LINESTRIP,
BGFX_STATE_PT_POINTS,
};
BX_STATIC_ASSERT(BX_COUNTOF(s_ptState) == BX_COUNTOF(s_ptNames) );
class ExampleCubes : public entry::AppI
{
public:
ExampleCubes(const char* _name, const char* _description, const char* _url)
: entry::AppI(_name, _description, _url)
, m_pt(0)
, m_r(true)
, m_g(true)
, m_b(true)
, m_a(true)
{
}
void init(int32_t _argc, const char* const* _argv, uint32_t _width, uint32_t _height) override
{
Args args(_argc, _argv);
m_width = _width;
m_height = _height;
m_debug = BGFX_DEBUG_NONE;
m_reset = BGFX_RESET_VSYNC;
bgfx::Init init;
init.type = args.m_type;
init.vendorId = args.m_pciId;
init.platformData.nwh = entry::getNativeWindowHandle(entry::kDefaultWindowHandle);
init.platformData.ndt = entry::getNativeDisplayHandle();
init.resolution.width = m_width;
init.resolution.height = m_height;
init.resolution.reset = m_reset;
bgfx::init(init);
// Enable debug text.
bgfx::setDebug(m_debug);
// Set view 0 clear state.
bgfx::setViewClear(0
, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
, 0x303030ff
, 1.0f
, 0
);
// Create vertex stream declaration.
PosColorVertex::init();
// Create static vertex buffer.
m_vbh = bgfx::createVertexBuffer(
// Static data can be passed with bgfx::makeRef
bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) )
, PosColorVertex::ms_layout
);
// Create static index buffer for triangle list rendering.
m_ibh[0] = bgfx::createIndexBuffer(
// Static data can be passed with bgfx::makeRef
bgfx::makeRef(s_cubeTriList, sizeof(s_cubeTriList) )
);
// Create static index buffer for triangle strip rendering.
m_ibh[1] = bgfx::createIndexBuffer(
// Static data can be passed with bgfx::makeRef
bgfx::makeRef(s_cubeTriStrip, sizeof(s_cubeTriStrip) )
);
// Create static index buffer for line list rendering.
m_ibh[2] = bgfx::createIndexBuffer(
// Static data can be passed with bgfx::makeRef
bgfx::makeRef(s_cubeLineList, sizeof(s_cubeLineList) )
);
// Create static index buffer for line strip rendering.
m_ibh[3] = bgfx::createIndexBuffer(
// Static data can be passed with bgfx::makeRef
bgfx::makeRef(s_cubeLineStrip, sizeof(s_cubeLineStrip) )
);
// Create static index buffer for point list rendering.
m_ibh[4] = bgfx::createIndexBuffer(
// Static data can be passed with bgfx::makeRef
bgfx::makeRef(s_cubePoints, sizeof(s_cubePoints) )
);
// Create program from shaders.
m_program = loadProgram("vs_cubes", "fs_cubes");
m_timeOffset = bx::getHPCounter();
imguiCreate();
}
virtual int shutdown() override
{
imguiDestroy();
// Cleanup.
for (uint32_t ii = 0; ii < BX_COUNTOF(m_ibh); ++ii)
{
bgfx::destroy(m_ibh[ii]);
}
bgfx::destroy(m_vbh);
bgfx::destroy(m_program);
// Shutdown bgfx.
bgfx::shutdown();
return 0;
}
bool update() override
{
if (!entry::processEvents(m_width, m_height, m_debug, m_reset, &m_mouseState) )
{
imguiBeginFrame(m_mouseState.m_mx
, m_mouseState.m_my
, (m_mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0)
| (m_mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
| (m_mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0)
, m_mouseState.m_mz
, uint16_t(m_width)
, uint16_t(m_height)
);
showExampleDialog(this);
ImGui::SetNextWindowPos(
ImVec2(m_width - m_width / 5.0f - 10.0f, 10.0f)
, ImGuiCond_FirstUseEver
);
ImGui::SetNextWindowSize(
ImVec2(m_width / 5.0f, m_height / 3.5f)
, ImGuiCond_FirstUseEver
);
ImGui::Begin("Settings"
, NULL
, 0
);
ImGui::Checkbox("Write R", &m_r);
ImGui::Checkbox("Write G", &m_g);
ImGui::Checkbox("Write B", &m_b);
ImGui::Checkbox("Write A", &m_a);
/// -- ADDED FOR METAL CRASH REPRO
ImGui::Checkbox("Render to texture", &m_renderToTexture);
ImGui::Text("Primitive topology:");
ImGui::Combo("##topology", (int*)&m_pt, s_ptNames, BX_COUNTOF(s_ptNames) );
ImGui::End();
imguiEndFrame();
float time = (float)( (bx::getHPCounter()-m_timeOffset)/double(bx::getHPFrequency() ) );
const bx::Vec3 at = { 0.0f, 0.0f, 0.0f };
const bx::Vec3 eye = { 0.0f, 0.0f, -35.0f };
// Set view and projection matrix for view 0.
{
float view[16];
bx::mtxLookAt(view, eye, at);
float proj[16];
bx::mtxProj(proj, 60.0f, float(m_width)/float(m_height), 0.1f, 100.0f, bgfx::getCaps()->homogeneousDepth);
bgfx::setViewTransform(0, view, proj);
// Set view 0 default viewport.
bgfx::setViewRect(0, 0, 0, uint16_t(m_width), uint16_t(m_height) );
}
// This dummy draw call is here to make sure that view 0 is cleared
// if no other draw calls are submitted to view 0.
bgfx::touch(0);
/// -- ADDED FOR METAL CRASH REPRO
bgfx::ViewId viewId = 0;
if (m_renderToTexture)
{
bgfx::TextureHandle th = bgfx::createTexture2D(m_width, m_height, false, 1, bgfx::TextureFormat::RGBA8, BGFX_TEXTURE_RT, NULL);
bgfx::FrameBufferHandle fbh = bgfx::createFrameBuffer(1, &th, false);
viewId = 1;
bgfx::resetView(viewId);
bgfx::setViewName(viewId, "Thor::Renderer");
bgfx::setViewMode(viewId, bgfx::ViewMode::Sequential);
bgfx::setViewRect(viewId, 0, 0, m_width, m_height);
bgfx::setViewFrameBuffer(viewId, fbh);
bgfx::setViewClear(viewId, BGFX_CLEAR_COLOR);
}
bgfx::IndexBufferHandle ibh = m_ibh[m_pt];
uint64_t state = 0
| (m_r ? BGFX_STATE_WRITE_R : 0)
| (m_g ? BGFX_STATE_WRITE_G : 0)
| (m_b ? BGFX_STATE_WRITE_B : 0)
| (m_a ? BGFX_STATE_WRITE_A : 0)
| BGFX_STATE_WRITE_Z
| BGFX_STATE_DEPTH_TEST_LESS
| BGFX_STATE_CULL_CW
| BGFX_STATE_MSAA
| s_ptState[m_pt]
;
// Submit 11x11 cubes.
for (uint32_t yy = 0; yy < 11; ++yy)
{
for (uint32_t xx = 0; xx < 11; ++xx)
{
float mtx[16];
bx::mtxRotateXY(mtx, time + xx*0.21f, time + yy*0.37f);
mtx[12] = -15.0f + float(xx)*3.0f;
mtx[13] = -15.0f + float(yy)*3.0f;
mtx[14] = 0.0f;
// Set model matrix for rendering.
bgfx::setTransform(mtx);
// Set vertex and index buffer.
bgfx::setVertexBuffer(0, m_vbh);
bgfx::setIndexBuffer(ibh);
// Set render states.
bgfx::setState(state);
// Submit primitive for rendering to view 0.
/// -- ADDED FOR METAL CRASH REPRO
bgfx::submit(viewId, m_program);
}
}
// Advance to next frame. Rendering thread will be kicked to
// process submitted rendering primitives.
bgfx::frame();
return true;
}
return false;
}
entry::MouseState m_mouseState;
uint32_t m_width;
uint32_t m_height;
uint32_t m_debug;
uint32_t m_reset;
bgfx::VertexBufferHandle m_vbh;
bgfx::IndexBufferHandle m_ibh[BX_COUNTOF(s_ptState)];
bgfx::ProgramHandle m_program;
int64_t m_timeOffset;
int32_t m_pt;
bool m_r;
bool m_g;
bool m_b;
bool m_a;
/// -- ADDED FOR METAL CRASH REPRO
bool m_renderToTexture;
};
} // namespace
ENTRY_IMPLEMENT_MAIN(
ExampleCubes
, "01-cubes"
, "Rendering simple static mesh."
, "https://bkaradzic.github.io/bgfx/examples.html#cubes"
);
I came up with fix that works for me, but it's quite naive and works for me probably just because I do not use depth test (I'm rendering only 2D stuff). I added flag m_refreshDepthStencil
that is set in setFrameBuffer()
when new frame buffer is set. Like this:
if (m_fbh.idx != _fbh.idx)
{
m_refreshDepthStencil = true;
}
And in setDepthStencilState()
cache check is updated along with m_depthStencilDescriptor
setting like this:
...
bx::HashMurmur2A murmur;
murmur.begin();
murmur.add(_state);
murmur.add(_stencil);
uint32_t hash = murmur.end();
DepthStencilState dss = m_depthStencilStateCache.find(hash);
if (NULL == dss || m_refreshDepthStencil)
{
m_refreshDepthStencil = false;
DepthStencilDescriptor desc = m_depthStencilDescriptor;
FrameBufferMtl& frameBuffer = m_frameBuffers[m_fbh.idx];
if (isValid(frameBuffer.m_depthHandle))
{
uint32_t func = (_state&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
desc.depthWriteEnabled = !!(BGFX_STATE_WRITE_Z & _state);
desc.depthCompareFunction = s_cmpFunc[func];
}
else
{
desc.depthWriteEnabled = false;
desc.depthCompareFunction = MTLCompareFunctionAlways;
}
...
You are rendering with state the has BGFX_STATE_WRITE_Z and BGFX_STATE_DEPTH_TEST_LESS, but your frame buffer
has no depth attachment.