Comments (3)
This particular issue is fixed in PR #31.
The scissor is clamped to be within the renderpass render area. This correction is only performed when in debug mode, not release mode, under the assumption that Metal validation will generally not be active when in release mode, and it is only needed to avoid Metal validation assertions.
However...now that this succeeds...I am now encountering a different Metal validation error for scissors of zero height:
-[MTLDebugRenderCommandEncoder setScissorRect:]:2564: failed assertion `rect.height(0) must be non-zero'
This runs when Metal validation is turned off, and I assume it results in nothing being rendered, since the scissor area is zero.
I am not sure how to address this in terms of avoiding Metal validation. It looks like I will have to force the width and height to a minimum of 1 AND keep offset + width/height within the render area bounds...which will probably result in a 1-pixel wide line being rendered instead of complete clipping. True...this artifact would only appear in debug mode...but it will still be arbitrarily different than what Metal would actually do with the input without validation if we just left it alone.
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I have worked around setting the 0 width/height scissor rectangle in our engine so that we can run cleanly with validation. I don't think there's anything more that MoltenVK needs to do here since Metal validation will catch this.
from moltenvk.
Okay. Thanks. Closing this issue then.
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