Comments (3)
Oh, and this was on an Macbook Pro (M1 Pro) running latest macOS Ventura 13.2.
from vello.
This repros, thanks for the report. It was inadequately tested on mac, ironically because I moved my development to Windows because it's so painful to debug when the computer is constantly crashing and hard-locking.
I suspect this is not a simple problem. I naively assumed that the behavior of Device::poll
would be similar on Windows (Vulkan) and mac, but now it's clear I need to deeply understand those implementations.
from vello.
I can confirm that #269 fixes the problem on my machine. That was fast! :-)
Out of curiosity, could the actual problem be described as a deadlock in a compute shader? Whether as a logic error or a miscompilation.
from vello.
Related Issues (20)
- API question: negative space / cutouts HOT 4
- Snapshot testing
- Add basic tests HOT 3
- Serde support for re-exported Peniko types HOT 1
- Rendering issue when clipping and stroking the same path HOT 5
- How: `scene.append_with_opacity(scene)` HOT 3
- IOS app crash 0.2.1 HOT 1
- Drop shadows HOT 2
- Corruption issue with clipping HOT 4
- Clips cause compute shaders to take 10 seconds and results in corruption
- Infinitesimal stroked bezier fills whole tile HOT 4
- Examples don't run on Raspberry Pi 4 HOT 12
- Vello image rendering artifacts? HOT 3
- High GPU usage and Slow Framerate on Integrated Graphics. HOT 12
- Ability to directly use a wgpu::Texture instead of a peniko::Image. HOT 2
- Zero-width stroke acts as fill HOT 4
- Better API for already GPU-resident images HOT 2
- Add an API to reserve a scene HOT 2
- Stack of scaled layers breaks at certain window size HOT 3
- Incorrect COLR Emoji Rendering
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from vello.