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OS: Linux 5.15.0-1051-kvm x86_64 I ran into the same issue, in a similar situation. EDIT: For the next person: This is the same issue as #5000 where there is a link to the pull request that should fix this issue. |
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OS - MacOS 14.2.1 GPU - Apple M1 WGPU - 0.18
I implemented https://raytracing.github.io/books/RayTracingInOneWeekend.html using rust, wgpu, and compute shaders. It works fine, but If I try to do a render with a large scene (like the cover page scene shown in the end) more accurately whenever it takes more than 7 seconds for the program to run. I get an empty image as output.
I assume it's either device timeout or out of memory; I also read somewhere that the OS may reset the GPU if we exceed the default timeout limit.
I have the env logger set to trace and have added the on_uncaptured_error callback, but I don't see any panics or errors logged. How do I find out what the exact issue is here?
One more thing I saw in the wgpu examples was the following comment.
Currently, I am calling device.poll on the main thread. Could this be the issue? I am not sure how to go about calling device poll on another thread
Source code - https://github.com/BLaZeKiLL/wgpu-app/tree/main/vexray
More specifically, you can look at - https://github.com/BLaZeKiLL/wgpu-app/blob/main/vexray/src/renderer/kernel.rs
where I have my submission and wait for finish code
Also, if I have a simple compute shader that has a divide by zero error when I run the Rust program, I don't get any errors logged or panics; essentially, I am not getting any errors from my compute shaders. Can I do anything to get errors logged from my compute shaders?
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