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Incorrect dimension arguments of the ExecuteIndirect method shown in the event browser #2970
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Zorro666
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Jul 3, 2023
GPUSyncAllQueues() changed behaviour in e33629c which meant the GPU was not being synchronized when patching the execute indirect arguments when loading a capture. This led to a race between CPU & GPU and incorrect argument data being read back from the GPU to the CPU and then used for ExecuteIndirect replay. In addition to fixing the bug changed other calls from GPUSyncAllQueues() to GPUSync() where appropriate ie. single flush validate debug mode.
Zorro666
added a commit
that referenced
this issue
Jul 3, 2023
GPUSyncAllQueues() changed behaviour in e33629c which meant the GPU was not being synchronized when patching the execute indirect arguments when loading a capture. This led to a race between CPU & GPU and incorrect argument data being read back from the GPU to the CPU and then used for ExecuteIndirect replay. In addition to fixing the bug changed other calls from GPUSyncAllQueues() to GPUSync() where appropriate ie. single flush validate debug mode.
Zorro666
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Jul 20, 2023
Fixes incorrect shader debugging for ImageFetch operation on arrays on buffers (and certain scenarios of arrays of textures).
Zorro666
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Jul 20, 2023
Fixes incorrect shader debugging for ImageFetch operation on arrays on buffers (and certain scenarios of arrays of textures).
thisisjimmyfb
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Jul 21, 2023
GPUSyncAllQueues() changed behaviour in e33629c which meant the GPU was not being synchronized when patching the execute indirect arguments when loading a capture. This led to a race between CPU & GPU and incorrect argument data being read back from the GPU to the CPU and then used for ExecuteIndirect replay. In addition to fixing the bug changed other calls from GPUSyncAllQueues() to GPUSync() where appropriate ie. single flush validate debug mode.
thisisjimmyfb
pushed a commit
to thisisjimmyfb/renderdoc_public
that referenced
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Jul 21, 2023
Fixes incorrect shader debugging for ImageFetch operation on arrays on buffers (and certain scenarios of arrays of textures).
CamilliaX
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Aug 5, 2023
Allow a little latitude on expected line numbers in callstacks test Protect against invalid socket data potentially causing crashes Add test of Set*Root32BitConstants with 0 constants being set * This crashes on nvidia, on compute only strangely, if we pass in a NULL pointer along with a 0 number of constants. Expand NULL-protection for Set*Root32BitConstants Don't allow tooltip to display if context menu is shown in shader viewer Add "used" attribute to prevent exported symbol dead-stripping Ideally would use "retain" but that would require upgrading to recent compilers in CI and the project. __attribute__((retain)) function/variable to prevent linker garbage collection. Ensure image layout is up to date mid-command buffer in pixel history * Previously we were obtaining the image layout from before the current command buffer was recorded, but this is out of date if the image layout has changed during the command buffer. Worst case it could be e.g. UNDEFINED if the image was created and not used until the current command buffer. Add documentation for return type Add missing documentation reference Remove unimplemented function declarations Add extra pings to reduce problems with unreasonably slow adb commands Don't sanitise selected paths from remote hosts. Closes baldurk#3006 * If the remote host disconnects during the selection process we will no longer have a valid connection, we shouldn't sanitise the resulting path according to local filenames. Tidy up and implement support for self capture on linux Handle OpExecutionModeId in SPIR-V reflection Bump version to v1.29 Handle non-square checkboxes : adjust to make them square Extension of 7452e29 Change RenderDoc style checkboxes to use checks for low contrast themes Include InidicatorCheckBox style to match style change in 7452e29 Vulkan PostVS ignore primmitive restart indexes when restart is active Compute primitive restart using VulkanRenderState not pipeline, to account for dynamic state. Ignore primitive restart indexes, handles primitive restart indexes being used when there are no active vertex buffer bindings Fix branch specified in CI badge in README Make gcc happier with escaped \\ in comments Hide invalid shader resources Fixed the problem that showing invalid shader resource in pipeline state viewer since v1.24 Revert "Hide invalid shader resources" This reverts commit e62b6fa. Hide invalid shader resources on D3D12 Change RenderDoc style checkboxes to use checks for low contrast themes * Deliberately low contrast themes like the dark theme can have issues showing a box that is filled vs just a plain rectangle which is harder to read at a glance. Changing the fill to an X icon gives extra readability on the dark theme. Fix capture comments styling of links Remove explicit styling span in settings dialog, links style themselves Ensure D3D12 barrier API is kept happy by matching access to layout Fix disassembly for arrays of pointers having wrong type declaration Account for arrays of pointers when calculating buffer offsets Use correct size for basic types when calculating cbuffer sizes avoid get color_read_* with depth format Fix Android Vulkan capturing Add __attribute__((visibility("default"))) to VK_LAYER_EXPORT on Android. It used to be defined in the Vulkan headers and changed when the update to the latest Vulkan headers was integrated in 5118f08 GL Pixel History small code clean up in CalculateFragmentDepthTests Move constant out of inner loop. Remove if test for depth test being enabled and set the depth function to GL_ALWAYS if the depth test is disabled. GL Pixel History set preMod.depth before call to QueryPostModPerFragment Copy the postMod depth to next history's preMod depth. The preMode depth is used to prime the depth buffer in QueryPostModPerFragment. Use GL_ANY_SAMPLES_PASSED instead of GL_SAMPLES_PASSED Closes baldurk#2972 GL_SAMPLES_PASSED is not supported by GLES. The pixel history test is already using a 1x1 scissor test, GL_ANY_SAMPLES_PASSED should be the same as GL_SAMPLES_PASSED. The pixel history logic is only testing for non-zero passing samples, the precise value is not used. Workaround nVidia crash in SetGraphicsRoot32BitConstants replay When Num32BitValuesToSet = 0, set valid dummy pointer for pSrcData. nVidia driver crashes if pSrcData is NULL. Add Qt:WindowStaysOnTopHint to resource preview Closes baldurk#2971 Qt on Ubuntu 23.04 includes qt/qtbase@f9e4402ffe, which during show() under certain scenarios (for example Qt::ToolTip windows) would destroy and recreate the xcb window. Adding Qt:WindowStaysOnTopHint to the window flags for ToolTip windows prevents the xcb window from being destroyed and recreated during show(). Vk tests ignore default pipeline in headless mode Fixes crash trying to launch VK_Compute_Only Use innertype id to look up image type. Closes baldurk#2970 Fixes incorrect shader debugging for ImageFetch operation on arrays on buffers (and certain scenarios of arrays of textures). Set name on newly created named metadata. Closes baldurk#2981 (credit Yun) Add missing ")" R11G11B10 GetBufferFormatString() "[[packed(r11g11b10]] float3" -> "[[packed(r11g11b10)]] float3" There was a missing ")" Test null DSV in D3D12::GetRenderOutputSubresource Prevents a crash when refreshing the overlay for am unbound Texture resource and the pipeline state does not have a bound DSV. Related to 742e3de which changed the internal behaviour of FillResourceView().
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Description
The dimension arguments are read from the
argBuf
resource, which is accessed via the Map method. However, (due to lack of synchronization?), it takes some time for the Map action to take effect, and before that the contents read from the pointer are all zeros. Therefore, the values of dispatchDimension can be all zeros, which lead to incorrect results in the event browser.Some workarounds that might help:
I didn't find any content related to thread synchronization on the documentation of
ID3D12Resource::Map
, but the synchronization operations in theD3D12DebugManager::GetBufferData
do solve the problem.Steps to reproduce
I've sent you the capture file and a screenshot via email.
Diff of my modification:
Environment
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