bkaradzic / bgfx

Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
https://bkaradzic.github.io/bgfx/overview.html
BSD 2-Clause "Simplified" License
14.6k stars 1.92k forks source link

Metal crash when texture set as render target #3037

Open Jakub-Doucek opened 1 year ago

Jakub-Doucek commented 1 year ago

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; 
                }
...
attilaz commented 7 months ago

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.