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IOS Metal error with DotLottie when adding vello plugin #67

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AngeloMateus opened this issue Jul 21, 2024 · 4 comments
Closed

IOS Metal error with DotLottie when adding vello plugin #67

AngeloMateus opened this issue Jul 21, 2024 · 4 comments

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@AngeloMateus
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AngeloMateus commented Jul 21, 2024

Updated from v0.3.3 to 0.5.1 Lottie animations were working perfectly on IOS pre update.
Now when adding VelloPlugin, it still builds fine, but the app crashes on launch with:

-[MTLDebugComputeCommandEncoder dispatchThreadgroups:threadsPerThreadgroup:]:1054: failed assertion `(threadgroupsPerGrid.width(0) * threadgroupsPerGrid.y(1) * threadgroupsPerGrid.depth(1))(0) must not be 0.'

The only useful thread I found on this was this post

@simbleau
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simbleau commented Jul 21, 2024

This sounds like a bug of Vello, not bevy_vello. Vello uses a heuristic to determine the appropriate thread count. It might not be correct for iOS. Perhaps bring it up with them?

@AngeloMateus AngeloMateus closed this as not planned Won't fix, can't repro, duplicate, stale Jul 21, 2024
@DJMcNab
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DJMcNab commented Jul 21, 2024

This would appear to be linebender/vello#537 (comment)

Can you confirm which shader this is failing on?

@AngeloMateus
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AngeloMateus commented Jul 21, 2024

I'm not sure where I would find this, the error above is all I get from the crash, could you point me in the right direction?

Edit: I'm not using wgls shaders with Vello I'm using it with Lottie animations

@simbleau
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simbleau commented Jul 21, 2024

The error distinctly mentions Compute, which would point to either 1) the hardware not supporting compute, or 2) an change to compute shaders caused a bug, which is what @DJMcNab was pointing out.

A little bit of context here, bevy_vello doesn't have or use any compute shaders, but its underlying render backend vello does.

You can file an issue here, where this should be tracked: https://github.com/linebender/vello/issues

Once Vello updates with a bug fix, I can update bevy_vello with that patch.

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