Comments (4)
My guess is that with your change example is running out of transient buffers. Solution is to increase size of transient buffers. But that's for user to determine how big transient buffers need to be for their specific use case.
from bgfx.
Thanks for the suggestion, I tried playing with that, but I don't think its the reason.
Looking at getCaps() and getStats() after I submit my rendering, it shows:
caps->limits.transientVbSize is 6291456
caps->limits.transientIbSize is 2097152
stats->transientVbUsed is 1088800
stats->transientIbUsed is 24
So it seems the limits are not being hit even when the bug occurs.
I also tried bumping both transientVbSize and transientIbSize by 10x, but the bug still happens.
from bgfx.
Couple more data points on this bug;
- I tried overallocating all resources by 10x, to check its not a buffer overflow type bug (ie add "size*10" to the realloc calls in nanovg.cpp and nanovg_bgfx.cpp), but the bug still occurs
- I synced the original nanovg repo and build the native example, but did not repro there.
So I think the bug might be somewhere in nanovg_bgfx.cpp
from bgfx.
So I think the bug might be somewhere in nanovg_bgfx.cpp
Scope of NanoVG in bgfx is that example. If there is bug, you can submit fix, but example as is sufficient to demonstrate that bgfx could be used for 2D rendering.
from bgfx.
Related Issues (20)
- Clean macOS build of examplesDebug crashes with [MTLRenderPipelineReflectionInternal vertexBindings] exception HOT 6
- Vulkan renderer crashes after only a couple thousand draw calls. HOT 12
- One test fails HOT 4
- Dynamic vertex buffers getting overwritten after bgfx::update HOT 19
- With GL renderer and wayland, switching to full screen with crtl-f results in nothing (nvidia) or not much (amd) being rendered HOT 2
- Blitting between two textures with BackbufferRatio sizes crashes when window is resized
- xx-splat - 3D Gaussian Splatting for Real-Time Radiance Field Rendering HOT 11
- Vulkan fail to create swapchain on Wayland (Call to a X11 function ?) HOT 9
- Bug: DX3D12 crash in Debug mode HOT 7
- Small fix on soname defining on ldflags for Android examples. HOT 2
- Crash on linux (default backend - vulkan) with custom window handle and native display is NULL HOT 6
- Shaderc.cpp incorrectly adds PSSL preamble to compute shader HOT 1
- macOS version compatibility HOT 2
- Bad Vulkan performance due to weak index/vertex buffer management HOT 1
- Crash on resize: Nvidia RTX 4090 + Vulkan + Linux HOT 3
- Metal: example-01-helloworld corrupted render when MSAA is enabled HOT 2
- Shifted window buffer location when resizing a window HOT 1
- Vulkan Backend - incorrect mipmap generation for cubemap frame buffers. HOT 4
- Unable to build bgfx for iOS Simulator x86_64 arch HOT 4
- Vulkan on Android: the frame isn't updating (ONLY THE FIRST FRAME IS RENDERED) HOT 4
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