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Crash when supplying too large mesh #3928
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I tested this: rec.log(
"big",
&rerun::Mesh3D::new(vec![[0.0, 0.0, 0.0]; 1_000_000_000]),
)?; and got no crash, at least not on the native viewer. It seems like the limit is pretty large, and this issue is more theoretical than the texture size limit |
@roym899 do you remember how you got this issue? I missed to write the down the exact circumstances |
default max buffer size is speced at 256mb https://www.w3.org/TR/webgpu/#limits |
Looks like we can also hit this limit when supplying a lot of plot data. The crash then happens when egui tries to resize its staging buffer for uploading the data
|
…uffers) (#5053) ### What We already did this for textures, was overdue to do it for buffers as well. * fixes #3928 * fixes #5051 ### Checklist * [x] I have read and agree to [Contributor Guide](https://github.com/rerun-io/rerun/blob/main/CONTRIBUTING.md) and the [Code of Conduct](https://github.com/rerun-io/rerun/blob/main/CODE_OF_CONDUCT.md) * [x] I've included a screenshot or gif (if applicable) * [x] I have tested the web demo (if applicable): * Using newly built examples: [app.rerun.io](https://app.rerun.io/pr/5053/index.html) * Using examples from latest `main` build: [app.rerun.io](https://app.rerun.io/pr/5053/index.html?manifest_url=https://app.rerun.io/version/main/examples_manifest.json) * Using full set of examples from `nightly` build: [app.rerun.io](https://app.rerun.io/pr/5053/index.html?manifest_url=https://app.rerun.io/version/nightly/examples_manifest.json) * [x] The PR title and labels are set such as to maximize their usefulness for the next release's CHANGELOG - [PR Build Summary](https://build.rerun.io/pr/5053) - [Docs preview](https://rerun.io/preview/3d6c0ddd06db9e8500fd715637e6cbf30c08ab06/docs) <!--DOCS-PREVIEW--> - [Examples preview](https://rerun.io/preview/3d6c0ddd06db9e8500fd715637e6cbf30c08ab06/examples) <!--EXAMPLES-PREVIEW--> - [Recent benchmark results](https://build.rerun.io/graphs/crates.html) - [Wasm size tracking](https://build.rerun.io/graphs/sizes.html)
Similar to too large textures previously, we have issues with too large buffers. Easiest way to get a too large buffer is to supply a too large mesh through any api.
Just as before we need more extensive vetting of user supplied data and need to tell wgpu to allow the largest possible buffer.
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