As mentioned in the title, whenever an iMac19,2 owner running 10.15.7 runs my app, which features a scene with grain noise and rendering against a transparent background, it crashes like so:
Crashed: CVDisplayLink
0 libobjc.A.dylib 0x681d objc_msgSend + 29
1 SceneKit 0x250780 SCNMTLComputeCommandEncoder::dispatchOnTexture2DWithoutOptimizedThreadGroupPerGrid(id<MTLTexture>, id<MTLComputePipelineState>) + 104
2 SceneKit 0x15abf6 C3D::getGrainNoise256(id<MTLCommandBuffer>, SCNMTLRenderContext*, C3D::RenderGraphResourceManager&) + 403
3 SceneKit 0xc6a9e C3D::CompositePass::compile() + 1410
4 SceneKit 0x391a46 C3D::RenderGraph::allocateResources() + 2198
5 SceneKit 0x14dc2d C3DEngineContextRenderWithRenderGraph + 52
6 SceneKit 0x22666b -[SCNRenderer _renderSceneWithEngineContext:sceneTime:] + 532
7 SceneKit 0x227222 -[SCNRenderer _drawSceneWithNewRenderer:] + 281
8 SceneKit 0x227786 -[SCNRenderer _drawScene:] + 46
9 SceneKit 0x227c8b -[SCNRenderer _drawAtTime:] + 965
10 SceneKit 0x214d29 -[SCNView _drawAtTime:WithContext:] + 542
11 SceneKit 0x214653 -[SCNView SCN_displayLinkCallback:] + 306
12 SceneKit 0x1af4f8 __69-[NSObject(SCN_DisplayLinkExtensions) SCN_setupDisplayLinkWithQueue:]_block_invoke + 49
13 SceneKit 0x2a1468 __36-[SCNDisplayLink _callbackWithTime:]_block_invoke.13 + 52
14 libdispatch.dylib 0x2658 _dispatch_client_callout + 8
15 libdispatch.dylib 0xe6ec _dispatch_lane_barrier_sync_invoke_and_complete + 60
16 SceneKit 0x2a13c5 -[SCNDisplayLink _callbackWithTime:] + 307
17 SceneKit 0x2a10c6 _cvDisplayLinkCallback + 261
18 CoreVideo 0x2e92 CVDisplayLink::performIO(CVTimeStamp*) + 230
19 CoreVideo 0x22c8 CVDisplayLink::runIOThread() + 626
20 libsystem_pthread.dylib 0x6109 _pthread_start + 148
21 libsystem_pthread.dylib 0x1b8b thread_start + 15
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Since you don't provide a report feature, or let me reply or comment on the issue, I'll post a new issue and link the other one here: https://developer.apple.com/forums/thread/700578
Please give this issue the attention it deserves: deletion so it stops showing up in search results. It's so obviously nonsense that I don't even know where to begin.
I have had a consistent bug since macOS Developer beta 9, and continuing with beta 10. First it happened with Myst from the GOG.com store, version 1.5.3, which is an Unreal Engine 4.26 title, and Apple Silicon native. Then it happened again with the latest release of Wonderbox from Apple Arcade, which is also now an Apple Silicon native title, and another Unreal Engine 4.26 title.
I will launch and play the game while a Skype video call is idling away on my other monitor. Within about 20 minutes of gameplay, the GPU will lock up, and all keyboard shortcuts will stop working. Within about one minute of that happening, the displays will shut off. At least with Wonderbox, the running game audio kept playing, but the game event loop did stop on its own, so the audio that persisted was the background music and the event sounds that were running when it locked up. The audio continues looping, so the game audio thread is still processing at this time.
At this point, the only access I had to the machine was to SSH into it with my iPad, and monitor processes with the top command, which showed that a crash was being logged. After that crash logged, I kill'd the game executable, which stopped the audio. Then I attempted to HUP WindowServer, which only killed it, and didn't bring back my displays.
I eventually sudo reboot'd the machine, which took a while to process, and when I booted back up, it reported that the machine apparently did panic, either before or during my attempted reboot.
The panic logged indicated that the GPU had crashed or something like that.
A snippet of the panic:
panic(cpu 4 caller 0xfffffe00152a95a8): GFX NMI FIQ - agx_interrupt(4) - failed to transition to state 0 (_iopStatus=7)
RTKit: RTKit-1826.40.9.release - Client: not set
Feedback reported, reference number FB9704932
On macOS Monterey beta 7, the Twitter app is no longer producing any sound. I have to share the tweets, and open the link in Safari, to get any sound.