Maybe this bug could be more easily tracked down when the amount of vertices is actually much higher - since in this case it seems to crash almost immediatelly.
I understand there is some 'maximum queue' size GPU could handle - but the engine should be able to track size of all commands and not outgrown it.
So what else could break ordering ?
As it's very easy to trigger the problem with higher max - maybe it could be used to deduce which part of code unexpectedly touches the command queue ?
(but of course it's just my naive assumption about how the SNA driver works).
Maybe this bug could be more easily tracked down when the amount of vertices is actually much higher - since in this case it seems to crash almost immediatelly.
I understand there is some 'maximum queue' size GPU could handle - but the engine should be able to track size of all commands and not outgrown it.
So what else could break ordering ?
As it's very easy to trigger the problem with higher max - maybe it could be used to deduce which part of code unexpectedly touches the command queue ?
(but of course it's just my naive assumption about how the SNA driver works).