https://groups.google.com/a/chromium.org/g/blink-dev/c/_eetFP94I8c
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Glad that you were able to figure it out! And yeah, that can be a
non-obvious requirement of operating in a worker. I'll see if there's any
sensible places for us to surface that to the rest of the community.
--Brandon
On Wed, Aug 2, 2023 at 11:26 PM wenhan chong wrote:
> Hi Brandon,
>
> Thanks
Hi Brandon,
Thanks for looking at this. I compared you sample code against the code in
my app and saw that the render loop on my worker thread was causing the
issue. It seems that having a render loop on the worker prevents control
from returning to the ui thread, thus suppressing any errors th
Hi Wenhan!
I [wrote a quick test](https://codepen.io/toji/pen/ZEmVypz) to try this out
and I'm able to see the uncapturederror events in the worker and forward
them on to the main thread for logging.
Is there a reduced version of the code that's producing the issue that you
could share? Because o
Hi All,
I am trying to use WebGPU uncapturederror listener to detect unexpected
errors that happen during render time. I notice that errors are suppressed
and not captured when I am rendering to an offscreen canvas on a worker. I
tested this by forcing a simple GPUValidationError in the shaders