GLSL Vulcan Device Errors on MacOS

Hi, I am consistently getting Vulcan Device Errors and a total Crash of Touchdesigner whenever I save code for a GLSL Top that is somehow incorrect. This happens to me a lot in a variety of different scenarios. I don’t know exactly why, but it seems that some types of GLSL errors are not caught and lead to system panic. Any help on this would be greatly appreciated.

Touchdesigner Commercial
64-bit Build 2022.33910

MacOS Ventura 13.5.1 (22G90)

Model Name: MacBook Pro (14-inch, 2021)
Model Identifier: MacBookPro18,4
Model Number: Z15H0013ZD/A
Chip: Apple M1 Max
Total Number of Cores: 10 (8 performance and 2 efficiency)
Memory: 64 GB
System Firmware Version: 8422.141.2
OS Loader Version: 8422.141.2

Chipset Model: Apple M1 Max
Type: GPU
Bus: Built-In
Total Number of Cores: 32
Vendor: Apple (0x106b)
Metal Support: Metal 3


Vulkan is much more sensible to errors and can lead to driver crashes, bringing down TouchDesigner.

Do you have a specific file / sample that cause a crash for us to reproduce and see if we can do anything about it ?

Do you get a crash report?


Where exactly would I find a crash report?

In these cases I just get bombarded with a series of error popups and usually lose my work so it’s hard to recreate the exact files. Next time it happens I will post a toe file and glsl code to make it crash.

Sorry for the delay. This didn’t happen for a while and I just figured out a consistently reproducible case. This is not the only way to get this error, but it’s the one I have today. It seems to be related to things being referenced that no longer exist.

To reproduce:

  • Run the attached .toe file.
  • Comment out the specified line
  • Click ‘viewer active’ button

GLSL-Crash.toe (4.6 KB)

Does anyone have a workaround here? It seems to emerge arbitrarily. Like I have a shader which sets a color to vec4(0.0) and it works and then when I change it to vec4(1.0) suddenly it crashes TD.