<d1b2>
<tnt> There is definitely data currently captured. But saving just yields what I attached.
<azonenberg>
Hmmmmmm
<azonenberg>
the metadata file shows no waveforms
<d1b2>
<tnt> If I try to load it here, it crashes actually : unhandled exception (type std::exception) in signal handler: what: yaml-cpp: error at line 17, column 17: bad conversion Trace/breakpoint trap
<azonenberg>
yeah i dont thinik it liks heaving no data
<azonenberg>
If you open the history window after collecting the waveforms
<azonenberg>
do you see anything?
<azonenberg>
i just tested in a current built 2 mins ago loading a digital waveform from a file and re-saving it and it worked as expected
<azonenberg>
wondering if maybe agilent driver bug or something, although i cant see how that would be possible
<d1b2>
<tnt> History window is empty 🤔
<azonenberg>
Ok so that's the reason nothing is being saved
<azonenberg>
it iterates through history to generate the waveforms being written to disk
<azonenberg>
Why there's nothign in history is another question
<d1b2>
<tnt> I press the "start trigger button (single shot)", then I launch the script that triggers the GPIB message. Scope has been setup (using its local UI) to trigger on that. Then a few seconds later, I get the data appear in scopehal.
<d1b2>
<tnt> But nothing in history.
<d1b2>
<tnt> Ok, so I enabled one of the analog channel and a line appeared in history after retrigerring.
<azonenberg>
and then if you save to a session does it work correctly?
<azonenberg>
its been a while since i've tested a pure LA
<d1b2>
<tnt> Well a few second after that it crashed.
<azonenberg>
Lol lovely
<azonenberg>
can i get a stack trace?
<d1b2>
<tnt> ** (glscopeclient:25399): ERROR **: 17:04:05.871: unhandled exception (type std::exception) in signal handler: what: vk::Device::waitForFences: ErrorDeviceLost
<d1b2>
<tnt> is all I have.
<d1b2>
<tnt> I was probably too zoomed out and that fucks up the GPU when displaying too much data of analog trace.
<azonenberg>
yes we have seen device lost errors before with slower gpus and large zooms, possible internal timeouts
<azonenberg>
it may be necessary to break up one shader call into several smaller ones
<d1b2>
<tnt> So yeah, I retried now and saving when one analog channel is enabled works.