[GZDoom 4.1.2] Vulkan Crashes "AMD 400/500 Series"

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Expand view Topic review: [GZDoom 4.1.2] Vulkan Crashes "AMD 400/500 Series"

Re: [GZDoom 4.1.2] Vulkan Crashes "AMD 400/500 Series"

by _mental_ » Tue Jun 11, 2019 1:44 am

Fixed for me as well.

Re: [GZDoom 4.1.2] Vulkan Crashes "AMD 400/500 Series"

by MasterBeavis » Mon Jun 10, 2019 2:22 pm

Re: [GZDoom 4.1.2] Vulkan Crashes "AMD 400/500 Series"

by dpJudas » Mon Jun 10, 2019 2:17 pm

I pushed another commit that may be the source to that BeginRenderPass crash.

Re: [GZDoom 4.1.2] Vulkan Crashes "AMD 400/500 Series"

by _mental_ » Mon Jun 10, 2019 3:33 am

With this fix I managed to reproduce the crash on Vega occasionally. It's somewhere inside vkCmdBeginRenderPass function.
Spoiler: Callstack
It doesn't happen with validation layers enabled though.

Re: [GZDoom 4.1.2] Vulkan Crashes "AMD 400/500 Series"

by dpJudas » Mon Jun 10, 2019 2:52 am

Oh well. I don't have a clue what is causing the crash then.

Re: [GZDoom 4.1.2] Vulkan Crashes "AMD 400/500 Series"

by MasterBeavis » Mon Jun 10, 2019 2:47 am

Re: [GZDoom 4.1.2] Vulkan Crashes "AMD 400/500 Series"

by dpJudas » Mon Jun 10, 2019 1:15 am

Okay, I pushed a commit that I think may fix the issue reported here. Please test again with the next nightly build.

Re: [GZDoom 4.1.2] Vulkan Crashes "AMD 400/500 Series"

by dpJudas » Sat Jun 08, 2019 12:18 am

Dwailing wrote:More than anything I'm glad I was able to corroborate the issue
Yes, thanks once again in confirming this bug report. And thanks for narrowing it down the bloom pass and seemingly related to load/save code (save game thumbnail, most likely). It will help figuring out what could be causing it.

Re: [GZDoom 4.1.2] Vulkan Crashes "AMD 400/500 Series"

by MasterBeavis » Sat Jun 08, 2019 12:16 am

Rachael wrote:Vulkan is disabled on the 32 bit builds, so that's why it doesn't crash. This doesn't really mean anything.
Yea we already figured that out lol its Bloom in Post Processing with Vulkan thats causing it

Re: [GZDoom 4.1.2] Vulkan Crashes "AMD 400/500 Series"

by Rachael » Sat Jun 08, 2019 12:11 am

Vulkan is disabled on the 32 bit builds, so that's why it doesn't crash. This doesn't really mean anything.

Re: [GZDoom 4.1.2] Vulkan Crashes "AMD 400/500 Series"

by Dwailing » Sat Jun 08, 2019 12:02 am

MasterBeavis wrote:im just glad you narrowed it down more lol
You're the one who got me looking into Display settings, and you were right about it being something in post-processing. I just started trying settings until something broke, lol. You'd probably have gotten there. More than anything I'm glad I was able to corroborate the issue. Would have been bad if this got written off as just a problem with your hardware.

Re: [GZDoom 4.1.2] Vulkan Crashes "AMD 400/500 Series"

by MasterBeavis » Fri Jun 07, 2019 11:43 pm

im just glad you narrowed it down more lol

Re: [GZDoom 4.1.2] Vulkan Crashes "AMD 400/500 Series"

by Dwailing » Fri Jun 07, 2019 11:42 pm

dpJudas wrote:I can see MasterBeavis has multisampling enabled as well. @Beavis: what happens if you turn multisampling off?

It is certainly a possibility that changing settings could cause a problem, but then that should make it stable whenever you're just playing with your normal settings, whatever they might be.

Edit: hmm, the bloom you say?
Yeah, it's bloom, that's definitely what it is. Man, what is it with me and the bloom shader? This is the second time I've been connected to a bug report with it, lol.

Re: [GZDoom 4.1.2] Vulkan Crashes "AMD 400/500 Series"

by Dwailing » Fri Jun 07, 2019 11:41 pm

MasterBeavis wrote:I just turn on Bloom effect, Lens Distortion, and Ambient ocolision and after going in game and saving 2 or 3 times boom crash but turning them off fixes it
I can have Lens Distortion and Ambient Occlusion on, but adding Bloom causes crashing immediately after changing the setting to on. It also causes crashing just having it on after saving and loading.

Re: [GZDoom 4.1.2] Vulkan Crashes "AMD 400/500 Series"

by MasterBeavis » Fri Jun 07, 2019 11:41 pm

Dwailing wrote:Hang on, no, I think I've got it. I, uh, I think it's the Bloom shader again. XD

Edit: Yeah, when I turn bloom off I can save and load as many times as I like, but when I turn it on it immediately crashes when I try to save.
yep you found it mulisampling isnt the issue i tried

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