[g3.4pre-330-gec13b77717]Crash when Near Certain Lights
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- Xane123
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[g3.4pre-330-gec13b77717]Crash when Near Certain Lights
I really have no explanation about this bug, but it only affects the OpenGL renderer; Basically, I updated my game's engine source code to the "latest" version (this) and my weapon inexplicably started flashing every color of the rainbow when I moved, but along with that, it'd crash every time I went over certain areas in my game's maps. It seems these areas involve dynamic lights, as turning them off in options stops the crashes until they're turned on again, but I couldn't make a demonstration WAD to show this in a controlled environment so I took two of the maps from my game that do the crash consistently and put them in a WAD.
Try it out in the two levels included in this test WAD; Walk forward in both MAP01 and MAP02 and the game will crash for an unknown reason consistently. It didn't do this before recent commits to GZDoom but since it breaks my game, I'm reporting it as a bug.
Attached are the two crash reports. Please fix this as it's pretty unstable...
Try it out in the two levels included in this test WAD; Walk forward in both MAP01 and MAP02 and the game will crash for an unknown reason consistently. It didn't do this before recent commits to GZDoom but since it breaks my game, I'm reporting it as a bug.
Attached are the two crash reports. Please fix this as it's pretty unstable...
- Attachments
-
- CrashReport_MAP01.zip
- MAP01's crash report
- (34.15 KiB) Downloaded 25 times
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- CrashReport_MAP02.zip
- MAP02's crash report
- (46.17 KiB) Downloaded 28 times
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49067
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: [g3.4pre-330-gec13b77717]Crash when Near Certain Lights
This should be fixed by now. That devbuild was made from a commit that still had bugs in the light code.
Please retest when the next one comes online.
Please retest when the next one comes online.
- Xane123
- Posts: 165
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Re: [g3.4pre-330-gec13b77717]Crash when Near Certain Lights
I updated to the latest commit but the crash still occurs when I go under the lights (MAP01 tested in my demonstration WAD) in both the DRD Team GZDoom May 1st build and my updated compiled build. I've attached its crash report but the error seems to be the same as before.
It's good the updates fixed the flashy rainbow weapons but this crashing bug hasn't been fixed just yet...
It's good the updates fixed the flashy rainbow weapons but this crashing bug hasn't been fixed just yet...
- Attachments
-
- CrashReport.zip
- Crash report for AREA2 (full version of demo WAD's MAP01)
- (27.06 KiB) Downloaded 23 times
- Marisa the Magician
- Posts: 3886
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Re: [g3.4pre-330-gec13b77717]Crash when Near Certain Lights
I'm experiencing the same crash since commit fbbf2f8 too.
Still happens on 9bdb0f2 (the one from 7 hours ago).
Edit: I loaded E1M1 with lights.pk3 and walked up to a lamp. Here's a stack trace of when it happens: http://ix.io/19aB
The exact offending line is src/hwrenderer/scene/hw_spritelight.cpp:107
mShadowMap is null in this case.
Still happens on 9bdb0f2 (the one from 7 hours ago).
Edit: I loaded E1M1 with lights.pk3 and walked up to a lamp. Here's a stack trace of when it happens: http://ix.io/19aB
The exact offending line is src/hwrenderer/scene/hw_spritelight.cpp:107
Code: Select all
if (frac > 0 && (!light->shadowmapped || mShadowMap->ShadowTest(light, { x, y, z })))
-
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Re: [g3.4pre-330-gec13b77717]Crash when Near Certain Lights
I can confirm this bug when it was initially reported. Right as you responded that it's gonna be fixed, it was actually fixed.
Now it's broken again.
Now it's broken again.
Re: [g3.4pre-330-gec13b77717]Crash when Near Certain Lights
this is the bug with bloom filter: in src/gl/scene/gl_scene.cpp — GLSceneDrawer::RenderViewpoint(), engine calls `FDrawInfo::EndDrawInfo();`, but later if bloom is on, call to `DrawEndScene2D()` made, which is using gl renderer… but at that time the renderer is already finalized and destroyed. so, NULL dereference and BOOM! segfault.
for now, you can turn off bloom filter, and wait for a patch. ;-)
p.s. it is not `mShadowMap` that is NULL, it is `this`; and `mShadowMap` is a field, so...
for now, you can turn off bloom filter, and wait for a patch. ;-)
p.s. it is not `mShadowMap` that is NULL, it is `this`; and `mShadowMap` is a field, so...
Last edited by ketmar on Tue May 01, 2018 10:56 am, edited 1 time in total.
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49067
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: [g3.4pre-330-gec13b77717]Crash when Near Certain Lights
Thanks for mentioning. That's why I didn'T see it.doomed_stranger wrote: bloom filter:
- Marisa the Magician
- Posts: 3886
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Re: [g3.4pre-330-gec13b77717]Crash when Near Certain Lights
Heh, yeah, I was digging deeper into gdb and also noticed that gl_drawinfo is null, my bad.
Re: [g3.4pre-330-gec13b77717]Crash when Near Certain Lights
yeah, it cheated me too at first, and it took me some time to realize that the bug has nothing to do with shadowmaps at all. ;-)
- Xane123
- Posts: 165
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Re: [g3.4pre-330-gec13b77717]Crash when Near Certain Lights
Well, I updated my game's engine code yesterday and yep, the crash isn't there anymore! Thanks to whoever fixed it!
Will my other bug reports be noticed, though...?
Will my other bug reports be noticed, though...?