The gzdoom/qzdoom crash when the level ends

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Mortrixs
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Joined: Fri Aug 24, 2018 3:24 pm

The gzdoom/qzdoom crash when the level ends

Post by Mortrixs »

i donwloaded gzdoom today but i have a problem everytime i end a level gzdoom crash then i can progress unless i use cheats this happens in opengl mode i patched gzdoom with the wtfi cuz i have windows 10 and intel hd graphics
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CrashReport.zip
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Last edited by Mortrixs on Sat Aug 25, 2018 2:42 pm, edited 1 time in total.
_mental_
 
 
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Re: The gzdoom/qzdoom crash when the level ends

Post by _mental_ »

Please post a crash report.
Mortrixs
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Joined: Fri Aug 24, 2018 3:24 pm

Re: The gzdoom/qzdoom crash when the level ends

Post by Mortrixs »

Here is the crash report
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CrashReport.zip
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_mental_
 
 
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Re: The gzdoom/qzdoom crash when the level ends

Post by _mental_ »

It crashes inside Intel OpenGL driver. This was reported already but no one knows how to make this buggy driver to work.
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fakemai
Posts: 342
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Graphics Processor: Intel (Legacy GZDoom)
Location: Australia

Re: The gzdoom/qzdoom crash when the level ends

Post by fakemai »

No idea if it'll be any help but I did actually manage to get a proper backtrace of the crash, including the call history in the DRI library a little while ago. That's for Mesa 13.0.6 and also (not-so-current anymore) Git of GZDoom (7817e6a7b250378361e7abe191a81fe984a78aa2). I can try and reproduce it again if that's not enough.

Code: Select all

Thread 1 "gzdoom" received signal SIGSEGV, Segmentation fault.
__memcpy_ssse3 () at ../sysdeps/x86_64/multiarch/memcpy-ssse3.S:130
130	../sysdeps/x86_64/multiarch/memcpy-ssse3.S: No such file or directory.
(gdb) backtrace
#0  __memcpy_ssse3 () at ../sysdeps/x86_64/multiarch/memcpy-ssse3.S:130
#1  0x00007fffd8a6917f in copy_array_to_vbo_array (brw=brw@entry=0x555558529ed0, min=min@entry=0, max=max@entry=3, buffer=buffer@entry=0x55555854e558, 
    dst_stride=dst_stride@entry=24, element=<optimized out>) at brw_draw_upload.c:425
#2  0x00007fffd8a69f41 in brw_prepare_vertices (brw=brw@entry=0x555558529ed0) at brw_draw_upload.c:625
#3  0x00007fffd8a6a2f6 in brw_emit_vertices (brw=0x555558529ed0) at brw_draw_upload.c:772
#4  0x00007fffd8a830a9 in check_and_emit_atom (atom=0x55555854ffb0, state=<synthetic pointer>, brw=0x555558529ed0) at brw_state_upload.c:762
#5  brw_upload_pipeline_state (pipeline=BRW_RENDER_PIPELINE, brw=0x555558529ed0, brw@entry=0x55555854ffe0) at brw_state_upload.c:875
#6  brw_upload_render_state (brw=brw@entry=0x555558529ed0) at brw_state_upload.c:897
#7  0x00007fffd8a6840c in brw_try_draw_prims (indirect=0x0, stream=0, xfb_obj=0x0, max_index=<optimized out>, min_index=<optimized out>, 
    index_bounds_valid=<optimized out>, ib=<optimized out>, nr_prims=1, prims=<optimized out>, arrays=0x5555586a2918, ctx=0x555558529ed0) at brw_draw.c:584
#8  brw_draw_prims (ctx=0x555558529ed0, prims=<optimized out>, nr_prims=1, ib=<optimized out>, index_bounds_valid=<optimized out>, 
    min_index=<optimized out>, max_index=<optimized out>, gl_xfb_obj=0x0, stream=0, indirect=0x0) at brw_draw.c:675
#9  0x00007fffd884c54c in vbo_validated_drawrangeelements (ctx=ctx@entry=0x555558529ed0, mode=mode@entry=4, 
    index_bounds_valid=index_bounds_valid@entry=0 '\000', start=start@entry=4294967295, end=end@entry=4294967295, count=count@entry=6, type=5125, 
    indices=0x0, basevertex=0, numInstances=1, baseInstance=0) at vbo/vbo_exec_array.c:813
#10 0x00007fffd884cd47 in vbo_exec_DrawElements (mode=4, count=6, type=5125, indices=0x0) at vbo/vbo_exec_array.c:949
#11 0x0000555556057d68 in FGLRenderer::Draw2D (this=0x555559648270, drawer=0x555558482628) at /home/mai/src/git/gzdoom/src/gl/renderer/gl_renderer.cpp:633
#12 0x0000555556073150 in OpenGLFrameBuffer::Draw2D (this=0x555558482620) at /home/mai/src/git/gzdoom/src/gl/system/gl_framebuffer.cpp:510
#13 0x000055555606406d in FGLRenderer::CopyToBackbuffer (this=0x555559648270, bounds=0x0, applyGamma=true)
    at /home/mai/src/git/gzdoom/src/gl/renderer/gl_postprocess.cpp:698
#14 0x0000555556063e76 in FGLRenderer::Flush (this=0x555559648270) at /home/mai/src/git/gzdoom/src/gl/renderer/gl_postprocess.cpp:667
#15 0x00005555560722c1 in OpenGLFrameBuffer::Update (this=0x555558482620) at /home/mai/src/git/gzdoom/src/gl/system/gl_framebuffer.cpp:159
#16 0x0000555555d90233 in D_Display () at /home/mai/src/git/gzdoom/src/d_main.cpp:913
#17 0x0000555555d90604 in D_DoomLoop () at /home/mai/src/git/gzdoom/src/d_main.cpp:1036
#18 0x0000555555d946be in D_DoomMain () at /home/mai/src/git/gzdoom/src/d_main.cpp:2721
#19 0x00005555558da8d9 in main (argc=1, argv=0x7fffffffe428) at /home/mai/src/git/gzdoom/src/posix/sdl/i_main.cpp:259
(gdb) quit
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Graf Zahl
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Lead GZDoom+Raze Developer
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Re: The gzdoom/qzdoom crash when the level ends

Post by Graf Zahl »

The backtrace doesn't provide much help, you'd have to track down on which memory location it aborts and how that relates to the data being passed in.
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fakemai
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Graphics Processor: Intel (Legacy GZDoom)
Location: Australia

Re: The gzdoom/qzdoom crash when the level ends

Post by fakemai »

If the process to get useful info out of it can be explained to a regular user type person (i.e. me) I'm happy to try and do it. I'm only a little familiar with gdb, and programming in general.
Mortrixs
Posts: 3
Joined: Fri Aug 24, 2018 3:24 pm

Re: The gzdoom/qzdoom crash when the level ends

Post by Mortrixs »

I downloaded an older version of GZDOOM
3.3.0 doesn't seems to have this issue
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