[Fixed] GZDoom GLES 4.6.0a specific very fatal error issue

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GZDoom GLES 4.6.0a specific very fatal error issue

Postby Starman the Blaziken » Sun May 23, 2021 11:06 pm

So, I was trying to run just the SWWM GZ mod (and is only this mod after testing other 3D focused mods) about a good moment ago on the experimental GLES mode and it gave me a very fatal crashing error.
I have the normal stuff I would put in my individual version folders, just being IWADs not immediately recognized like HACX or Rise of the Wool Ball and just some settings and bind changes too when I ran the engine as normal. Seemingly though is not able to run it in this mode without crashing on me when it finishes loading specifically.

I say specifically though because when I copy and unzip the ZIP file this experimental branch version is in to another test-y kind of folder in the exact same mode while turning off texture filtering only, it can load the mod seemingly alright without the error crasher. I did test to see if the normal GZD 4.6.0, GLES 4.6.0a, and the freshly unzipped one runs it in OpenGL and it all runs it with no after loading error ether.

I posted the crash report file as well below.
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Re: GZDoom GLES 4.6.0a specific very fatal error issue

Postby Rachael » Mon May 24, 2021 2:54 am

Yes, it definitely crashes inside of GZDoom here, however it is inside of a thread and there is no info other than that. I'm going to have to make the thing print a little more debugging on startup.

Are you using GLES mode or regular GL mode with the pipelining?
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Re: GZDoom GLES 4.6.0a specific very fatal error issue

Postby Rachael » Mon May 24, 2021 3:57 am

It is having trouble binding the shaders, I am not exactly sure why, but I am trying to look into it.
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Re: GZDoom GLES 4.6.0a specific very fatal error issue

Postby emile_b » Mon May 24, 2021 4:03 am

Rachael wrote:It is having trouble binding the shaders, I am not exactly sure why, but I am trying to look into it.


Sorry this was probably my fault, are they custom shaders?

Try setting setting gl_customshader to false on the command line:

I removed the default setting of this to false here because the CVAR isn't in Raze, it could be moved to the common folder.

https://github.com/drdteam/gzdoom-gles/ ... 6e61a2006e
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Re: GZDoom GLES 4.6.0a specific very fatal error issue

Postby Rachael » Mon May 24, 2021 5:19 am

I can't be sure if this is the case, even with those CVARs disabled it still crashes. I also created a custom copy of SWWM with the GLDEFS completely removed and it still crashes.
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Re: GZDoom GLES 4.6.0a specific very fatal error issue

Postby emile_b » Mon May 24, 2021 5:22 am

Rachael wrote:I can't be sure if this is the case, even with those CVARs disabled it still crashes. I also created a custom copy of SWWM with the GLDEFS completely removed and it still crashes.


Ok thanks for testing, it could be a certain combination of features which is causing a bad shader compile. Let me know if you find anything, I can take a look when I get home tonight also.
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Re: GZDoom GLES 4.6.0a specific very fatal error issue

Postby Rachael » Mon May 24, 2021 5:29 am

Strangely it only crashes on certain Doom IWADs. If I start it with any other IWAD it starts fine.
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Re: GZDoom GLES 4.6.0a specific very fatal error issue

Postby Rachael » Mon May 24, 2021 5:42 am

Okay so this crash is a tough one to track down, and it's putting me on a wild goose chase. The last couple of crashes I had were related to memory allocation - the most recent one I had was due to memory allocation from my NVidia OpenGL driver.
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Re: GZDoom GLES 4.6.0a specific very fatal error issue

Postby emile_b » Mon May 24, 2021 5:49 am

https://github.com/drdteam/gzdoom-gles/ ... s.cpp#L214

Try putting a break point here, remembered the buffer resize isn't finished yet, if the default buffers are too small there will be memory issues. I Need to fix this asap.
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Re: GZDoom GLES 4.6.0a specific very fatal error issue

Postby Rachael » Mon May 24, 2021 6:58 am

That breakpoint is not hit before the crash.
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Re: GZDoom GLES 4.6.0a specific very fatal error issue

Postby emile_b » Mon May 24, 2021 10:42 am

OK I had a look.. yes I agree very strange.

I downloaded the mod here:
viewtopic.php?f=43&t=67687

Then ran doom2.wad with "-file swwmgz_m.pk3"

I get a crash before even any renderer has been initialized (Somewhere deep in PClassActor::StaticInit ()).

BUT I tested a clean copy of GZDoom and it also has the same crash when running in debug mode When I changed to Release mode it worked again..

Edit I used this commit:
https://github.com/coelckers/gzdoom/com ... 5e2e7521a8
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Re: GZDoom GLES 4.6.0a specific very fatal error issue

Postby emile_b » Mon May 24, 2021 11:04 am

OK I see my problem, debug mode enables asserts!

Yes apart from the assert in codgen.c, there is something wrong with the shaders as you said, taking a look.
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Re: GZDoom GLES 4.6.0a specific very fatal error issue

Postby emile_b » Mon May 24, 2021 1:49 pm

This fixes it for me:
https://github.com/emileb/gzdoom/commit ... 6526355177

For me was was still trying to load the texture shaders, it is now forced off for GLES2. Also did some other small fixes.

There are still (unrelated) asserts in codegen.c when running in debug mode and loading this mod but I do not know if these are real issues or not.
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Re: GZDoom GLES 4.6.0a specific very fatal error issue

Postby Rachael » Mon May 24, 2021 2:37 pm

Yeah the asserts need to be addressed but that's a problem in the mainline GZDoom. Thank you, I'll grab that commit.
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Re: GZDoom GLES 4.6.0a specific very fatal error issue

Postby Marisa Kirisame » Thu May 27, 2021 3:04 am

For cases like these I would at least want to know why my shaders break so I can make them compatible (if possible).

Also that assert does raise questions.
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