[Fixed] Commit 2be13e1b crashes Vulkan renderer on startup

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Commit 2be13e1b crashes Vulkan renderer on startup

Postby lemming » Sat May 14, 2022 9:57 am

Platform: Windows 10, x64
Commit: 2be13e1b9f2735660fb147048f35d23628023214 ("- changed shader loader to load only one shader at a time")
Compile environment: VS 2022, building x64
Bug: When the Vulkan renderer is selected, GZDoom crashes to desktop with a write AV to a null address, right after maximizing the window on startup, but before showing the menu screen. The GL renderer is unaffected.

I'm running self-built binaries, so I don't think you can use my dump files directly. Here's a snapshot of what I can see in the debugger:

Exception:
Code: Select allExpand view
Unhandled exception at 0x00007FF74F9676D7 (gzdoom.exe) in minidump.mdmp: 0xC0000005: Access violation writing location 0x0000000000000000.


Call stack:
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>   [Inline Frame] gzdoom.exe!std::_Compressed_pair<std::default_delete<VulkanShader>,VulkanShader *,1>::{ctor}(std::_One_then_variadic_args_t) Line 1375   C++
    [Inline Frame] gzdoom.exe!std::unique_ptr<VulkanShader,std::default_delete<VulkanShader>>::{ctor}(std::unique_ptr<VulkanShader,std::default_delete<VulkanShader>> &&) Line 3197   C++
    [Inline Frame] gzdoom.exe!std::_Construct_in_place(VkShaderProgram &) Line 149   C++
    [Inline Frame] gzdoom.exe!std::vector<VkShaderProgram,std::allocator<VkShaderProgram>>::_Emplace_back_with_unused_capacity(VkShaderProgram &&) Line 821   C++
    [Inline Frame] gzdoom.exe!std::vector<VkShaderProgram,std::allocator<VkShaderProgram>>::_Emplace_one_at_back(VkShaderProgram &&) Line 806   C++
    [Inline Frame] gzdoom.exe!std::vector<VkShaderProgram,std::allocator<VkShaderProgram>>::emplace_back(VkShaderProgram &&) Line 888   C++
    [Inline Frame] gzdoom.exe!std::vector<VkShaderProgram,std::allocator<VkShaderProgram>>::push_back(VkShaderProgram &&) Line 902   C++
    gzdoom.exe!VkShaderManager::CompileNextShader() Line 96   C++
    gzdoom.exe!D_InitGame(const FIWADInfo * iwad_info, TArray<FString,FString> & allwads, TArray<FString,FString> & pwads) Line 3359   C++
    gzdoom.exe!D_DoomMain_Internal() Line 3586   C++
    gzdoom.exe!GameMain() Line 3624   C++
    gzdoom.exe!DoMain(HINSTANCE__ * hInstance) Line 981   C++
    gzdoom.exe!wWinMain(HINSTANCE__ * hInstance, HINSTANCE__ * nothing, wchar_t * cmdline, int nCmdShow) Line 1272   C++


Locals:
Code: Select allExpand view
+      _Val1   default_delete   std::default_delete<VulkanShader> &&
      forward   forward (0)   FParser::<unnamed-enum-forward>
+      this   0x880008dd70751b7c default_delete   std::_Compressed_pair<std::default_delete<VulkanShader>,VulkanShader *,1> *
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lemming
 
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Re: Commit 2be13e1b crashes Vulkan renderer on startup

Postby Rachael » Sat May 14, 2022 11:35 am

Possibly related to (or duplicate of) this? viewtopic.php?f=7&t=75346
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Re: Commit 2be13e1b crashes Vulkan renderer on startup

Postby Marisa the Magician » Sat May 14, 2022 4:17 pm

Yeah it's the same crash.
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Graphics Processor: nVidia with Vulkan support

Re: Commit 2be13e1b crashes Vulkan renderer on startup

Postby Graf Zahl » Sun May 15, 2022 1:14 am

fixed. There were two index out of range issues in the rewritten shader compiler code.
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