Launch problem "Assertion '!(__hi < __lo)' failed."

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Kzer-Za
Posts: 509
Joined: Sat Aug 19, 2017 11:52 pm
Graphics Processor: nVidia (Modern GZDoom)

Launch problem "Assertion '!(__hi < __lo)' failed."

Post by Kzer-Za »

I have a freshly installed Raze, no settings changed.

I'm on Linux. Kernel: 5.4.159-1-MANJARO. Video:

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Device-1: NVIDIA G92 [GeForce 9800 GT] driver: nouveau v: kernel
Display: x11 server: X.Org 1.21.1.1 driver: loaded: modesetting resolution: 1920x1080~60Hz
OpenGL: renderer: NV92 v: 3.3 Mesa 21.2.5
I try to launch Raze via

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raze -glversion 3.3 
I use parameter -glversion 3.3 because without it both Raze and GZDoom produce this error:

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X connection to :0 broken (explicit kill or server shutdown).
This error, as I understand, is due to some regression in Mesa, so I just launch GZDoom with the aforementioned parameter. With it GZDoom works fine. But Raze produces this error:

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/usr/include/c++/11.1.0/bits/stl_algo.h:3658: constexpr const _Tp& std::clamp(const _Tp&, const _Tp&, const _Tp&) [with _Tp = int]: Assertion '!(__hi < __lo)' failed.
What can I do about it? Thanks in advance.
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mjr4077au
Posts: 829
Joined: Sun Jun 16, 2019 9:17 pm
Graphics Processor: nVidia with Vulkan support
Location: Gosford NSW, Australia
Contact:

Re: Launch problem "Assertion '!(__hi < __lo)' failed."

Post by mjr4077au »

I'd clean out your build directory and re-build the project from scratch. I have no idea why you'd be hitting an assertion in the STL, would need to see the full stack trace.
Kzer-Za
Posts: 509
Joined: Sat Aug 19, 2017 11:52 pm
Graphics Processor: nVidia (Modern GZDoom)

Re: Launch problem "Assertion '!(__hi < __lo)' failed."

Post by Kzer-Za »

I have rebuilt it, but I still get the same error.
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Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
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Location: Germany

Re: Launch problem "Assertion '!(__hi < __lo)' failed."

Post by Graf Zahl »

We still need a stack trace because the assert alone gives us no information where this function is called with bad parameters.
Kzer-Za
Posts: 509
Joined: Sat Aug 19, 2017 11:52 pm
Graphics Processor: nVidia (Modern GZDoom)

Re: Launch problem "Assertion '!(__hi < __lo)' failed."

Post by Kzer-Za »

And how do I get it?
Kzer-Za
Posts: 509
Joined: Sat Aug 19, 2017 11:52 pm
Graphics Processor: nVidia (Modern GZDoom)

Re: Launch problem "Assertion '!(__hi < __lo)' failed."

Post by Kzer-Za »

Ahem? I'm sorry, but what about the last question? How do I get the stack trace?
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Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49056
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Location: Germany

Re: Launch problem "Assertion '!(__hi < __lo)' failed."

Post by Graf Zahl »

doesn't it print one or save a crash log when you get that message?
If the app just aborts we got a problem, because this is something we simply cannot fix without knowing what's causing it.
_mental_
 
 
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Re: Launch problem "Assertion '!(__hi < __lo)' failed."

Post by _mental_ »

It's a Debug build, I guess. Install GDB, run Raze under it (gdb ./raze inside build directory), and do bt command when it stops on this assertion.
Kzer-Za
Posts: 509
Joined: Sat Aug 19, 2017 11:52 pm
Graphics Processor: nVidia (Modern GZDoom)

Re: Launch problem "Assertion '!(__hi < __lo)' failed."

Post by Kzer-Za »

Graf Zahl wrote:doesn't it print one or save a crash log when you get that message?
If the app just aborts we got a problem, because this is something we simply cannot fix without knowing what's causing it.
Is the crash log supposed to be in raze.log file? It doesn't seem to have anything that would shed the light on this:

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Log started: 2021-11-24 22:15:56
OS: Manjaro Linux, Linux 5.4.159-1-MANJARO on x86_64
 adding /usr/lib/raze/raze.pk3, 2711 lumps
 adding /mnt/Data/Games/Duke/DUKE3D.GRP, 456 lumps
 adding /mnt/Data/Games/Duke/, 1 lumps
CPU Vendor ID: AuthenticAMD
  Name: AMD FX(tm)-4300 Quad-Core Processor 
  Family 21 (21), Model 2, Stepping 0
  Features: SSE2 SSE3 SSSE3 SSE4.1 SSE4.2 AVX F16C FMA3 BMI1 HyperThreading
Loading "engine/widescreen.def"

I_InitSound: Initializing OpenAL
  Opened device Built-in Audio Analog Stereo
  EFX enabled
No GENMIDI lump found. OPL playback not available.
script parsing took 99.47 ms
Compiling: 'game.con'.
  * WARNING.(GAME.CON, line 3330) Expected an identifier, got a numeric literal 1.
Compilation time:102.83 ms, Code Size:64824 bytes. 1795 labels. 0/512 Variables.
Using video driver x11
Emulating OpenGL v 3.3
GL_VENDOR: nouveau
GL_RENDERER: NV92
GL_VERSION: 3.3 (Core Profile) Mesa 21.2.5 (Core profile)
GL_SHADING_LANGUAGE_VERSION: 3.30
GL_EXTENSIONS: GL_AMD_conservative_depth GL_AMD_performance_monitor GL_AMD_shader_trinary_minmax GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixel_storage GL_ARB_conditional_render_inverted GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_robustness GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_objects GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_texture_barrier GL_ARB_texture_buffer_object GL_ARB_texture_buffer_range GL_ARB_texture_compression_rgtc GL_ARB_texture_filter_anisotropic GL_ARB_texture_float GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ATI_blend_equation_separate GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_EGL_image_storage GL_EXT_EGL_sync GL_EXT_abgr GL_EXT_blend_equation_separate GL_EXT_depth_bounds_test GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_pixel_buffer_object GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_shader_integer_mix GL_EXT_texture_array GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_mirror_clamp GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array_bgra GL_EXT_window_rectangles GL_IBM_multimode_draw_arrays GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_parallel_shader_compile GL_KHR_texture_compression_astc_ldr GL_KHR_texture_compression_astc_sliced_3d GL_MESA_pack_invert GL_MESA_shader_integer_functions GL_MESA_texture_signed_rgba GL_NV_conditional_render GL_NV_copy_image GL_NV_depth_clamp GL_NV_packed_depth_stencil GL_NV_texture_barrier GL_NV_vdpau_interop GL_OES_EGL_image GL_S3_s3tc
Max. texture size: 8192
Max. texture units: 16
Max. varying: 60
Max. uniform block size: 65536
Uniform block alignment: 256
Resolution: 640 x 480
player 1 of 1 (1 nodes)
The output in the command line is less verbose, but it contains the error that I included in the first message in this thread:

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Raze 1.2pre-548-gb7c7328cd-m - 2021-11-21 10:19:52 +0100 - SDL version
Compiled on Nov 22 2021

Log started: 2021-11-24 22:15:56
OS: Manjaro Linux, Linux 5.4.159-1-MANJARO on x86_64
 adding /usr/lib/raze/raze.pk3, 2711 lumps
 adding /mnt/Data/Games/Duke/DUKE3D.GRP, 456 lumps
 adding /mnt/Data/Games/Duke/, 1 lumps
CPU Vendor ID: AuthenticAMD
  Name: AMD FX(tm)-4300 Quad-Core Processor 
  Family 21 (21), Model 2, Stepping 0
  Features: SSE2 SSE3 SSSE3 SSE4.1 SSE4.2 AVX F16C FMA3 BMI1 HyperThreading
Loading "engine/widescreen.def"

I_InitSound: Initializing OpenAL
[ALSOFT] (EE) Failed to set real-time priority for thread: Operation not permitted (1)
[ALSOFT] (EE) Failed to set real-time priority for thread: Operation not permitted (1)
  Opened device Built-in Audio Analog Stereo
  EFX enabled
No GENMIDI lump found. OPL playback not available.
script parsing took 99.47 ms
Compiling: 'game.con'.
  * WARNING.(GAME.CON, line 3330) Expected an identifier, got a numeric literal 1.
Compilation time:102.83 ms, Code Size:64824 bytes. 1795 labels. 0/512 Variables.
Using video driver x11
Emulating OpenGL v 3.3
GL_VENDOR: nouveau
GL_RENDERER: NV92
GL_VERSION: 3.3 (Core Profile) Mesa 21.2.5 (Core profile)
GL_SHADING_LANGUAGE_VERSION: 3.30

Max. texture size: 8192
Max. texture units: 16
Max. varying: 60
Max. uniform block size: 65536
Uniform block alignment: 256
Resolution: 640 x 480
player 1 of 1 (1 nodes)
/usr/include/c++/11.1.0/bits/stl_algo.h:3658: constexpr const _Tp& std::clamp(const _Tp&, const _Tp&, const _Tp&) [with _Tp = int]: Assertion '!(__hi < __lo)' failed.
zsh: abort (core dumped)  raze -glversion 3.3
Kzer-Za
Posts: 509
Joined: Sat Aug 19, 2017 11:52 pm
Graphics Processor: nVidia (Modern GZDoom)

Re: Launch problem "Assertion '!(__hi < __lo)' failed."

Post by Kzer-Za »

_mental_ wrote:It's a Debug build, I guess. Install GDB, run Raze under it (gdb ./raze inside build directory), and do bt command when it stops on this assertion.
Thanks, I will try it. But it will probably be only tomorrow.
Kzer-Za
Posts: 509
Joined: Sat Aug 19, 2017 11:52 pm
Graphics Processor: nVidia (Modern GZDoom)

Re: Launch problem "Assertion '!(__hi < __lo)' failed."

Post by Kzer-Za »

Hm, when I compile Raze myself, it can be launched (with visual glitches). Previously I was trying to launch the version installed from AUR package "raze-git".

Like I said, the version compiled manually can be launched, but I observe visual glitches with it: one of 3 varieties.

a. Black screen with a row of very small pictures in psychedelic colors at the bottom of the screen.

b. Almost normal picture, except that the bottom left corner of the screen is obscured with a big black triangle.

c. The combination of a and b. I'm going to attach two screenshots of this variety.

Here is the raze.log:

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Log started: 2021-11-25 07:57:08
OS: Manjaro Linux, Linux 5.4.159-1-MANJARO on x86_64
 adding /home/denis/Downloads/raze_build/raze/build/raze.pk3, 2711 lumps
 adding /mnt/Data/Games/Duke/DUKE3D.GRP, 456 lumps
 adding /mnt/Data/Games/Duke/, 1 lumps
CPU Vendor ID: AuthenticAMD
  Name: AMD FX(tm)-4300 Quad-Core Processor 
  Family 21 (21), Model 2, Stepping 0
  Features: SSE2 SSE3 SSSE3 SSE4.1 SSE4.2 AVX F16C FMA3 BMI1 HyperThreading
Loading "engine/widescreen.def"

I_InitSound: Initializing OpenAL
  Opened device Built-in Audio Analog Stereo
  EFX enabled
No GENMIDI lump found. OPL playback not available.
script parsing took 161.74 ms
Compiling: 'game.con'.
  * WARNING.(GAME.CON, line 3330) Expected an identifier, got a numeric literal 1.
Compilation time:247.62 ms, Code Size:64824 bytes. 1795 labels. 0/512 Variables.
Using video driver x11
Emulating OpenGL v 3.3
GL_VENDOR: nouveau
GL_RENDERER: NV92
GL_VERSION: 3.3 (Core Profile) Mesa 21.2.5 (Core profile)
GL_SHADING_LANGUAGE_VERSION: 3.30
GL_EXTENSIONS: GL_AMD_conservative_depth GL_AMD_performance_monitor GL_AMD_shader_trinary_minmax GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixel_storage GL_ARB_conditional_render_inverted GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_robustness GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_objects GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_texture_barrier GL_ARB_texture_buffer_object GL_ARB_texture_buffer_range GL_ARB_texture_compression_rgtc GL_ARB_texture_filter_anisotropic GL_ARB_texture_float GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ATI_blend_equation_separate GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_EGL_image_storage GL_EXT_EGL_sync GL_EXT_abgr GL_EXT_blend_equation_separate GL_EXT_depth_bounds_test GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_pixel_buffer_object GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_shader_integer_mix GL_EXT_texture_array GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_mirror_clamp GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array_bgra GL_EXT_window_rectangles GL_IBM_multimode_draw_arrays GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_parallel_shader_compile GL_KHR_texture_compression_astc_ldr GL_KHR_texture_compression_astc_sliced_3d GL_MESA_pack_invert GL_MESA_shader_integer_functions GL_MESA_texture_signed_rgba GL_NV_conditional_render GL_NV_copy_image GL_NV_depth_clamp GL_NV_packed_depth_stencil GL_NV_texture_barrier GL_NV_vdpau_interop GL_OES_EGL_image GL_S3_s3tc
Max. texture size: 8192
Max. texture units: 16
Max. varying: 60
Max. uniform block size: 65536
Uniform block alignment: 256
Resolution: 640 x 480
player 1 of 1 (1 nodes)
E1L1: Hollywood Holocaust
And here is the output of

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(gdb) run -glversion 3.3

Code: Select all

Starting program: /home/denis/Downloads/raze_build/raze/build/raze -glversion 3.3
[Thread debugging using libthread_db enabled]
Using host libthread_db library "/usr/lib/libthread_db.so.1".
[Detaching after vfork from child process 6564]
[New Thread 0x7ffff5e5f640 (LWP 6565)]
[Thread 0x7ffff5e5f640 (LWP 6565) exited]
[New Thread 0x7ffff56b1640 (LWP 6566)]
[New Thread 0x7ffff4eb0640 (LWP 6567)]
[New Thread 0x7fffdbfff640 (LWP 6568)]
[New Thread 0x7fffd13fa640 (LWP 6569)]
[New Thread 0x7ffff5e5f640 (LWP 6580)]
[Thread 0x7ffff5e5f640 (LWP 6580) exited]
[New Thread 0x7ffff5e5f640 (LWP 6581)]
[Thread 0x7ffff5e5f640 (LWP 6581) exited]
[New Thread 0x7fffc8f4c640 (LWP 6582)]
[New Thread 0x7fffc3fff640 (LWP 6583)]
[Thread 0x7fffc3fff640 (LWP 6583) exited]
[Thread 0x7fffc8f4c640 (LWP 6582) exited]
[New Thread 0x7fffc8f4c640 (LWP 6584)]
[New Thread 0x7fffc3fff640 (LWP 6585)]
[Thread 0x7fffc3fff640 (LWP 6585) exited]
[Thread 0x7fffc8f4c640 (LWP 6584) exited]
[New Thread 0x7fffc8f4c640 (LWP 6586)]
[Thread 0x7fffc8f4c640 (LWP 6586) exited]
[New Thread 0x7fffc8f4c640 (LWP 6587)]
[Thread 0x7fffc8f4c640 (LWP 6587) exited]
[New Thread 0x7fffc8f4c640 (LWP 6588)]
[Thread 0x7fffc8f4c640 (LWP 6588) exited]
[New Thread 0x7fffc8f4c640 (LWP 6589)]
[Thread 0x7fffc8f4c640 (LWP 6589) exited]
[New Thread 0x7ffff5e5f640 (LWP 6590)]
[Thread 0x7ffff5e5f640 (LWP 6590) exited]
[New Thread 0x7fffc8f4c640 (LWP 6591)]
[New Thread 0x7fffc3fff640 (LWP 6592)]
[New Thread 0x7fffc37fe640 (LWP 6593)]
[New Thread 0x7fffc2ffd640 (LWP 6594)]
[New Thread 0x7ffff5e5f640 (LWP 6607)]
[Thread 0x7ffff5e5f640 (LWP 6607) exited]
[New Thread 0x7ffff5e5f640 (LWP 6608)]
[Thread 0x7ffff5e5f640 (LWP 6608) exited]
[New Thread 0x7fffc27fc640 (LWP 6609)]
[New Thread 0x7fffc1ffb640 (LWP 6610)]
[Thread 0x7fffc1ffb640 (LWP 6610) exited]
[Thread 0x7fffc27fc640 (LWP 6609) exited]
[New Thread 0x7fffc27fc640 (LWP 6611)]
[New Thread 0x7fffc1ffb640 (LWP 6612)]
[Thread 0x7fffc1ffb640 (LWP 6612) exited]
[Thread 0x7fffc27fc640 (LWP 6611) exited]
[New Thread 0x7fffc27fc640 (LWP 6613)]
[Thread 0x7fffc27fc640 (LWP 6613) exited]
[New Thread 0x7fffc27fc640 (LWP 6614)]
[Thread 0x7fffc27fc640 (LWP 6614) exited]
[New Thread 0x7fffc27fc640 (LWP 6615)]
[Thread 0x7fffc27fc640 (LWP 6615) exited]
[New Thread 0x7fffc27fc640 (LWP 6616)]
[Thread 0x7fffc27fc640 (LWP 6616) exited]
[New Thread 0x7ffff5e5f640 (LWP 6617)]
[Thread 0x7ffff5e5f640 (LWP 6617) exited]
[Thread 0x7fffc2ffd640 (LWP 6594) exited]
[Thread 0x7fffdbfff640 (LWP 6568) exited]
[Thread 0x7ffff4eb0640 (LWP 6567) exited]
[Thread 0x7fffd13fa640 (LWP 6569) exited]
[Thread 0x7ffff56b1640 (LWP 6566) exited]
[Thread 0x7fffc37fe640 (LWP 6593) exited]
[Thread 0x7fffc8f4c640 (LWP 6591) exited]
[Thread 0x7ffff641a880 (LWP 6563) exited]
[Inferior 1 (process 6563) exited normally]
Attachments
2021-11-25_07-57-33.jpg
2021-11-25_07-57-45.jpg
Kzer-Za
Posts: 509
Joined: Sat Aug 19, 2017 11:52 pm
Graphics Processor: nVidia (Modern GZDoom)

Re: Launch problem "Assertion '!(__hi < __lo)' failed."

Post by Kzer-Za »

It definitely is an issue of nouveau drivers. I wrote in the first post that GZDoom works fine with them. That turned out to be not completely true: at each reboot it is decided randomly whether both GZDoom and Raze will display anything at all or not. I can boot up my machine and find that everything works as I described: GZDoom works fine, Raze have visual glitches. Reboot, and both of them display only black screen. Reboot, everything back to the above-described picture. Reboot, black screen in both engines.

The solution seems to be to just not use nouveau. At least, after I switched back to proprietary nvidia drivers, I observe no glitches in either engine.
User avatar
mjr4077au
Posts: 829
Joined: Sun Jun 16, 2019 9:17 pm
Graphics Processor: nVidia with Vulkan support
Location: Gosford NSW, Australia
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Re: Launch problem "Assertion '!(__hi < __lo)' failed."

Post by mjr4077au »

We think these issues are related: viewtopic.php?f=2&t=73957

We replaced some internally developed solutions with those from the STL and apparently some bad calls that the older implementation allowed are not permitted by the STL. We'll leave this open just for now.
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mjr4077au
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Re: Launch problem "Assertion '!(__hi < __lo)' failed."

Post by mjr4077au »

This has been fixed on a work branch, thanks for the report :)
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