Commit 2be13e1b crashes Vulkan renderer on startup

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lemming
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Joined: Sat Nov 10, 2018 11:29 pm

Commit 2be13e1b crashes Vulkan renderer on startup

Post by lemming »

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 all

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:

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+		_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> *
Attachments
CrashReport.zip
(26.47 KiB) Downloaded 19 times
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Rachael
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Re: Commit 2be13e1b crashes Vulkan renderer on startup

Post by Rachael »

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

Post by Marisa the Magician »

Yeah it's the same crash.
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Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
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Re: Commit 2be13e1b crashes Vulkan renderer on startup

Post by Graf Zahl »

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