Crash when rendering portals

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Marisa the Magician
 
 
Posts: 3879
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Crash when rendering portals

Post by Marisa the Magician »

After the Vulkan shader compiler was fixed recently, I noticed that this began to happen. As soon as any portal is about to render, there will be a crash.

The backtrace is as follows (triggered by turning around to see the mirror in Kinsie's Test Map):

Code: Select all

#0  VkRenderPassSetup::CreatePipeline(VkPipelineKey const&) (this=0x55555c557a60, key=...) at /media/Data/Development/active/gzdoom/src/common/rendering/vulkan/renderer/vk_renderpass.cpp:364
#1  0x0000555555917475 in VkRenderPassSetup::GetPipeline(VkPipelineKey const&) (this=0x55555c557a60, key=...) at /media/Data/Development/active/gzdoom/src/common/rendering/vulkan/renderer/vk_renderpass.cpp:346
#2  0x0000555555912027 in VkRenderState::ApplyRenderPass(int) (this=this@entry=0x55555dac57b0, dt=dt@entry=3) at /media/Data/Development/active/gzdoom/src/common/rendering/vulkan/renderer/vk_renderstate.cpp:265
#3  0x000055555591222d in VkRenderState::Apply(int) (this=this@entry=0x55555dac57b0, dt=3) at /media/Data/Development/active/gzdoom/src/common/rendering/vulkan/renderer/vk_renderstate.cpp:191
#4  0x00005555559124e2 in VkRenderState::Draw(int, int, int, bool) (this=0x55555dac57b0, dt=<optimized out>, index=10222, count=4, apply=<optimized out>) at /media/Data/Development/active/gzdoom/src/common/rendering/vulkan/renderer/vk_renderstate.cpp:58
#5  0x00005555558da04b in HWPortal::DrawPortalStencil(FRenderState&, int) (this=0x7fffc8104cc0, state=..., pass=2) at /media/Data/Development/active/gzdoom/src/rendering/hwrenderer/scene/hw_portal.cpp:222
#6  0x00005555558da916 in HWPortal::RemoveStencil(HWDrawInfo*, FRenderState&, bool) (this=this@entry=0x7fffc8104cc0, di=di@entry=0x5555601e43f0, state=..., usestencil=usestencil@entry=false) at /media/Data/Development/active/gzdoom/src/rendering/hwrenderer/scene/hw_portal.cpp:389
#7  0x00005555558d09a8 in HWDrawInfo::RenderPortal(HWPortal*, FRenderState&, bool) (this=this@entry=0x5555601e43f0, p=p@entry=0x7fffc8104cc0, state=..., usestencil=usestencil@entry=false) at /media/Data/Development/active/gzdoom/src/rendering/hwrenderer/scene/hw_drawinfo.cpp:568
#8  0x00005555558d9fdc in FPortalSceneState::RenderPortal(HWPortal*, FRenderState&, bool, HWDrawInfo*) (outer_di=0x5555601e43f0, usestencil=false, state=..., p=0x7fffc8104cc0, this=0x0) at /media/Data/Development/active/gzdoom/src/rendering/hwrenderer/scene/hw_portal.cpp:170
#9  FPortalSceneState::RenderFirstSkyPortal(int, HWDrawInfo*, FRenderState&) (this=this@entry=0x5555568c2340 <portalState>, recursion=0, outer_di=outer_di@entry=0x5555601e43f0, state=...) at /media/Data/Development/active/gzdoom/src/rendering/hwrenderer/scene/hw_portal.cpp:160
#10 0x00005555558d0efc in HWDrawInfo::DrawScene(int) (this=0x5555601e43f0, drawmode=<optimized out>) at /media/Data/Development/active/gzdoom/src/rendering/hwrenderer/scene/hw_drawinfo.cpp:692
#11 0x0000555555ab6157 in RenderViewpoint(FRenderViewpoint&, AActor*, IntRect*, float, float, float, bool, bool) (mainvp=..., camera=<optimized out>, bounds=0x0, fov=90, ratio=1.60000002, fovratio=1.33333302, mainview=true, toscreen=true) at /media/Data/Development/active/gzdoom/src/rendering/hwrenderer/hw_entrypoint.cpp:167
#12 0x0000555555ab7025 in RenderView(player_t*) (player=0x5555568dbfa0 <players>) at /media/Data/Development/active/gzdoom/src/rendering/hwrenderer/hw_entrypoint.cpp:381
#13 0x000055555596aaa1 in operator() (__closure=<optimized out>) at /media/Data/Development/active/gzdoom/src/d_main.cpp:968
#14 std::__invoke_impl<void, D_Display()::<lambda()>&> (__f=<optimized out>) at /usr/include/c++/12.1.0/bits/invoke.h:61
#15 std::__invoke_r<void, D_Display()::<lambda()>&> (__fn=<optimized out>) at /usr/include/c++/12.1.0/bits/invoke.h:111
#16 std::_Function_handler<void(), D_Display()::<lambda()> >::_M_invoke(const std::_Any_data &) (__functor=<optimized out>) at /usr/include/c++/12.1.0/bits/std_function.h:290
#17 0x000055555596b6ab in std::function<void ()>::operator()() const (this=0x7fffffffcc10) at /usr/include/c++/12.1.0/bits/std_function.h:591
#18 D_Render(std::function<void ()>, bool) (action=..., interpolate=<optimized out>) at /media/Data/Development/active/gzdoom/src/d_main.cpp:406
#19 0x000055555596c299 in D_Display() () at /media/Data/Development/active/gzdoom/src/d_main.cpp:966
#20 0x000055555596d00d in D_DoomLoop() () at /media/Data/Development/active/gzdoom/src/d_main.cpp:1200
#21 0x0000555555970d85 in D_DoomMain_Internal () at /media/Data/Development/active/gzdoom/src/d_main.cpp:3594
#22 GameMain() () at /media/Data/Development/active/gzdoom/src/d_main.cpp:3624
#23 0x0000555555798c44 in main(int, char**) (argc=<optimized out>, argv=0x7fffffffdfe8) at /media/Data/Development/active/gzdoom/src/common/platform/posix/sdl/i_main.cpp:194
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Xeotroid
Posts: 399
Joined: Sat Jun 23, 2012 7:44 am
Graphics Processor: nVidia with Vulkan support
Location: Czech Rep.

Re: Crash when rendering portals

Post by Xeotroid »

Yes, this happens to me too. I wanted to make a new bug report for "crashes on map load on certain maps," good thing I didn't :D. The timeline for me is as follows:
gzdoom-x86-g4.8pre-396-gbeeb5f00a: Last working build, going back fixes the crashes
gzdoom-x64-g4.8pre-399-g2be13e1b9: Crashes in the main menu (fixed now, but maybe relevant?)
gzdoom-x64-g4.8pre-405-gda97269ea: Crashes on viewing skies in any map
Attached are some crash reports for posterity.
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Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 48543
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: Crash when rendering portals

Post by Graf Zahl »

fixed. It was another shader index issue.

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