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Project manager crashes when opening in 4.1.dev4 due to OpenGL regression (Windows, AMD) #77760

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xlljc opened this issue Jun 2, 2023 · 35 comments · Fixed by #77985
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@xlljc
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xlljc commented Jun 2, 2023

Godot version

Godot_4.1.dev4

System information

windows10

Issue description

I tried to open godot_4.1.dev4 on my windows10 machine and found it crashed. The godot console did not have any valid error messages. I have two Windows 10 machines and both crashed

p1 configuration:
AMD Ryzen 7 5800X
32.0 GB
AMD Radeon RX6600

pc2 configuration:
AMD Ryzen 7 5800H
32.0 GB
NVIDIA GeForce RTX 3070 Laptop

Steps to reproduce

Run editor

Minimal reproduction project

none

@xlljc
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xlljc commented Jun 2, 2023

2023-06-02_122334
gif

@miketgv
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miketgv commented Jun 2, 2023

same issue on my side

@bitsawer
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bitsawer commented Jun 2, 2023

Do any previous Godot versions work? Do you think this is a regression or is this the first time you are trying out Godot?

@xlljc
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xlljc commented Jun 2, 2023

Do any previous Godot versions work? Do you think this is a regression or is this the first time you are trying out Godot?

I've been trying the latest versions, from dev1 to dev4, and the first three are all working

@Zireael07
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Looks like a regression then

@xlljc
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xlljc commented Jun 2, 2023

same issue on my side

I found that I couldn't open the project list, but I was able to just drag the. godot file into godot.exe and the editor worked fine

@KJO
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KJO commented Jun 2, 2023

Same issue here.

windows 10 with amd rx6800

crashes while recompiling gles3 cached shaders

@bitsawer
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bitsawer commented Jun 2, 2023

godot file into godot.exe and the editor worked fine

crashes while recompiling gles3 cached shaders

The Godot project manager uses OpenGL renderer by default, so if things work better by running the editor directly (and the actual project uses Forward Plus or Mobile renderer) it might have something to do with OpenGL renderer.

You can try to bypass the project manager and edit project directly by drag-and-dropping or using --editor and --path command line arguments and see if the project editor starts directly: https://docs.godotengine.org/en/stable/tutorials/editor/command_line_tutorial.html Or maybe even test with different --rendering-method command line arguments. See also check out --help.

@KJO
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KJO commented Jun 2, 2023

Drag and drop worked

@miketgv
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miketgv commented Jun 2, 2023

Drag and drop worked for me also

@miketgv
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miketgv commented Jun 2, 2023

I made it work with --rendering-driver vulkan.
you can create a shortcut to Godot_v4.1-dev4_mono_win64.exe and in Properties add --rendering-driver vulkan => functioning Project Manager

@Calinou
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Calinou commented Jun 2, 2023

This may be a regression from #76092, even though #77163 was already merged in 4.1.dev4.

Can you reproduce this issue in 4.0.3? Also, can you reproduce the issue in 4.1.dev4 without Mono?

@miketgv
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miketgv commented Jun 2, 2023

This may be a regression from #76092, even though #77163 was already merged in 4.1.dev4.

Can you reproduce this issue in 4.0.3? Also, can you reproduce the issue in 4.1.dev4 without Mono?

I've just tried 4.1dev4 without mono and behaves the same (crashes on normal run, works with --rendering-driver vulkan)
I'm currently working on a project on 4.0.3 and works as expected
Also previous versions of 4.1(dev1, dev2, dev3) worked normally on my side.

Possible AMD issue? I also have AMD Ryzen 5900HX CPU + RX 6800M GPU as the users above

@Calinou Calinou changed the title Godot_mono4.1.dev4 windows10 running editor crashes Project manager crashes when opening in 4.1.dev4 due to OpenGL regression Jun 2, 2023
@Calinou Calinou added this to the 4.1 milestone Jun 2, 2023
@akien-mga
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This may be a regression from #76092, even though #77163 was already merged in 4.1.dev4.

Both were already merged in 4.1.dev3, so if the regression happened between dev3 and dev4, it should be a different PR.

This is more likely to be caused by one of these changes to drivers/gles3/ between dev3 and dev4:

commit f2e91eae639406a5fccea0210042a3e79760d502
Merge: aa739bae4f 391a1bf60e
Author: Rémi Verschelde <rverschelde@gmail.com>
Date:   Mon May 29 10:29:08 2023 +0200

    Merge pull request #77224 from patrickdown/implement_texture_2d_layered_initialize
    
    Implemented texture_2D_layered_initialize

commit 391a1bf60e757c59cfd32e9e1dd851b57cc7c1d1
Author: patrickdown <patrick.down@gmail.com>
Date:   Thu May 18 11:41:17 2023 -0400

    Implemented texture_2D_layered_initialize

commit f6dcd7f51a65f9fbc4c98583016bc85d130b3106
Merge: 08fcf27038 43b0702a02
Author: Yuri Sizov <11782833+YuriSizov@users.noreply.github.com>
Date:   Sat May 27 17:28:29 2023 +0200

    Merge pull request #75181 from dalexeev/fix-light-only-mode
    
    Fix "Light Only" mode of `CanvasItemMaterial`

commit 6d3634e29f32d1d481a2d71e3eb7cc0718bde0a9
Author: Dani Frank <pdaniq@gmail.com>
Date:   Sat Mar 25 12:46:33 2023 +0300

    fix gles texture uniform array binding

commit 43b0702a0266a823ae42d0c048a6d6baeaceaa06
Author: Danil Alexeev <danil@alexeev.xyz>
Date:   Tue Mar 21 12:18:15 2023 +0300

    Fix "Light Only" mode of `CanvasItemMaterial`

@BastiaanOlij
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@akien-mga sadly I don't have a mono setup here (really should rectify this) but a normal master build runs fine so it has to be a mono specific regression.

Having a look at the commits you mentioned, nothing stands out. Anything in 391a1bf60e757c59cfd32e9e1dd851b57cc7c1d1 would have resulted in console output, 43b0702a0266a823ae42d0c048a6d6baeaceaa06 doesn't seem to structurally change anything, I'm not entirely sure what 6d3634e29f32d1d481a2d71e3eb7cc0718bde0a9 is about but nothing stands out that would cause mono to panic.

We have had issues in the past with parts of the system calling into the mono system before mono is ready, if we're logging errors early that could explain things, but I would expect those errors to be logged in a normal build too.

I'll see if I can get a mono setup working tomorrow.

@YuriSizov
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@BastiaanOlij The report above suggests that the issue is reproduceable without mono as well. Although...

@miketgv Do you use the self-contained mode? Can you try each version (with mono, without mono) in that mode?

@stilestr
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stilestr commented Jun 2, 2023

Chiming in as another AMD user with the same issue, also NOT using mono, just the regular version.

Launching it immediately gives a grey screen, then crashes. All previous versions work fine, and nothing about my system has changed.
image

Specs:

  • AMD Ryzen 7 5800x
  • AMD Radeon RX 5700 XT
  • 16Gigs of ram
  • Windows 11 Pro 64-bit

Setting the rendering driver to Vulkan in the launch parameters resolves the issue, same as above posters.

Loaded in a previous project that worked and had no issues, so the issue seems to only be on the initial launch

@BSSM7
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BSSM7 commented Jun 2, 2023

same issue here. (windows 10, AMD ryzen 5900x, Radeon 6950xt ,driver: 23.5.2 ==> last driver).

  • I tried earlier versions and worked well.
  • I tried this version (Godot 4.1 dev4) on linux with this pc and it works fine.
  • I tried this version on my laptop (intel core i7 + intel iris xe, windows 10) and it works fine.

maybe an AMD issue.

2023-06-02.15-30-22.mp4

@akien-mga akien-mga changed the title Project manager crashes when opening in 4.1.dev4 due to OpenGL regression Project manager crashes when opening in 4.1.dev4 due to OpenGL regression (Windows, AMD) Jun 2, 2023
@akien-mga akien-mga pinned this issue Jun 2, 2023
@stilestr
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stilestr commented Jun 2, 2023

Since we think it might be an AMD issue I tried on my laptop,

  • Windows 11 Home 64 bit
  • 16Gigs Ram
  • Ryzen 9 4900HS
  • Nvidia RTX 2060

Worked immediately, no issues.

@Calinou
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Calinou commented Jun 2, 2023

OP has mentioned that it crashes on a NVIDIA setup, although they may have used the AMD integrated graphics if they overrode the selection (Godot requests the dedicated GPU by default).

@stilestr
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stilestr commented Jun 2, 2023

I actually found the opposite to be true on my laptop. It was requesting the integrated AMD graphics by default, and it would crash. I have Godot set to force use my dedicated card for a while now, as I was getting crashes on 4.0.3 with the dedicated AMD graphics when using Forward+.

Just to be thorough, I forced it to run on integrated, and it crashed same as it was on my desktop

@RedworkDE
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To help narrow down the issue, could someone with this issue go though these builds and report which cause a crash and which start into the project manager without problems: https://mega.nz/folder/AjYRiTga#jyCIWuI_MW1HOic89VEozg

@stilestr
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stilestr commented Jun 2, 2023

To help narrow down the issue, could someone with this issue go though these builds and report which cause a crash and which start into the project manager without problems: https://mega.nz/folder/AjYRiTga#jyCIWuI_MW1HOic89VEozg

  1. f6dcd7f
  2. 6d3634e
  3. 43b0702
  4. a67d37f

All of these worked.

Number 3 had a certificate error in the console window but still appeared to work fine

@RedworkDE
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RedworkDE commented Jun 2, 2023

@akien-mga
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Maybe related to #73450.

@BastiaanOlij
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Reading up on this, yeah must be AMD related then, for me the same thing, testing on NVidia I have no issues.

Has anyone been able to run this on a full debug build with --gpu-validation and --verbose switches?

@RedworkDE
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RedworkDE commented Jun 3, 2023

Maybe related to #73450.

Unlikely, a round of remote bisection (#77760 (comment)) points at #77224 tho it hasn't been confirmed yet

(Again if someone with this issue could please run these #77760 (comment) and report back if they crash or open the project manager)

Either way the currently remaining commits that may have caused this are:

f2e91eae639406a5fccea0210042a3e79760d502 (refs/bisect/bad) Merge pull request #77224 from patrickdown/implement_texture_2d_layered_initialize
391a1bf60e757c59cfd32e9e1dd851b57cc7c1d1 Implemented texture_2D_layered_initialize

@KJO
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KJO commented Jun 3, 2023

Tested all 3 custom builds and they ran fine on windows 10, amd rx6800

@RedworkDE
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Thanks, which confirms this to be a regression from #77224, as one of them was master with just that PR reverted.

@clayjohn
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clayjohn commented Jun 3, 2023

Has anyone reproduced the bug on a debug build and can post a stack trace?

@FranckRJ
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FranckRJ commented Jun 3, 2023

I've got this but I don't know if it's useful:

Exception thrown at 0x00007FF8BA27236A (atio6axx.dll) in godot.windows.editor.x86_64.exe: 0xC0000005: Access violation reading location 0xFFFFFFFFFFFFFFFF.

atio6axx.dll!00007ff8ba27236a()	Unknown
atio6axx.dll!00007ff8ba272a06()	Unknown
atio6axx.dll!00007ff8ba271f75()	Unknown
atio6axx.dll!00007ff8ba1e5d3e()	Unknown
atio6axx.dll!00007ff8ba3208fe()	Unknown
atio6axx.dll!00007ff8b9efb79e()	Unknown
atio6axx.dll!00007ff8b9e8c4d0()	Unknown
atio6axx.dll!00007ff8b9e8e488()	Unknown
atio6axx.dll!00007ff8b9e4a4ce()	Unknown
atio6axx.dll!00007ff8b99e6991()	Unknown
atio6axx.dll!00007ff8b9dd46ed()	Unknown
atio6axx.dll!00007ff8b9d65f36()	Unknown
atio6axx.dll!00007ff8b9d5ce58()	Unknown
atio6axx.dll!00007ff8b9aca84f()	Unknown
atio6axx.dll!00007ff8bb7f5096()	Unknown
kernel32.dll!00007ff9780b26ad()	Unknown
ntdll.dll!00007ff978f8a9f8()	Unknown

I'm on Windows 11 Pro 64 bits with a Ryzen 7800X3D / Radeon 7900 XT.

@FranckRJ
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FranckRJ commented Jun 3, 2023

Reading up on this, yeah must be AMD related then, for me the same thing, testing on NVidia I have no issues.

Has anyone been able to run this on a full debug build with --gpu-validation and --verbose switches?

It shows this:

$ ./godot.windows.editor.x86_64.exe --gpu-validation --verbose
Godot Engine v4.1.dev.custom_build.db5113de3 - https://godotengine.org
TextServer: Added interface "Dummy"
TextServer: Added interface "ICU / HarfBuzz / Graphite (Built-in)"
Using "winink" pen tablet driver...
Shader 'CanvasSdfShaderGLES3' SHA256: 72cda41890bce2f09217c172023d31e735a3fee605bad83c8e63f1a981a36a77
Shader 'SkeletonShaderGLES3' SHA256: add3f03e6eebdffdf0073fae42195857307eddada333b82998642329511917a2
Segmentation fault

@BSSM7
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BSSM7 commented Jun 3, 2023

Reading up on this, yeah must be AMD related then, for me the same thing, testing on NVidia I have no issues.

Has anyone been able to run this on a full debug build with --gpu-validation and --verbose switches?

It shows this:

Godot Engine v4.1.dev4.official.5c2295ff5 - https://godotengine.org
TextServer: Added interface "Dummy"
TextServer: Added interface "ICU / HarfBuzz / Graphite (Built-in)"
Using "winink" pen tablet driver...
Shader 'CanvasSdfShaderGLES3' SHA256: 72cda41890bce2f09217c172023d31e735a3fee605bad83c8e63f1a981a36a77
Shader 'SkeletonShaderGLES3' SHA256: add3f03e6eebdffdf0073fae42195857307eddada333b82998642329511917a2
Shader 'ParticlesShaderGLES3' SHA256: 9bf432d37b0b4792d67aa9f577258845d4047e3f98e990aeca6fd20a868c4db2
Shader 'ParticlesCopyShaderGLES3' SHA256: c778843b0cd1c7ce4c621fa2b924f703ac4001faef0555114b81a76c264a6908
Shader 'CopyShaderGLES3' SHA256: b1bc5a355ed9bda23f291956f121e0535b4e81b54cdac398412d200e6133161f
Shader 'CanvasShaderGLES3' SHA256: 007cddfcf35f7d57b219cffec53f6a7d9fe7a1979be4db64c6450cfac6000053
Shader 'CanvasOcclusionShaderGLES3' SHA256: 968915a469db9a7d505be274e8060c8288c15a5865baeb8362b3b0e2cacb16f3
Shader 'SceneShaderGLES3' SHA256: 7978059ed235406c8eb185f813778475d9fb0316458c2782764a5e2dd98e930d
Shader 'SkyShaderGLES3' SHA256: 1fe105946e63973aecf5198091930c2bdb17778012ef0253e325ade3a297e6c8
Shader 'CubemapFilterShaderGLES3' SHA256: 2b651c285a02b7d4221af1827e1613c03e73e600ebc40b9e6a0b22bb855bd75f
OpenGL API 3.3.0 Core Profile Context 23.5.2.230523 - Compatibility - Using Device: ATI Technologies Inc. - AMD Radeon RX 6950 XT
WASAPI: Activated output_

@antimundo
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I think I have the same issue, the Project Manager just doesn't work when I open it.

  • Godot 4.1-beta1 official
  • Windows 10 22H2
  • i5 7600k
  • 16gb ram DDR4
  • AMD RX 6800 16gb
2023-06-09.21-22-39.mp4

@Calinou
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Calinou commented Jun 9, 2023

@antimundo As mentioned in https://godotengine.org/article/dev-snapshot-godot-4-1-beta-1/#known-issues, the fix is only merged in the upcoming 4.1.beta2, not 4.1.beta1. There's a workaround listed in the link:

As a workaround, you can force opening the project manager with Vulkan using Godot_v4.1-beta1_win64.exe --rendering-driver vulkan on the command line.

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