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Godot 4: gpu/os crash on startup with Vulkan (Linux, Radeon, regression in alpha 13) #65409

Closed MrVegito closed 1 year ago

MrVegito commented 2 years ago

Godot version

4.0 alpha 15 (same problem on older alphas)

System information

Nobara linux 36 KDE (Fedora 36)

Issue description

Hello,

In short, my issue is that my display freezes and input stops (keyboard, mouse, etc) but sound is still working, whenever I startup Godot 4 alpha 15 | x86_64 (and 32) (same problem on older alphas) and my only option is hard reboot. Crash happens before Godot's window is drawn. I'm currently on Nobara 36 KDE (Fedora 36, Wayland) and I've also tried with EndeavourOS Atlantis (arch, xOrg) on the same system, the problem persists.

I've tried launching godot with --single-window, the problem is still there, but I found that launching Godot with opengl3 instead of Vulkan, works. Well not totally, the UI is broken, unless I launch it with --single-window on top of using opengl3.

I think that Vulkan is the problem here, I can't log what's happening since my pc is freezing, but the freeze happens the instant Vulkan is executed by Godot.

And of course, Vulkan is installed and working well in my pc, no errors, I can play games with Vulkan exclusively already, everything is up-to-date in my system and I also recently did a clean os install, just to make sure my system wasn't the problem. Godot 3.5 and older versions perfectly work, in windows or linux.

For the experiment, I tried launching Godot 4 alpha 15 win 64 with wine, the exact same problem happens. Seems like the AMD Vulkan driver is having issues with Godot's behavior?

Here's more info about my system, just in case:

Steps to reproduce

Launch Godot 4 with the default launch options (Vulkan) in Linux, GPU AMD Radeon HD 8800 series.

Minimal reproduction project

No response

jgillich commented 2 years ago

Check journalctl --boot=-1 for information about the freeze. This is probably a driver bug though.

MrVegito commented 2 years ago

Hello, so I launched Godot 4 again, with no argument, got the freeze, rebooted my pc and typed the command you gave me in the terminal. That's what I got:

[user@fedora ~]$ journalctl --boot=-1 --since "2022-09-06 18:21:00" Sep 06 18:21:00 fedora systemd[1226]: Started app-org.kde.konsole-8ffe4a2ec0f54592a0a70ba0e94eab7e.scope - Konsole - Terminal. Sep 06 18:21:04 fedora konsole[2835]: kf.kio.core: Url QUrl("file:///home/user/godot4a15.x86_64") already represents a local file, cancelling job.

(This is absolutely all I got)

I'm not sure if it helps...

MrVegito commented 2 years ago

(Sorry, I had to edit my previous response, I had pasted the wrong output. It's fixed.)

Cyberrebell commented 2 years ago

I tested alpha 15 & 16 and the editor doesn't crash for me.

OS: Arch Linux GPU: AMD RX 6600 Desktop: Xorg wayland Mesa: 22.1.7-1 Vulkan Instance Version: 1.3.221

But with the same hardware I do get a full driver crash and black screen on Windows 10 as soon as I launch an Godot VR project with SteamVR so there must be some AMD specific issues with godot vulkan.

As I don't have my Windows issues if I compile it myself natively on Windows (no matter if I use MSVC or GCC) I wonder if compiling natively would fix your issues on Linux too if you don't mind trying it. Compiling for Linux

btw: https://github.com/godotengine/godot/issues/65145 may be related

MrVegito commented 2 years ago

I tested alpha 15 & 16 and the editor doesn't crash for me.

OS: Arch Linux GPU: AMD RX 6600 Desktop: Xorg wayland Mesa: 22.1.7-1 Vulkan Instance Version: 1.3.221

But with the same hardware I do get a full driver crash and black screen on Windows 10 as soon as I launch an Godot VR project with SteamVR so there must be some AMD specific issues with godot vulkan.

As I don't have my Windows issues if I compile it myself natively on Windows (no matter if I use MSVC or GCC) I wonder if compiling natively would fix your issues on Linux too if you don't mind trying it. Compiling for Linux

btw: #65145 may be related

Hello, thanks for your response. So I've compiled it, launched the executable in the bin folder and then, same thing happened. I hope it helps identifying the potential culprits.

MrVegito commented 2 years ago

(For more info, the binary publicly given for the alpha 16 was tried and the problem persists)

teebarjunk commented 2 years ago

I have this exact problem, using Kubuntu 22.04, KDE 5.24.4, with AMD Radeon HD 8800 graphics card.

I had this type of freeze before with the Godot 4 ProjectSettings screen: https://github.com/godotengine/godot/issues/59028

MrVegito commented 2 years ago

I have this exact problem, using Kubuntu 22.04, KDE 5.24.4, with AMD Radeon HD 8800 graphics card.

I had this type of freeze before with the Godot 4 ProjectSettings screen: #59028

So, it seems like something about our gpu is problematic, here.

MagiaPotagia commented 2 years ago

This is very similar to my crash in #64387 have you found any "amdgpu_job_timeout" errors in journalctl? Also I believe that you should be able to run Alpha 12, because in Alpha 13 this error was introduced.

MrVegito commented 2 years ago

This is very similar to my crash in #64387 have you found any "amdgpu_job_timeout" errors in journalctl? Also I believe that you should be able to run Alpha 12, because in Alpha 13 this error was introduced.

I can confirm, alpha 12 works perfectly. Alpha 13 and past it, nothing works, same problem. Any idea on what changed in alpha 13 that causes this?

akien-mga commented 2 years ago

There have been lots of changes to rendering and Vulkan implementation between alpha 12 and 13 (full list below).

If you have time and can compile Godot, you could attempt bisecting the regression between 4.0 alpha 12 ("good" commit, 2c11e6d9efc42370a8d7537eaff8b1ea78a283e5) and alpha 13 ("bad" commit, 82811367cb36d3124d4e8c0a9c4c7f82dc64f9e4).

``` commit 82811367cb36d3124d4e8c0a9c4c7f82dc64f9e4 Merge: edb503cd00 5f71b55380 Author: Rémi Verschelde Date: Thu Jul 28 15:34:47 2022 +0200 Merge pull request #63571 from RandomShaper/conservative_validate_vrs commit 5f71b5538097aa4d87d4586d75617c8b5096776f Author: Pedro J. Estébanez Date: Thu Jul 28 09:31:01 2022 +0200 Improve handling of the format of the VRS image - Validate format conservatively. (This is to have VRS images created regardless whether VRS attachments are supported, which avoids errors in places where the code assumes such images were created on low-spec GPUs.) - Create a non-layered default VRS image, which is what Vulkan (and D3D12, by the way) expect. commit 199ea349f5d6e561150c38480146d486ceae5ca0 Merge: 72e9122514 2bf9e6090c Author: Rémi Verschelde Date: Thu Jul 28 10:03:07 2022 +0200 Merge pull request #57698 from bluenote10/feature/rename_translated_to_translated_local commit 1dd671014bdfc714687f91914755ad925aabda5f Author: Bastiaan Olij Date: Sun Jul 24 20:43:30 2022 +1000 Add startup flag to override XR mode settings commit df0a7ce17ac2db561264fb03296d7b284bf9306d Author: Pedro J. Estébanez Date: Wed Jul 27 18:16:57 2022 +0200 Remove unintended string copies commit a446d761fb091920e8a9ea5c3db00f866443f11b Merge: 89527db8d3 6d0c84717f Author: Rémi Verschelde Date: Wed Jul 27 13:23:45 2022 +0200 Merge pull request #63296 from RandomShaper/fix_vk_singleview commit 6d0c84717f2e463cce40ec8b88b9d5908b6e5da7 Author: Pedro J. Estébanez Date: Thu Jul 21 21:11:30 2022 +0200 Fill view and correlation masks correctly for single view in Vulkan RD commit 57ac63872435010effce42a8fc06958cb9dfea46 Merge: d7a1acd229 06333fb732 Author: Rémi Verschelde Date: Wed Jul 27 13:01:46 2022 +0200 Merge pull request #63314 from RandomShaper/validate_vrs_format commit bb94e16bd85b27fc94048e859b9eca2b2d1f2c1d Merge: dd664f20fb 5690f47135 Author: Rémi Verschelde Date: Wed Jul 27 12:29:05 2022 +0200 Merge pull request #63406 from Zylann/init_viewport_fields commit a7335b00e6f8da4e7491afeb0c7547d95e9541f4 Merge: d04c154585 7e7c6995e3 Author: Rémi Verschelde Date: Wed Jul 27 11:17:34 2022 +0200 Merge pull request #62362 from clayjohn/VULKAN-halo commit cade90a807f2eea1af1639cbff404831509af04a Merge: d5ec1a9650 a151a74a98 Author: Rémi Verschelde Date: Wed Jul 27 09:44:47 2022 +0200 Merge pull request #58296 from Calinou/decal-distance-fade-tweak-defaults commit d5ec1a965038f309e621b303ca814ee161aa7b57 Merge: 3647024dc5 bbf76faf86 Author: Rémi Verschelde Date: Wed Jul 27 09:35:30 2022 +0200 Merge pull request #63477 from Chaosus/shader_fix_fog commit 7e7c6995e3f492d13221befd84f61222713a8194 Author: Clay John Date: Thu Jun 23 14:36:29 2022 -0700 Use full size mipmaps for reflections when in high-quality mode commit 05bc55b2ad9e1cf4c4fc87845e0bd2f8a590a8bc Merge: 8a5c1dfd12 2dc59a3eea Author: Chaosus Date: Wed Jul 27 09:38:14 2022 +0300 Merge pull request #63522 from Chaosus/shader_fix_projection commit e8309d49e0f5015587e10b0c8f2446a41e054c9d Merge: ad9a8e70f4 0bd042c601 Author: Rémi Verschelde Date: Wed Jul 27 08:28:24 2022 +0200 Merge pull request #63345 from BastiaanOlij/split_geometry_instance Cleanup RendererSceneRender::GeometryInstance commit 2dc59a3eea9d9c2507d87b55495c0c04affbe9ef Author: Chaosus Date: Wed Jul 27 09:01:12 2022 +0300 Fix incorrect conversion of default value for mat4 uniform in shaders commit bbf76faf867459cdf4981771e87b6eafdd5c21f0 Author: Chaosus Date: Tue Jul 26 08:07:22 2022 +0300 Fix `FOG` built-in in spatial/fragment shader commit 0bd042c6013a6db0d2b23470e6f84547f819f5fb Author: Bastiaan Olij Date: Sun Jul 24 00:01:53 2022 +1000 Change RendererSceneRender::GeometryInstance so more code is shared among renderers commit a151a74a98a7d2f6d83088d68ba894cc0efc0eaf Author: Hugo Locurcio Date: Fri Feb 18 22:19:33 2022 +0100 Tweak Decal distance fade defaults and add property hints The new default values are more usable in real world scenarios when smooth fading of distant decals is desired for performance reasons. The Decal distance fade property hints were adjusted based on the GeometryInstance3D visibility range fade property hints. `or_greater` was also added to allow specifying larger values if needed. commit f4e603f432531a55f1f69720b71d7f42dbbd2752 Merge: 222e489dfd e49e9fec22 Author: Rémi Verschelde Date: Tue Jul 26 20:55:46 2022 +0200 Merge pull request #63323 from RandomShaper/const_ref_capabilities Avoid copies of structures when returning Vulkan capabilities commit 2d2b85d400e341e9b62a215e7fc2f3f73c075fe7 Merge: 1c63fbed43 886c2d9681 Author: Rémi Verschelde Date: Tue Jul 26 15:16:33 2022 +0200 Merge pull request #62972 from Chaosus/shader_groups Implement shader uniform groups/subgroups commit f94b4dbe224687c03b4703f2c7efde01f3935b2e Merge: 6d57e209e9 d37ebc2bdc Author: Rémi Verschelde Date: Tue Jul 26 13:22:32 2022 +0200 Merge pull request #63236 from halgriffiths/fix-texture-rect-transpose send FLAGS_TRANSPOSE_RECT to Vulkan commit 886c2d9681e83d8e1aed2a793f5d8136c2a98c4e Author: Chaosus Date: Wed Jul 13 11:31:27 2022 +0300 Implement shader uniform groups/subgroups commit bad5c659a42cf31e9004280dfa61838be1f6280a Author: Bastiaan Olij Date: Tue Jul 19 14:17:58 2022 +1000 Move Sky(RD) into environment Move Fog logic from render scene render to fog commit c7255388e185e9f6d4363fc6d6c5cce17e944ba1 Author: Juan Linietsky Date: Sat Jul 23 19:12:41 2022 +0200 Remove ThreadWorkPool, replace by WorkerThreadPool The former needs to be allocated once per usage. The later is shared for all threads, which is more efficient. It can also be better debugged. commit 49b0aa93e3b21bef5974b41ee336d495d615abea Merge: 679633f505 be3fb7a216 Author: Rémi Verschelde Date: Mon Jul 25 14:56:06 2022 +0200 Merge pull request #63424 from Chaosus/shader_preprocessor_inc_fix commit be3fb7a2161535fd84f199e406e3b41a8bc85064 Author: Chaosus Date: Mon Jul 25 08:19:48 2022 +0300 Fix errors when using built-ins in shaderinc commit 90019676b076abdfc076ed6f38005d6cce89923b Author: Rémi Verschelde Date: Sat Jul 23 23:41:51 2022 +0200 Code quality: Fix header guards consistency Adds `header_guards.sh` bash script, used in CI to validate future changes. Can be run locally to fix invalid header guards. commit 3084a48ace3e7dabd83e4c62280328f429defad6 Merge: cc09dc92c8 455c06ecd4 Author: Rémi Verschelde Date: Mon Jul 25 11:13:27 2022 +0200 Merge pull request #63219 from reduz/implement-vector4-projection commit 5690f471352791149152e2f502f9e95913e58f43 Author: Marc Gilleron Date: Sun Jul 24 21:39:06 2022 +0100 Initialize default values for viewports in rendering server. Example with TAA: by default it is `false` in project settings and in the Viewport node. When the scene tree is created, Viewport.set_use_taa() is called with the value from ProjectSettings. But because the default values are already the same, RenderingServer isn't called. The Viewport struct in the RenderingServer does not initialize this field, so TAA gets randomly enabled when the game starts with default settings. commit 455c06ecd466424cdf1b444a7c289b322390e795 Author: Juan Linietsky Date: Wed Jul 20 01:11:13 2022 +0200 Implement Vector4, Vector4i, Projection Implement built-in classes Vector4, Vector4i and Projection. * Two versions of Vector4 (float and integer). * A Projection class, which is a 4x4 matrix specialized in projection types. These types have been requested for a long time, but given they were very corner case they were not added before. Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity. **Q**: Why Projection and not Matrix4? **A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming. commit 6d992abb541d4e772ef1fbc16d0b82ca3a6b343d Author: Chaosus Date: Sat Jul 23 09:38:59 2022 +0300 Fix some errors after shader preprocessor PR commit fe929d4787b2b11390891fb03da1dda78b18eb65 Merge: 0c81502217 f649678402 Author: Rémi Verschelde Date: Sat Jul 23 00:02:33 2022 +0200 Merge pull request #62513 from reduz/shader_preprocessor_remake commit 4f7bfacfcd65ab630f4e3f476d3f0ff12494a0b3 Merge: 3f504eb9fe eefcb5ed67 Author: Rémi Verschelde Date: Fri Jul 22 23:44:52 2022 +0200 Merge pull request #62478 from BastiaanOlij/split_effects_20220628 commit f649678402350a210cbb40e312be7b20592e85e0 Author: Juan Linietsky Date: Wed Jun 29 11:31:18 2022 +0200 Clean up Shader Preprocessor * Moved preprocessor to Shader and ShaderInclude * Clean up RenderingServer side * Preprocessor is separate from parser now, but it emits tokens with include location hints. * Improved ShaderEditor validation code * Added include file code completion * Added notification for all files affected by a broken include. commit 7b94603baa8259947facc5ab5fe02d82fa129ef8 Author: Chaosus Date: Tue Mar 8 13:39:16 2022 +0300 Adding shader preprocessor support Co-authored-by: TheOrangeDay <6472143+TheOrangeDay@users.noreply.github.com> commit e49e9fec22f8657d821e50d825b08b08768aaf2b Author: Pedro J. Estébanez Date: Fri Jul 22 20:08:29 2022 +0200 Avoid copies of structures when returning Vulkan capabilities commit 06333fb73223b2735bb6713c2529a5d65991201f Author: Pedro J. Estébanez Date: Fri Jul 22 15:05:31 2022 +0200 Validate texture format for VRS attachment commit d37ebc2bdce583f90e1e598c7a929a435f59c7fc Author: halgriffiths Date: Wed Jul 20 11:54:52 2022 +0100 send FLAGS_TRANSPOSE_RECT to Vulkan commit 38aaaa3cf94e7f6043f6371254d0b4d8a08e7be9 Author: luz paz Date: Thu Jul 21 07:37:00 2022 -0400 Fix various typos not caught by codespell Revert upstream `core/input/gamecontrollerdb.txt`. Upstream fix: https://github.com/gabomdq/SDL_GameControllerDB/pull/600 commit 8823eae328547991def3b13ee2919291d29a278b Author: bruvzg <7645683+bruvzg@users.noreply.github.com> Date: Wed Jul 20 09:28:22 2022 +0300 Rename OSX to macOS and iPhoneOS to iOS. commit 3fe89e7fa9115af7057d91948450402c60abbabc Merge: e1901008a5 73ba313368 Author: Rémi Verschelde Date: Wed Jul 20 21:39:43 2022 +0200 Merge pull request #63237 from RandomShaper/amend_error_msg commit a21f8b7c13f9888d9c896f53dce0b6689374e019 Author: Riteo Date: Wed Jul 20 03:42:15 2022 +0200 Improve `linuxbsd` headless building, cleanup build scripts Now the `linuxbsd` platform can be built headlessly (e.g. without X11 development libraries). I also cleaned up some weird (old?) usages of the `env` variable which seem to make no difference and are used nowhere else. commit 73ba313368d39719b4ee4eb87c5f524f4744a7f8 Author: Pedro J. Estébanez Date: Wed Jul 20 13:19:07 2022 +0200 Improve messages about VRS commit b9c94f67803cffac3079d15aff3b2c415e291679 Author: Bastiaan Olij Date: Wed Jul 20 12:52:37 2022 +1000 Add missing fields to VkRenderPassCreateInfo2KHR struct commit eefcb5ed678901fafb16a73f24aa85fbd03b69b7 Author: Bastiaan Olij Date: Tue Jun 28 19:10:36 2022 +1000 Move screen space effects into a separate class commit abe8b88702cdb4ce5ce154c31cb989e1cee56b5e Merge: d29e17d9d2 ba39230ef3 Author: Rémi Verschelde Date: Mon Jul 18 23:39:21 2022 +0200 Merge pull request #62834 from RandomShaper/fix_vk_sky_error Bind correct default resource type in GI commit d29e17d9d2ad1d6b6380b6de01fe283c3937955b Merge: 9276c65522 16a8967757 Author: Rémi Verschelde Date: Mon Jul 18 21:53:12 2022 +0200 Merge pull request #63057 from sakrel/vulkan-fix-2d-shadows commit 9276c65522de6396e45d2dc01fdc17120f9bea0f Merge: 2b499e1987 c2b0a873c2 Author: Rémi Verschelde Date: Mon Jul 18 21:35:46 2022 +0200 Merge pull request #62265 from d-robbins/specular_shininess_used commit 5bea531228b25115ffceb4794e0bb228ccbae38c Merge: aace87e0d0 4ac2008782 Author: Rémi Verschelde Date: Mon Jul 18 15:11:42 2022 +0200 Merge pull request #62848 from RandomShaper/shader_writability_improvement commit 4ac2008782a93037cb4252bd76edfe31d7917f11 Author: Pedro J. Estébanez Date: Sat Jul 9 13:27:24 2022 +0200 Make SDFGI direct light shader follow the same-writability rule commit 309f7965c75a7459a211b61820c291012f91c05e Author: Pedro J. Estébanez Date: Sat Jul 9 12:57:53 2022 +0200 Enhance determination of uniform writability in Vulkan RD - Check block decoration in addition to type decoration to be sure to find `readonly` decorators - Verify uniforms have same writability across all shader stages in Vulkan RD commit 77a525168d91411dca63bbe02fc55124a6def935 Author: Pedro J. Estébanez Date: Mon Jul 18 14:45:36 2022 +0200 Improve versioning of shader binary data files - Include Godot version and commit hash in shader cache key - Reject files when format doesn't match, even if it's lower, since we don't have backwards compatibility here commit c2b0a873c24d74798b19a2636546b5a26be165bf Author: David R Date: Tue Jun 21 00:28:50 2022 -0400 added usage_defines for SPECULAR_SHININESS added usage defines for opengl3 renderer commit 97df94ae90ed0d84046613bd31a1646c01c7f8e6 Author: Aaron Franke Date: Sun Jul 17 01:12:11 2022 -0500 Update comments in vulkan_context.cpp Co-authored-by: Quinn Leavitt <59779489+QuinnLeavitt@users.noreply.github.com> commit d139131aab7f228d5cca612b35289e6abd18e26a Author: Bastiaan Olij Date: Fri Feb 11 22:33:54 2022 +1100 Adding Variable Rate Shading support to Godot Improve GI renderer and add VRS support Implement render device has_feature and move subgroup settings to limit_get commit 2bf9e6090c6d121bc1fddf4d82319a524ad0d963 Author: Fabian Keller Date: Sat Jul 16 11:47:54 2022 +0200 rename translate(d) to translate(d)_local in Transform 2D/3D commit 16a8967757215da63dfebca7983be55ebdcc115f Author: sakrel <2487152+sakrel@users.noreply.github.com> Date: Tue Jul 5 16:21:03 2022 +0200 Fix DirectionalLight2D and PointLight2D shadows not rendering correctly commit ba39230ef33f9e9249aecb838ba288b91bf6a9ec Author: Pedro J. Estébanez Date: Fri Jul 8 12:25:14 2022 +0200 Bind correct default resource type in GI ```
MrVegito commented 2 years ago

There have been lots of changes to rendering and Vulkan implementation between alpha 12 and 13 (full list below).

If you have time and can compile Godot, you could attempt bisecting the regression between 4.0 alpha 12 ("good" commit, 2c11e6d) and alpha 13 ("bad" commit, 8281136).

Hello again,

Bisecting was done, and here's the result:

Bisecting: 0 revisions left to test after this (roughly 0 steps) [d139131aab7f228d5cca612b35289e6abd18e26a] Adding Variable Rate Shading support to Godot Improve GI renderer and add VRS support Implement render device has_feature and move subgroup settings to limit_get

Please bear in mind that I have no experience with git and this was my very first time bisecting, I might have done some things wrong, I'd take it with a pinch of salt, but this was the result I got. I hope it helps!

BastiaanOlij commented 2 years ago

Is there any log with output that Godot gives that may provide a clue of where its failing? It's probably not excluding VRS fully when not supported.

It would also be of great help to run Godot with validation layers turned on. For this the Vulkan SDK needs to be installed so validation layers are available and then run Godot with the --vk-layers switch.

MagiaPotagia commented 2 years ago

I can confirm that git bisect points to that pull request.

$ ./Godot_v4.0-alpha16_linux.x86_64 --vk-layers
Godot Engine v4.0.alpha16.official.86dd3f312 - https://godotengine.org
WARNING: GENERAL - Message Id Number: 0 | Message Id Name: Loader Message
    terminator_CreateInstance: Failed to CreateInstance in ICD 1. Skipping ICD.
    Objects - 1
        Object[0] - VK_OBJECT_TYPE_INSTANCE, Handle 150024064
    at: _debug_messenger_callback (drivers/vulkan/vulkan_context.cpp:168)
WARNING: radv is not a conformant Vulkan implementation, testing use only.
Vulkan API 1.2.0 - Using Vulkan Device #0: AMD - AMD RADV PITCAIRN

I copied this from the frozen screen to my laptop incase there is a typo. I did it again on a binary I compiled while bisecting and the only difference is: Object[0] - VK_OBJECT_TYPE_INSTANCE, Handle 94543481761536

MrVegito commented 2 years ago

Is there any log with output that Godot gives that may provide a clue of where its failing? It's probably not excluding VRS fully when not supported.

It would also be of great help to run Godot with validation layers turned on. For this the Vulkan SDK needs to be installed so validation layers are available and then run Godot with the --vk-layers switch.

Hello, I installed the vulkan validation layers and started godot 4 alpha 16 with the argument that you've given me, no changes. No errors, though, in alpha 16 (I don't think I've got it in the others where I had no errors), I have an error that shows up 2 times in the output, each time godot is launched:

Libdbus-1.so: cannot open shared object file: No such file or directory

I'm not sure it's related, but just in case I'm notifying you.

akien-mga commented 2 years ago

It would also be of great help to run Godot with validation layers turned on. For this the Vulkan SDK needs to be installed so validation layers are available and then run Godot with the --vk-layers switch.

The option has been renamed a while ago, it's now --gpu-validation: https://github.com/godotengine/godot/blob/master/main/main.cpp#L382

Cyberrebell commented 2 years ago

To check the issue with libdbus: You can run ldd ./Godot_v4.0-alpha16_linux.x86_64 on your godot binary to check if all required shared libraries are on your system. You can run whereis libdbus-1.so to check if libdbus is on your system.

MrVegito commented 2 years ago

It would also be of great help to run Godot with validation layers turned on. For this the Vulkan SDK needs to be installed so validation layers are available and then run Godot with the --vk-layers switch.

The option has been renamed a while ago, it's now --gpu-validation: https://github.com/godotengine/godot/blob/master/main/main.cpp#L382

So I've tried with --gpu-validation, same result, nothing new, no new input.

MrVegito commented 2 years ago

To check the issue with libdbus: You can run ldd ./Godot_v4.0-alpha16_linux.x86_64 on your godot binary to check if all required shared libraries are on your system. You can run whereis libdbus-1.so to check if libdbus is on your system.

whereis libdbus-1.so gave me: libdbus-1.so: nothing more, so it might be really missing?

ldd ./Godot_v4.0-alpha16_linux.x86_64 printed:

    linux-vdso.so.1 (0x00007ffde7200000)
    libXcursor.so.1 => /lib64/libXcursor.so.1 (0x00007fdfd8a0c000)
    libXinerama.so.1 => /lib64/libXinerama.so.1 (0x00007fdfd8a04000)
    libXext.so.6 => /lib64/libXext.so.6 (0x00007fdfd89ec000)
    libXrandr.so.2 => /lib64/libXrandr.so.2 (0x00007fdfd89dc000)
    libXrender.so.1 => /lib64/libXrender.so.1 (0x00007fdfd89cc000)
    libX11.so.6 => /lib64/libX11.so.6 (0x00007fdfd8884000)
    libXi.so.6 => /lib64/libXi.so.6 (0x00007fdfd886c000)
    libGL.so.1 => /lib64/libGL.so.1 (0x00007fdfd87e4000)
    libpthread.so.0 => /lib64/libpthread.so.0 (0x00007fdfd87dc000)
    libdl.so.2 => /lib64/libdl.so.2 (0x00007fdfd87d4000)
    libm.so.6 => /lib64/libm.so.6 (0x00007fdfd86f4000)
    libc.so.6 => /lib64/libc.so.6 (0x00007fdfd8400000)
    /lib64/ld-linux-x86-64.so.2 (0x00007fdfd8a3c000)
    libXfixes.so.3 => /lib64/libXfixes.so.3 (0x00007fdfd86e4000)
    libxcb.so.1 => /lib64/libxcb.so.1 (0x00007fdfd86b4000)
    libGLX.so.0 => /lib64/libGLX.so.0 (0x00007fdfd867c000)
    libGLdispatch.so.0 => /lib64/libGLdispatch.so.0 (0x00007fdfd8344000)
    libXau.so.6 => /lib64/libXau.so.6 (0x00007fdfd8674000)
akien-mga commented 2 years ago

The dbus issue is likely unrelated to this, it's opened dynamically if available to enable some features, but Godot should work fine without it too. You can install your distro's dbus package to silence the error.

MrVegito commented 2 years ago

Anything else I can do to help the investigation further?

Cyberrebell commented 2 years ago

You could try to build the latest master with the build option lto=none. If it works we know for sure it's a godot issue and your system is fine.

MrVegito commented 2 years ago

You could try to build the latest master with the build option lto=none. If it works we know for sure it's a godot issue and your system is fine.

Meaning I clone right now git clone https://github.com/godotengine/godot.git no specific branches and compile with scons -j$(nproc) platform=linuxbsd lto=none and when it's finished, I run the executable in bin, right? If so, ok. I'm doing it right now!

MrVegito commented 2 years ago

You could try to build the latest master with the build option lto=none. If it works we know for sure it's a godot issue and your system is fine.

It didn't work, but I'm pretty sure my os isn't the problem. It's seems to be a gpu one, since other people in this thread have the same issue with the same gpu. Though, is it godot causing an issue with it? I suppose so, since everything works fine up to godot 3.5 and godot 4 alpha 12. Though I don't know much, that's just my opinion.

Cyberrebell commented 2 years ago

I think so too. Have you tried to create a Vulkan Mobile project? Another thing you could try is to revert single changes of the commit you bisected 👆 and see what caused the issue.

MrVegito commented 2 years ago

I think so too. Have you tried to create a Vulkan Mobile project? Another thing you could try is to revert single changes of the commit you bisected point_up_2 and see what caused the issue.

I can't create nor open any project, the hang happens as soon as I open godot, so the project manager doesn't load. Currently, when I try opening godot 4, there are no projects existing, not even the templates (since there are none yet in godot 4)

Regarding reverting changes of commits and all that, I'd be glad to do it, but I'm not really a developer, I don't know how to do all of that.

Cyberrebell commented 2 years ago

Can you launch the alpha 16 with -v parameter and give us the output? The commit adding VRS also added some verbose prints that might be interesting.

MrVegito commented 2 years ago

Can you launch the alpha 16 with -v parameter and give us the output? The commit adding VRS also added some verbose prints that might be interesting.

I can't really get the output, since it hangs before I can do anything, but I recorded it, I didn't find any better way. Though, I've rewatched the recording and I'm pretty sure there's more output than in the recording, seems like obs crashed before the os hanged. Anyway, here's the video: https://streamable.com/il4e4d

MrVegito commented 2 years ago

Can you launch the alpha 16 with -v parameter and give us the output? The commit adding VRS also added some verbose prints that might be interesting.

I can't really get the output, since it hangs before I can do anything, but I recorded it, I didn't find any better way. Though, I've rewatched the recording and I'm pretty sure there's more output than in the recording, seems like obs crashed before the os hanged. Anyway, here's the video: https://streamable.com/il4e4d

I launched godot again and took a photo this time, here's the part I think it was missing: image

BastiaanOlij commented 2 years ago

Is there any chance to try and reproduce this issue with a debug build of Godot (Godot compiled with scons target=debug)? That might give us some more info about where this is going wrong. Right now we're trying to find a needle in a haystack..

MrVegito commented 2 years ago

Is there any chance to try and reproduce this issue with a debug build of Godot (Godot compiled with scons target=debug)? That might give us some more info about where this is going wrong. Right now we're trying to find a needle in a haystack..

Hello there,

In the documentation, there was a target called "release_debug", so I wasn't really sure, but just in case, I used the target "debug" as you've asked. Here's the result with the parameter -v : https://streamable.com/il4e4d

OBS crashed before the rest was printed, but I took a pic. I'm not sure if all the rest is in it, but here's the pic:

image

jgillich commented 2 years ago

You can pipe the output to a file: godot > log.txt 2>&1

MrVegito commented 2 years ago

You can pipe the output to a file: godot > log.txt 2>&1

Oh, thanks for the tip. I got the output thanks to that, though the error, unlike on the photo and the video, the error regarding the condition doesn't appear. Here's the output:

TextServer: Added interface "Dummy"
TextServer: Added interface "ICU / HarfBuzz / Graphite (Built-in)"
Godot Engine v4.0.alpha.custom_build.f6b36f54e - https://godotengine.org
XInput: Refreshing devices.
XInput: Absolute pointing device: xwayland-pointer:10
XInput: Using touch device: xwayland-touch:10
XInput: Absolute pointing device: xwayland-touch:10
WARNING: radv is not a conformant Vulkan implementation, testing use only.
Vulkan devices:
  #0: AMD AMD Radeon HD 8800 Series (RADV PITCAIRN) - Supported, Discrete
  #1: Unknown llvmpipe (LLVM 14.0.5, 256 bits) - Supported, CPU
Vulkan API 1.2.0 - Using Vulkan Device #0: AMD - AMD Radeon HD 8800 Series (RADV PITCAIRN)
- Vulkan Variable Rate Shading supported:
  Pipeline fragment shading rate
  Primitive fragment shading rate
  Attachment fragment shading rate, min texel size: (8, 8), max texel size: (8, 8)
- Vulkan multiview supported:
  max view count: 8
  max instances: 2147483647
- Vulkan subgroup:
  size: 64
  stages: STAGE_VERTEX, STAGE_TESSELLATION_CONTROL, STAGE_TESSELLATION_EVALUATION, STAGE_GEOMETRY, STAGE_FRAGMENT, STAGE_COMPUTE
  supported ops: FEATURE_BASIC, FEATURE_VOTE, FEATURE_ARITHMETIC, FEATURE_BALLOT, FEATURE_SHUFFLE, FEATURE_SHUFFLE_RELATIVE, FEATURE_CLUSTERED, FEATURE_QUAD
  quad operations in all stages
Using present mode: VK_PRESENT_MODE_FIFO_KHR
Using "default" pen tablet driver...
Creating VMA small objects pool for memory type index 0
Shader 'CanvasSdfShaderRD' SHA256: 0620fe5de299d149343180e3361eb5b82fd14fe9c630b743778c66e989291b8e
Shader 'SkeletonShaderRD' SHA256: 6bd06d66676f405e5c513ba9dddeabc0b0448671fac2ab273bf881c194d97ee1
Shader 'ParticlesShaderRD' SHA256: 1e31b303b0fa067a19a0c081878dc0c6a33cc7f4cee44a925d8f45341485183a
Shader 'ParticlesCopyShaderRD' SHA256: a3c4f92dfdd6927d0ffe6cefb1b484939c944815ffb25e752ce173b96213dae8
Shader 'CanvasShaderRD' SHA256: 9eba16d298df687025524256fdb52053640398461b7fbab7d04d71d245455529
Shader 'CanvasOcclusionShaderRD' SHA256: faff60dff9b0771e787d816a11985fcb255949d3341c9120428f211ee8a7a828
Shader 'ClusterRenderShaderRD' SHA256: a69edab6a1487476799fdf7eb0b6f3add0f4a7e6aed695846cc6583baa738ac9
Shader 'ClusterStoreShaderRD' SHA256: 4be5422b409755f54b3e77101bda3bd97c68fbefe3269c21aff53d08ff7e2d63
Shader 'ClusterDebugShaderRD' SHA256: 76c4516a2f54ddf50aad0c8b212495619a5a5e5b3fef4c401b84cfda56fd58ee
Shader 'SceneForwardClusteredShaderRD' SHA256: 9a0bd7660d21567a8918509ad81718d50fd838d6acc1c1b7f51683b94c985225
Shader 'ResolveShaderRD' SHA256: b8826d345baa6518b5af7c2f32127651f7fb759a5fe45894c3ea35ee6952a302
Shader 'TaaResolveShaderRD' SHA256: 9cb9f14ebf0b2b0fdee126fcff807201e60a64a5b98f934f418f4eb4d6ea1c2b
Shader 'SkyShaderRD' SHA256: a30a8ca612a4de497af8bae52c2d1c35422769ce6c66e8f75f5cc4aecae65721
Shader 'VoxelGiShaderRD' SHA256: d8190790adb3037fff0701ce9a4417a108b92e509951cc4563726e9686e70e94
Shader 'VoxelGiDebugShaderRD' SHA256: 0af14c72f3e81d4f4b34e6148cd2f68a929a6de6fb1ee0314b331dd0b9e3d108
Shader 'SdfgiPreprocessShaderRD' SHA256: 17826ce12f5c076fe3d8875dd78c7e87259b969638ddad906852d47a0954fda2
Shader 'SdfgiDirectLightShaderRD' SHA256: 17012b4f5d7cdef098810f8371130148ace45e1f505e147f0fe780208e90c5ee
Shader 'SdfgiIntegrateShaderRD' SHA256: f5022f25aea104ad76e2ce0637407b15cd7e1dd70e94910786bebfe548837010
Shader 'GiShaderRD' SHA256: a66560b7e20dc5f4df9ddd424fec2defa603ef2fefb4eea162960dd9dc8d93af
Shader 'SdfgiDebugShaderRD' SHA256: be92c404258485bece09fd2885310b0f43b9277677c24a1f9f1f40f429a5e381
Shader 'SdfgiDebugProbesShaderRD' SHA256: f58078829478b32655736328161a9039e6b1ebb43445d54d126833ad4c2e3492
Shader 'VolumetricFogShaderRD' SHA256: 648cd86252a70eb5194db29a1f65b34400adad36e73d114edfe6734dafa439b3
Shader 'VolumetricFogProcessShaderRD' SHA256: 23280280254dc47d4c3d38ed893c4517492c30ed69eac2a167627106a5faaa67
Shader 'BokehDofShaderRD' SHA256: 1869a39aaa50556764caf8b04bd7df9270e665c1f0abab94eb5ee5a3db87abcf
Shader 'CopyShaderRD' SHA256: 45b90a2a0ba4fb21527643da4e5576a0401f1f15693db775d5878f4dd102cd60
Shader 'CopyToFbShaderRD' SHA256: a3129403c64fd47c6c9801362cb19f15140a51e94ff8a65ec4ecd53d23c140e2
Shader 'CubeToDpShaderRD' SHA256: 6a91afa925bebe08282ec1f5eccf7abe197e22a5e03790a57324efc6e7fe7717
Shader 'CubemapDownsamplerShaderRD' SHA256: 89f686e927090c0d798df8a3c3479d41b9e198ff5d48c95cdd1ad6898f454546
Shader 'CubemapFilterShaderRD' SHA256: a1065da0eb0c4d2e7d48e48872a0d245bf76e17e2f5f4c0fcc249758cf25d8f3
Shader 'CubemapRoughnessShaderRD' SHA256: 80369041204fdd40f7aa94891d8f9768c216884ef134cfa78de93df9204daa24
Shader 'SpecularMergeShaderRD' SHA256: c106a251c9a45c3ee8e06c0380287724ea00d92e9b82f84a8f6f9536933dc5c5
Shader 'TonemapShaderRD' SHA256: 3b59a7fdce57a122389251512b73e218af58651cbaf06fbd6209f0370dc0473d
Shader 'VrsShaderRD' SHA256: 5902504f59a18900b59663ee094a5b5c82dcc2c6e58f8e435a905e0c5e210ec1
Shader 'FsrUpscaleShaderRD' SHA256: 2eacc19e650f2285a8dfe18eda187cb08057f220008881835f61c61bf824e470
Shader 'SsEffectsDownsampleShaderRD' SHA256: ffd05634e80d00a7702bb8420040339f0ac5ccd9ee8cfa444c983463e31b11c9
Shader 'SsilShaderRD' SHA256: 90c6d8274d7d1530cbbce194763ae5d97af74da41b7ce536fc1ea7c9c2f1e32a
Shader 'SsilImportanceMapShaderRD' SHA256: 96eb366ba7ef0c48f79689bd7c777a715d950e5ad167e844b6c4540adb673a98
Shader 'SsilBlurShaderRD' SHA256: 29daf880437666c3e12827b09c83e88e1ad3e8cc54236ce069256fb5ce84e63b
Shader 'SsilInterleaveShaderRD' SHA256: 254589e1959157c0dea58d2932747b38eeddcd32b6b7768d58dad6f9a4a06059
Shader 'SsaoShaderRD' SHA256: 68a9cdefc37e695ee7e067d641d06535203b5437f9e3cb6982d76deba84d6b08
Shader 'SsaoImportanceMapShaderRD' SHA256: 2f624c7c3fa20d7433dd9b18872b077b3c3cad86a49555068f8cb44df7caeaa6
Shader 'SsaoBlurShaderRD' SHA256: 1802210bae786e64887338920c6b54d3f1dd1e28de040a876dd49d18554a4d1a
Shader 'SsaoInterleaveShaderRD' SHA256: 69dd5cf1002de1604bab283ed832426330a6ed7c16263d32cdc49b943ada6023
Shader 'ScreenSpaceReflectionScaleShaderRD' SHA256: f88c55a330487abbaae5fee753bf63a5ab2d1e693c14d71204aa616d605a5e9e
Shader 'ScreenSpaceReflectionShaderRD' SHA256: 957e5a90d6b4f014817b513e881861d346fc878365914b505177513987ed2ec9
Shader 'ScreenSpaceReflectionFilterShaderRD' SHA256: 3062efdf35953bb46c1aee1618ff493282afc86b1e52bcba3752681760d0410b
Shader 'SubsurfaceScatteringShaderRD' SHA256: f1806bc00229a716b663ad6212fb8263cb9eb2953a5b2bf1dcea4f2f0aefa8c7
Shader 'LuminanceReduceShaderRD' SHA256: 5ba78ee1b5ef37ddae19b10336a70daaa1da7146260e2ef417483c4405391bba
Shader 'RoughnessLimiterShaderRD' SHA256: 71c28940b35e4a8dc5c52f28e2ed03bb29898fb186f4a17ecced6b12582e60dc
Shader 'SortShaderRD' SHA256: 76459934fee66f816bbd3438322bacfcfb4b822a9641a49ed19909ce8c335abc
Shader 'BlitShaderRD' SHA256: 83469fdd58a6d3e4fe519367d7900f0d1a0e95a0af0d07d2441b3b3431cc3b66
JoypadLinux: udev enabled and loaded successfully.
PulseAudio: context other
PulseAudio: context other
PulseAudio: context other
PulseAudio: context ready
PulseAudio: Detecting channels for device: alsa_output.usb-Kingston_HyperX_Cloud_Stinger_S_0000000000000000-00.iec958-stereo
PulseAudio: detected 2 output channels
PulseAudio: audio buffer frames: 512 calculated output latency: 11ms

TextServer: Primary interface set to: "ICU / HarfBuzz / Graphite (Built-in)".
CORE API HASH: 1154053515
EDITOR API HASH: 3287929985
EditorSettings: Load OK!

log.txt

Calinou commented 2 years ago

@MrVegito Please surround large blocks of text with triple backticks like this:

``` text here ```

This prevents them from taking too much space and also makes sure issue references aren't accidentally created. I edited your comment, but remember to do this next time :slightly_smiling_face:

jgillich commented 2 years ago

If you're not getting errors then you probably didn't add the 2>&1 at the end; I edited that in because I forgot about it. In bash you could also use godot &> log.txt

MrVegito commented 2 years ago

@MrVegito Please surround large blocks of text with triple backticks like this:

text here

This prevents them from taking too much space and also makes sure issue references aren't accidentally created. I edited your comment, but remember to do this next time slightly_smiling_face

Duly noted, sorry about the inconvenience!

MrVegito commented 2 years ago

If you're not getting errors then you probably didn't add the 2>&1 at the end; I edited that in because I forgot about it. In bash you could also use godot &> log.txt

I've tried again, here's the command in the terminal: [user@fedora bin]$ /home/user/Desktop/godotbuild/godot/bin/godot.linuxbsd.tools.x86_64 -v &> log.txt

Still didn't get the errors I got yesterday, here's the output:

TextServer: Added interface "Dummy"
TextServer: Added interface "ICU / HarfBuzz / Graphite (Built-in)"
Godot Engine v4.0.alpha.custom_build.f6b36f54e - https://godotengine.org
XInput: Refreshing devices.
XInput: Absolute pointing device: xwayland-pointer:10
XInput: Using touch device: xwayland-touch:10
XInput: Absolute pointing device: xwayland-touch:10
WARNING: radv is not a conformant Vulkan implementation, testing use only.
Vulkan devices:
  #0: AMD AMD Radeon HD 8800 Series (RADV PITCAIRN) - Supported, Discrete
  #1: Unknown llvmpipe (LLVM 14.0.5, 256 bits) - Supported, CPU
Vulkan API 1.2.0 - Using Vulkan Device #0: AMD - AMD Radeon HD 8800 Series (RADV PITCAIRN)
- Vulkan Variable Rate Shading supported:
  Pipeline fragment shading rate
  Primitive fragment shading rate
  Attachment fragment shading rate, min texel size: (8, 8), max texel size: (8, 8)
- Vulkan multiview supported:
  max view count: 8
  max instances: 2147483647
- Vulkan subgroup:
  size: 64
  stages: STAGE_VERTEX, STAGE_TESSELLATION_CONTROL, STAGE_TESSELLATION_EVALUATION, STAGE_GEOMETRY, STAGE_FRAGMENT, STAGE_COMPUTE
  supported ops: FEATURE_BASIC, FEATURE_VOTE, FEATURE_ARITHMETIC, FEATURE_BALLOT, FEATURE_SHUFFLE, FEATURE_SHUFFLE_RELATIVE, FEATURE_CLUSTERED, FEATURE_QUAD
  quad operations in all stages
Using present mode: VK_PRESENT_MODE_FIFO_KHR
Using "default" pen tablet driver...
Creating VMA small objects pool for memory type index 0
Shader 'CanvasSdfShaderRD' SHA256: 0620fe5de299d149343180e3361eb5b82fd14fe9c630b743778c66e989291b8e
Shader 'SkeletonShaderRD' SHA256: 6bd06d66676f405e5c513ba9dddeabc0b0448671fac2ab273bf881c194d97ee1
Shader 'ParticlesShaderRD' SHA256: 1e31b303b0fa067a19a0c081878dc0c6a33cc7f4cee44a925d8f45341485183a
Shader 'ParticlesCopyShaderRD' SHA256: a3c4f92dfdd6927d0ffe6cefb1b484939c944815ffb25e752ce173b96213dae8
Shader 'CanvasShaderRD' SHA256: 9eba16d298df687025524256fdb52053640398461b7fbab7d04d71d245455529
Shader 'CanvasOcclusionShaderRD' SHA256: faff60dff9b0771e787d816a11985fcb255949d3341c9120428f211ee8a7a828
Shader 'ClusterRenderShaderRD' SHA256: a69edab6a1487476799fdf7eb0b6f3add0f4a7e6aed695846cc6583baa738ac9
Shader 'ClusterStoreShaderRD' SHA256: 4be5422b409755f54b3e77101bda3bd97c68fbefe3269c21aff53d08ff7e2d63
Shader 'ClusterDebugShaderRD' SHA256: 76c4516a2f54ddf50aad0c8b212495619a5a5e5b3fef4c401b84cfda56fd58ee
Shader 'SceneForwardClusteredShaderRD' SHA256: 9a0bd7660d21567a8918509ad81718d50fd838d6acc1c1b7f51683b94c985225
Shader 'ResolveShaderRD' SHA256: b8826d345baa6518b5af7c2f32127651f7fb759a5fe45894c3ea35ee6952a302
Shader 'TaaResolveShaderRD' SHA256: 9cb9f14ebf0b2b0fdee126fcff807201e60a64a5b98f934f418f4eb4d6ea1c2b
Shader 'SkyShaderRD' SHA256: a30a8ca612a4de497af8bae52c2d1c35422769ce6c66e8f75f5cc4aecae65721
Shader 'VoxelGiShaderRD' SHA256: d8190790adb3037fff0701ce9a4417a108b92e509951cc4563726e9686e70e94
Shader 'VoxelGiDebugShaderRD' SHA256: 0af14c72f3e81d4f4b34e6148cd2f68a929a6de6fb1ee0314b331dd0b9e3d108
Shader 'SdfgiPreprocessShaderRD' SHA256: 17826ce12f5c076fe3d8875dd78c7e87259b969638ddad906852d47a0954fda2
Shader 'SdfgiDirectLightShaderRD' SHA256: 17012b4f5d7cdef098810f8371130148ace45e1f505e147f0fe780208e90c5ee
Shader 'SdfgiIntegrateShaderRD' SHA256: f5022f25aea104ad76e2ce0637407b15cd7e1dd70e94910786bebfe548837010
Shader 'GiShaderRD' SHA256: a66560b7e20dc5f4df9ddd424fec2defa603ef2fefb4eea162960dd9dc8d93af
Shader 'SdfgiDebugShaderRD' SHA256: be92c404258485bece09fd2885310b0f43b9277677c24a1f9f1f40f429a5e381
Shader 'SdfgiDebugProbesShaderRD' SHA256: f58078829478b32655736328161a9039e6b1ebb43445d54d126833ad4c2e3492
Shader 'VolumetricFogShaderRD' SHA256: 648cd86252a70eb5194db29a1f65b34400adad36e73d114edfe6734dafa439b3
Shader 'VolumetricFogProcessShaderRD' SHA256: 23280280254dc47d4c3d38ed893c4517492c30ed69eac2a167627106a5faaa67
Shader 'BokehDofShaderRD' SHA256: 1869a39aaa50556764caf8b04bd7df9270e665c1f0abab94eb5ee5a3db87abcf
Shader 'CopyShaderRD' SHA256: 45b90a2a0ba4fb21527643da4e5576a0401f1f15693db775d5878f4dd102cd60
Shader 'CopyToFbShaderRD' SHA256: a3129403c64fd47c6c9801362cb19f15140a51e94ff8a65ec4ecd53d23c140e2
Shader 'CubeToDpShaderRD' SHA256: 6a91afa925bebe08282ec1f5eccf7abe197e22a5e03790a57324efc6e7fe7717
Shader 'CubemapDownsamplerShaderRD' SHA256: 89f686e927090c0d798df8a3c3479d41b9e198ff5d48c95cdd1ad6898f454546
Shader 'CubemapFilterShaderRD' SHA256: a1065da0eb0c4d2e7d48e48872a0d245bf76e17e2f5f4c0fcc249758cf25d8f3
Shader 'CubemapRoughnessShaderRD' SHA256: 80369041204fdd40f7aa94891d8f9768c216884ef134cfa78de93df9204daa24
Shader 'SpecularMergeShaderRD' SHA256: c106a251c9a45c3ee8e06c0380287724ea00d92e9b82f84a8f6f9536933dc5c5
Shader 'TonemapShaderRD' SHA256: 3b59a7fdce57a122389251512b73e218af58651cbaf06fbd6209f0370dc0473d
Shader 'VrsShaderRD' SHA256: 5902504f59a18900b59663ee094a5b5c82dcc2c6e58f8e435a905e0c5e210ec1
Shader 'FsrUpscaleShaderRD' SHA256: 2eacc19e650f2285a8dfe18eda187cb08057f220008881835f61c61bf824e470
Shader 'SsEffectsDownsampleShaderRD' SHA256: ffd05634e80d00a7702bb8420040339f0ac5ccd9ee8cfa444c983463e31b11c9
Shader 'SsilShaderRD' SHA256: 90c6d8274d7d1530cbbce194763ae5d97af74da41b7ce536fc1ea7c9c2f1e32a
Shader 'SsilImportanceMapShaderRD' SHA256: 96eb366ba7ef0c48f79689bd7c777a715d950e5ad167e844b6c4540adb673a98
Shader 'SsilBlurShaderRD' SHA256: 29daf880437666c3e12827b09c83e88e1ad3e8cc54236ce069256fb5ce84e63b
Shader 'SsilInterleaveShaderRD' SHA256: 254589e1959157c0dea58d2932747b38eeddcd32b6b7768d58dad6f9a4a06059
Shader 'SsaoShaderRD' SHA256: 68a9cdefc37e695ee7e067d641d06535203b5437f9e3cb6982d76deba84d6b08
Shader 'SsaoImportanceMapShaderRD' SHA256: 2f624c7c3fa20d7433dd9b18872b077b3c3cad86a49555068f8cb44df7caeaa6
Shader 'SsaoBlurShaderRD' SHA256: 1802210bae786e64887338920c6b54d3f1dd1e28de040a876dd49d18554a4d1a
Shader 'SsaoInterleaveShaderRD' SHA256: 69dd5cf1002de1604bab283ed832426330a6ed7c16263d32cdc49b943ada6023
Shader 'ScreenSpaceReflectionScaleShaderRD' SHA256: f88c55a330487abbaae5fee753bf63a5ab2d1e693c14d71204aa616d605a5e9e
Shader 'ScreenSpaceReflectionShaderRD' SHA256: 957e5a90d6b4f014817b513e881861d346fc878365914b505177513987ed2ec9
Shader 'ScreenSpaceReflectionFilterShaderRD' SHA256: 3062efdf35953bb46c1aee1618ff493282afc86b1e52bcba3752681760d0410b
Shader 'SubsurfaceScatteringShaderRD' SHA256: f1806bc00229a716b663ad6212fb8263cb9eb2953a5b2bf1dcea4f2f0aefa8c7
Shader 'LuminanceReduceShaderRD' SHA256: 5ba78ee1b5ef37ddae19b10336a70daaa1da7146260e2ef417483c4405391bba
Shader 'RoughnessLimiterShaderRD' SHA256: 71c28940b35e4a8dc5c52f28e2ed03bb29898fb186f4a17ecced6b12582e60dc
Shader 'SortShaderRD' SHA256: 76459934fee66f816bbd3438322bacfcfb4b822a9641a49ed19909ce8c335abc
Shader 'BlitShaderRD' SHA256: 83469fdd58a6d3e4fe519367d7900f0d1a0e95a0af0d07d2441b3b3431cc3b66
JoypadLinux: udev enabled and loaded successfully.
PulseAudio: context other
PulseAudio: context other
PulseAudio: context other
PulseAudio: context ready
PulseAudio: Detecting channels for device: alsa_output.usb-Kingston_HyperX_Cloud_Stinger_S_0000000000000000-00.iec958-stereo
PulseAudio: detected 2 output channels
PulseAudio: audio buffer frames: 512 calculated output latency: 11ms

TextServer: Primary interface set to: "ICU / HarfBuzz / Graphite (Built-in)".
CORE API HASH: 1154053515
EDITOR API HASH: 3287929985
EditorSettings: Load OK!
MagiaPotagia commented 2 years ago
TextServer: Added interface "Dummy"
TextServer: Added interface "ICU / HarfBuzz / Graphite (Built-in)"
Godot Engine v4.0.alpha.custom_build.f6b36f54e - https://godotengine.org
XInput: Refreshing devices.
XInput: Absolute pointing device: Wacom Intuos S Pen stylus
XInput: Absolute pointing device: Wacom Intuos S Pad pad
XInput: No touch devices found.
WARNING: GENERAL - Message Id Number: 0 | Message Id Name: Loader Message
    terminator_CreateInstance: Failed to CreateInstance in ICD 1.  Skipping ICD.
    Objects - 1
        Object[0] - VK_OBJECT_TYPE_INSTANCE, Handle 94856782205808
     at: _debug_messenger_callback (drivers/vulkan/vulkan_context.cpp:168)
WARNING: radv is not a conformant Vulkan implementation, testing use only.
Vulkan devices:
  #0: AMD AMD RADV PITCAIRN - Supported, Discrete
Vulkan API 1.2.0 - Using Vulkan Device #0: AMD - AMD RADV PITCAIRN
- Vulkan Variable Rate Shading supported:
  Pipeline fragment shading rate
  Primitive fragment shading rate
  Attachment fragment shading rate, min texel size: (8, 8), max texel size: (8, 8)
- Vulkan multiview supported:
  max view count: 8
  max instances: 2147483647
- Vulkan subgroup:
  size: 64
  stages: STAGE_VERTEX, STAGE_TESSELLATION_CONTROL, STAGE_TESSELLATION_EVALUATION, STAGE_GEOMETRY, STAGE_FRAGMENT, STAGE_COMPUTE
  supported ops: FEATURE_BASIC, FEATURE_VOTE, FEATURE_ARITHMETIC, FEATURE_BALLOT, FEATURE_SHUFFLE, FEATURE_SHUFFLE_RELATIVE, FEATURE_CLUSTERED, FEATURE_QUAD
  quad operations in all stages
Using present mode: VK_PRESENT_MODE_FIFO_KHR
Using present mode: VK_PRESENT_MODE_FIFO_KHR
Using "default" pen tablet driver...
Creating VMA small objects pool for memory type index 0
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Shader 'SkeletonShaderRD' SHA256: 6bd06d66676f405e5c513ba9dddeabc0b0448671fac2ab273bf881c194d97ee1
Shader 'ParticlesShaderRD' SHA256: 1e31b303b0fa067a19a0c081878dc0c6a33cc7f4cee44a925d8f45341485183a
Shader 'ParticlesCopyShaderRD' SHA256: a3c4f92dfdd6927d0ffe6cefb1b484939c944815ffb25e752ce173b96213dae8
Shader 'CanvasShaderRD' SHA256: 9eba16d298df687025524256fdb52053640398461b7fbab7d04d71d245455529
Shader 'CanvasOcclusionShaderRD' SHA256: faff60dff9b0771e787d816a11985fcb255949d3341c9120428f211ee8a7a828
Shader 'ClusterRenderShaderRD' SHA256: a69edab6a1487476799fdf7eb0b6f3add0f4a7e6aed695846cc6583baa738ac9
Shader 'ClusterStoreShaderRD' SHA256: 4be5422b409755f54b3e77101bda3bd97c68fbefe3269c21aff53d08ff7e2d63
Shader 'ClusterDebugShaderRD' SHA256: 76c4516a2f54ddf50aad0c8b212495619a5a5e5b3fef4c401b84cfda56fd58ee
Shader 'SceneForwardClusteredShaderRD' SHA256: 9a0bd7660d21567a8918509ad81718d50fd838d6acc1c1b7f51683b94c985225
Shader 'ResolveShaderRD' SHA256: b8826d345baa6518b5af7c2f32127651f7fb759a5fe45894c3ea35ee6952a302
Shader 'TaaResolveShaderRD' SHA256: 9cb9f14ebf0b2b0fdee126fcff807201e60a64a5b98f934f418f4eb4d6ea1c2b
Shader 'SkyShaderRD' SHA256: a30a8ca612a4de497af8bae52c2d1c35422769ce6c66e8f75f5cc4aecae65721
Shader 'VoxelGiShaderRD' SHA256: d8190790adb3037fff0701ce9a4417a108b92e509951cc4563726e9686e70e94
Shader 'VoxelGiDebugShaderRD' SHA256: 0af14c72f3e81d4f4b34e6148cd2f68a929a6de6fb1ee0314b331dd0b9e3d108
Shader 'SdfgiPreprocessShaderRD' SHA256: 17826ce12f5c076fe3d8875dd78c7e87259b969638ddad906852d47a0954fda2
Shader 'SdfgiDirectLightShaderRD' SHA256: 17012b4f5d7cdef098810f8371130148ace45e1f505e147f0fe780208e90c5ee
Shader 'SdfgiIntegrateShaderRD' SHA256: f5022f25aea104ad76e2ce0637407b15cd7e1dd70e94910786bebfe548837010
Shader 'GiShaderRD' SHA256: a66560b7e20dc5f4df9ddd424fec2defa603ef2fefb4eea162960dd9dc8d93af
Shader 'SdfgiDebugShaderRD' SHA256: be92c404258485bece09fd2885310b0f43b9277677c24a1f9f1f40f429a5e381
Shader 'SdfgiDebugProbesShaderRD' SHA256: f58078829478b32655736328161a9039e6b1ebb43445d54d126833ad4c2e3492
Shader 'VolumetricFogShaderRD' SHA256: 648cd86252a70eb5194db29a1f65b34400adad36e73d114edfe6734dafa439b3
Shader 'VolumetricFogProcessShaderRD' SHA256: 23280280254dc47d4c3d38ed893c4517492c30ed69eac2a167627106a5faaa67
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Shader 'CopyToFbShaderRD' SHA256: a3129403c64fd47c6c9801362cb19f15140a51e94ff8a65ec4ecd53d23c140e2
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Shader 'CubemapRoughnessShaderRD' SHA256: 80369041204fdd40f7aa94891d8f9768c216884ef134cfa78de93df9204daa24
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Shader 'SsilInterleaveShaderRD' SHA256: 254589e1959157c0dea58d2932747b38eeddcd32b6b7768d58dad6f9a4a06059
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Shader 'SsaoImportanceMapShaderRD' SHA256: 2f624c7c3fa20d7433dd9b18872b077b3c3cad86a49555068f8cb44df7caeaa6
Shader 'SsaoBlurShaderRD' SHA256: 1802210bae786e64887338920c6b54d3f1dd1e28de040a876dd49d18554a4d1a
Shader 'SsaoInterleaveShaderRD' SHA256: 69dd5cf1002de1604bab283ed832426330a6ed7c16263d32cdc49b943ada6023
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Shader 'SubsurfaceScatteringShaderRD' SHA256: f1806bc00229a716b663ad6212fb8263cb9eb2953a5b2bf1dcea4f2f0aefa8c7
Shader 'LuminanceReduceShaderRD' SHA256: 5ba78ee1b5ef37ddae19b10336a70daaa1da7146260e2ef417483c4405391bba
Shader 'RoughnessLimiterShaderRD' SHA256: 71c28940b35e4a8dc5c52f28e2ed03bb29898fb186f4a17ecced6b12582e60dc
Shader 'SortShaderRD' SHA256: 76459934fee66f816bbd3438322bacfcfb4b822a9641a49ed19909ce8c335abc
Shader 'BlitShaderRD' SHA256: 83469fdd58a6d3e4fe519367d7900f0d1a0e95a0af0d07d2441b3b3431cc3b66
JoypadLinux: udev enabled and loaded successfully.
PulseAudio: context other
PulseAudio: context other
PulseAudio: context other
PulseAudio: context ready
PulseAudio: Detecting channels for device: alsa_output.usb-Focusrite_Scarlett_2i2_USB-00.analog-stereo
PulseAudio: detected 2 output channels
PulseAudio: audio buffer frames: 512 calculated output latency: 11ms

TextServer: Primary interface set to: "ICU / HarfBuzz / Graphite (Built-in)".
CORE API HASH: 1154053515
EDITOR API HASH: 3287929985

I have been running the commands suggested, with 2>&1 included and I get similar outputs, only difference is that it didn't manage to print out the EditorSettings part. I don't know why it's so hard to get an error message or anything to point to the issue, maybe there is no issue at all on the code and maybe its a driver issue that the AMDGPU devs should know, I don't know how to contact them though.

MrVegito commented 2 years ago

Is there any chance to try and reproduce this issue with a debug build of Godot (Godot compiled with scons target=debug)? That might give us some more info about where this is going wrong. Right now we're trying to find a needle in a haystack..

Hello there,

In the documentation, there was a target called "release_debug", so I wasn't really sure, but just in case, I used the target "debug" as you've asked. Here's the result with the parameter -v : https://streamable.com/il4e4d

OBS crashed before the rest was printed, but I took a pic. I'm not sure if all the rest is in it, but here's the pic:

image

What about these errors?

MagiaPotagia commented 2 years ago

I found out I can run godot with --rendering-driver opengl3 and I can create and edit projects, and the gpu crash will happen once you run a scene, I can get godot crash logs but it's the same information as always.

./Godot_v4.0-beta1_linux.x86_64 --rendering-driver opengl3 --gpu-validation -v &> logg.txt 2>&1

logg.txt godot.log

Calinou commented 2 years ago

and the gpu crash will happen once you run a scene

See https://github.com/godotengine/godot/issues/66136.

MrVegito commented 2 years ago

Hello,

I just wanted to notify you that in about two weeks, I'll have an entire new pc rig, so I wouldn't be able to help from that point and on on this specific issue, since I wouldn't be using the current rig anymore. So please, if you still need me, make sure to contact me before that.

MagiaPotagia commented 1 year ago

As of beta2 the advanced settings for rendering slightly changed, you set Rendering Method to "gl_compatibility" to avoid this crash if you have it. I crashed my computer a few times trying to figure out. I have a completely empty godot.log from this crash, this honestly feels like a kernel panic crash to me, see my journalctl logs at #64387 I don't know how to contact the amdgpu or mesa developers but I hope someone has made them aware of this, there is going to be a fraction of AMD users that are not going to be able to play any Godot games at all.

MagiaPotagia commented 1 year ago

To reiterate only logs I can get are:

ERROR: Condition "header != String(shader_file_header)" is true. Returning: false
at: _load_from_cache (servers/rendering/rendered_rd/shader_rd.cpp:392)

This fills the entire terminal, similar to MrVegito, until the desktop environment freezes. Followed by the following journalctl log after reboot:

Oct 06 00:41:14 arch kernel: [drm:amdgpu_job_timedout [amdgpu]] *ERROR* ring gfx timeout, signaled seq=861638, emitted seq=861640
Oct 06 00:41:14 arch kernel: [drm:amdgpu_job_timedout [amdgpu]] *ERROR* Process information: process Godot_v4.0-beta pid 6098 thread Godot_v4.0-beta pid 6098
Oct 06 00:41:14 arch kernel: amdgpu 0000:01:00.0: amdgpu: GPU recovery disabled.
MagiaPotagia commented 1 year ago

Compiled the recent master and it still freezes my desktop environment

scons -j8 platform=linuxbsd target=editor dev_build=yes dev_mode=yes debug_symbols=yes

$./godot.linuxbsd.editor.dev.x86_64 --gpu-validation -v &> log 2>&1

--gpu-validation flag shows this warning

WARNING: GENERAL - Message Id Number: 0 | Message Id Name: Loader Message
    terminator_CreateInstance: Failed to CreateInstance in ICD 1.  Skipping ICD.
    Objects - 1
        Object[0] - VK_OBJECT_TYPE_INSTANCE, Handle 94694452754896
     at: _debug_messenger_callback (drivers/vulkan/vulkan_context.cpp:259)
WARNING: radv is not a conformant Vulkan implementation, testing use only.

I am attaching full logs log.txt

MagiaPotagia commented 1 year ago

I won't be able to help with this issue anymore, I switched to an AMD RX series, and I don't experience the crash anymore. After switching, --gpu-validation flag shows no warning. Older AMD cards have an incomplete Vulkan support.