Open Burloe opened 1 week ago
Can't reproduce in beta2. Please provide full system information, you can copy them from Help -> Copy System Information. Also, what renderer are you using in your project?
Sure thing. This happened just recently and I can say my computer is rather old at this point. I wouldn't be surprised if it's a hardware issue or something. Godot v4.3.beta2 - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1070 (NVIDIA; 31.0.15.3742) - Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz (8 Threads)
It's not a hardware issue (you have better specs than mine ๐). Maybe driver bug or something.
I tried to update my drivers and rebooted and I still get the solid pink gradient. I didn't mean to say my specs were bad ๐ They're almost 9 years old now so I wouldn't be surprised if something's starting to fail at this point. If all signs points toward an issue with my machine. There's not much to do. Want me to close this?
I think it can be open for now, in case someone has the same issue. Though you could check if you see this bug in older versions.
Alright. I tried it on 3.5.2, 4.0.2, 4.1 and 4.2. Only occured on 4.3beta2 ๐ (sorry, mistyped beta1 when it shoรบld be beta2)
I did some test and i can reproduce this issue, looks like a regression between v4.2.dev3.official [013e8e3af] and v4.2.dev4.official [549fcce5f]. This bug seems a little tricky because sometimes not happen, but i was able to reliable trigger setting the texture to GradientTexture1D
first and after setting to GradienTexturet2D
, doing that 1~3 times is enough to trigger the bug.
https://github.com/godotengine/godot/assets/44306054/1523f8f4-308e-4589-9805-69b60a38f3ee
The v4.3.beta2.official [b75f0485b] can reproduce this bug too:
Also when i close godot after reproduce the bug the console prints an error and a warning (the amount of RID's vary accordingly the amount of times i reproduce the bug):
ERROR: 7 RID allocations of type 'N10RendererRD14TextureStorage7TextureE' were leaked at exit.
WARNING: 14 RIDs of type "Texture" were leaked.
at: finalize (drivers/vulkan/rendering_device_vulkan.cpp:9655)
I tried to bisect but i can't reproduce this issue on my self compiled versions using MSVC or MinGw as compiler with dev_build=yes
. @KoBeWi you know what compiler and what args are used to compile official releases?
AFAIK official builds use production=yes
.
AFAIK official builds use production=yes.
Thanks, using that i was able to reproduce the bug in my compiled versions
Bisecting points to #81137 as the culprit:
I can't reproduce it no matter how many times I try:
https://github.com/godotengine/godot/assets/2223172/9985ad63-1b0e-485b-8cd4-53a2f7ca6b0d
i wondering if it maybe has something to do with how emit_changed()
is no longer being called after _update
finishes
https://github.com/godotengine/godot/pull/81137/files#diff-07c3cddd56772030a7fc531ae661b56edebe1c566c741b0921ef49b4671c88cdL143-L144
https://github.com/godotengine/godot/pull/81137/files#diff-07c3cddd56772030a7fc531ae661b56edebe1c566c741b0921ef49b4671c88cdL268
but these const_cast
s (grrrr) are wayy more sus bc of how the bug only happens on an optimized build
https://github.com/godotengine/godot/pull/81137/files#diff-07c3cddd56772030a7fc531ae661b56edebe1c566c741b0921ef49b4671c88cdR400 https://github.com/godotengine/godot/pull/81137/files#diff-07c3cddd56772030a7fc531ae661b56edebe1c566c741b0921ef49b4671c88cdR168
if thats the problem, then it could be solved by making update_pending
mutable (texture
is already mutable)
then making update_now
and _update
const
then removing the const_cast
(grr)
but these
const_cast
s (grrrr) are wayy more sus bc of how the bug only happens on an optimized build
I tested yesterday and i can confirm commenting this line stops the bug
Tested versions
4.3 beta1
System information
Godot v4.3.beta2 - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1070 (NVIDIA; 31.0.15.3742) - Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz (8 Threads)
Issue description
Creating a new GradientTexture2D creates a solid pink texture despite the gradient being the default black-white. Making any changes to the gradient fixes it.
Steps to reproduce
New project > Add Sprite2D > Add new GradientTexture2D as the texture
Minimal reproduction project (MRP)
N/A