ruffle-rs / ruffle

A Flash Player emulator written in Rust
https://ruffle.rs
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Crash on HeartCore_noplayer.swf #12320

Open p0008874 opened 1 year ago

p0008874 commented 1 year ago

Describe what you were doing

Crashed During Gretting part. https://www.pouet.net/prod.php?which=67334

What does the crash message say?

panicked at 'Error in Queue::submit: Validation Error

Caused by: Parent device is lost ', C:\Users\runneradmin.cargo\registry\src\index.crates.io-6f17d22bba15001f\wgpu-0.16.3\src\backend\direct.rs:2252:30

Ruffle Version

0.1.0-nightly (3326aef6a8b7c2b496c4538d1674e5b14944baa7 2023-07-25)

Affected platform

Desktop app

Operating system

Windows 10.0.19045 (Windows 10 Pro) [64-bit]

Additional information

Filename: HeartCore_noplayer.swf

Render Info

Renderer: wgpu Adapter Backend: Vulkan Adapter Name: "NVIDIA GeForce GTX 650" Adapter Device Type: DiscreteGpu Adapter Driver Name: "NVIDIA" Adapter Driver Info: "474.44" Enabled features: Features(TEXTURE_ADAPTER_SPECIFIC_FORMAT_FEATURES | PUSH_CONSTANTS) Available features: Features(DEPTH_CLIP_CONTROL | TIMESTAMP_QUERY | INDIRECT_FIRST_INSTANCE | RG11B10UFLOAT_RENDERABLE | DEPTH32FLOAT_STENCIL8 | TEXTURE_COMPRESSION_BC | TEXTURE_FORMAT_16BIT_NORM | PIPELINE_STATISTICS_QUERY | TIMESTAMP_QUERY_INSIDE_PASSES | MAPPABLE_PRIMARY_BUFFERS | TEXTURE_BINDING_ARRAY | BUFFER_BINDING_ARRAY | STORAGE_RESOURCE_BINDING_ARRAY | SAMPLED_TEXTURE_AND_STORAGE_BUFFER_ARRAY_NON_UNIFORM_INDEXING | UNIFORM_BUFFER_AND_STORAGE_TEXTURE_ARRAY_NON_UNIFORM_INDEXING | PARTIALLY_BOUND_BINDING_ARRAY | MULTI_DRAW_INDIRECT | MULTI_DRAW_INDIRECT_COUNT | ADDRESS_MODE_CLAMP_TO_ZERO | ADDRESS_MODE_CLAMP_TO_BORDER | POLYGON_MODE_LINE | POLYGON_MODE_POINT | VERTEX_WRITABLE_STORAGE | CLEAR_TEXTURE | SPIRV_SHADER_PASSTHROUGH | MULTIVIEW | SHADER_F64 | SHADER_I16 | SHADER_PRIMITIVE_INDEX) Current limits: Limits { max_texture_dimension_1d: 16384, max_texture_dimension_2d: 16384, max_texture_dimension_3d: 2048, max_texture_array_layers: 256, max_bind_groups: 4, max_bindings_per_bind_group: 640, max_dynamic_uniform_buffers_per_pipeline_layout: 8, max_dynamic_storage_buffers_per_pipeline_layout: 0, max_sampled_textures_per_shader_stage: 16, max_samplers_per_shader_stage: 16, max_storage_buffers_per_shader_stage: 0, max_storage_textures_per_shader_stage: 0, max_uniform_buffers_per_shader_stage: 11, max_uniform_buffer_binding_size: 16384, max_storage_buffer_binding_size: 0, max_vertex_buffers: 8, max_buffer_size: 268435456, max_vertex_attributes: 16, max_vertex_buffer_array_stride: 255, min_uniform_buffer_offset_alignment: 256, min_storage_buffer_offset_alignment: 32, max_inter_stage_shader_components: 60, max_compute_workgroup_storage_size: 0, max_compute_invocations_per_workgroup: 0, max_compute_workgroup_size_x: 0, max_compute_workgroup_size_y: 0, max_compute_workgroup_size_z: 0, max_compute_workgroups_per_dimension: 0, max_push_constant_size: 96 } Surface quality: low Surface samples: 1 Surface size: Extent3d { width: 640, height: 504, depth_or_array_layers: 1 }

n0samu commented 1 year ago

Can you also try it with the DX12 renderer? It could be related to your Vulkan drivers.

p0008874 commented 1 year ago

Can you also try it with the DX12 renderer? It could be related to your Vulkan drivers.

Both are work but slowly.