Summary: | [IVB] Vkquake segment fault when change resolution in the menu | ||
---|---|---|---|
Product: | Mesa | Reporter: | mrc_munir <maximu> |
Component: | Drivers/Vulkan/intel | Assignee: | Intel 3D Bugs Mailing List <intel-3d-bugs> |
Status: | RESOLVED FIXED | QA Contact: | Intel 3D Bugs Mailing List <intel-3d-bugs> |
Severity: | normal | ||
Priority: | medium | CC: | jason |
Version: | git | ||
Hardware: | Other | ||
OS: | All | ||
Whiteboard: | |||
i915 platform: | i915 features: | ||
Attachments: | Backtrace vulkan_intel.so |
Description
mrc_munir
2016-08-06 18:36:31 UTC
What vkQuake commit are you using? For commit 82a45f684525a588654f1a8b2dc3f9af0ed045d0 and later I don't expect anv (or radv) to work as the game uses input attachments, which are not yet to be working. In radv I diagnosed a bug in an earlier vkquake with the resize where vkquake doesn't seem to allocate the new swapchain. This may be resolved with commit c1390d7bfe967928cc383fbd3dbbc7a0668eb3f4 Author: Axel Gneiting <mail@axelgneiting.de> Date: Fri Jul 29 14:38:09 2016 -0500 - Fix resolution changes It probably is the same problem for anv. Ops In the latest changes are change binary to ./vkquake I'm miss that part so no running anymore some Validation errors and Miss Input support. For Other hand You sugerence the Commit Fix resolution rarely working very Unstable ERROR Surface doesn't match video width or height In the code use if (vulkan_surface_capabilities.currentExtent.width != vid.width || vulkan_surface_capabilities.currentExtent.height != vid.height) Sys_Error("Surface doesn't match video width or height"); Or Couldn't acquire next image error In the code Use if (err != VK_SUCCESS) Sys_Error("Couldn't acquire next image"); In the gl_videsdl.c file https://github.com/Novum/vkQuake/blob/c1390d7bfe967928cc383fbd3dbbc7a0668eb3f4/Quake/gl_vidsdl.c Is this still an issue? Hello Jason is working better than in the pass I Reported but but it's not fixed returned when change resolution in Menu options (tested 640x480 , 800x600 and 1024x756 , 1024x768 , 1366x768) Working better with 1024x768 or native 1366x768 but no 100% will crash returned Surface doesn't match video width or height Passes in Windowed mode or Full screen. Also I can't screenshot crash game Couldn't acquire next image How Debug or enable VK logging? I faced similar issues while playing this game. I looked through available resolutions and modes and have following results: issues with resolution changing: resolution 1600*1200; fullscreen on -> apply changes- bottom edge of screen is blinking with some random content and game won't start after reentering; resolution 800*600, fullscreen on -> apply changes, exit game - sometimes changes user settings resolution of the screen when game is exited and also crashes the game after restart; resolution 680*400; fullscreen on -> apply changes and restart the game - game crashes on start showing its console or just black screen. Fullscreen OFF mode is working much more better for mentioned resolutions. No game or other dmesg message while it's happening. Also tried to launch it using gdb but also no error messages. So I suppose it's game bug. Created an issue for it: https://github.com/Novum/vkQuake/issues/153 also screen is blinking while game is starting and while entering Options menu - probably should be investigated additionally - this one also observed on KBL; Environment: Linux Manjaro; kernel 4.18.12-1-MANJARO; IvyBridge CPU: Intel Core i5-3470; GPU: IntelĀ® HD Graphics 2500; Vulkan 1.1.80 Here is gdb output: [test@test-pc Quake]$ gdb vkquake GNU gdb (GDB) 8.2 Copyright (C) 2018 Free Software Foundation, Inc. License GPLv3+: GNU GPL version 3 or later <http://gnu.org/licenses/gpl.html> This is free software: you are free to change and redistribute it. There is NO WARRANTY, to the extent permitted by law. Type "show copying" and "show warranty" for details. This GDB was configured as "x86_64-pc-linux-gnu". Type "show configuration" for configuration details. For bug reporting instructions, please see: <http://www.gnu.org/software/gdb/bugs/>. Find the GDB manual and other documentation resources online at: <http://www.gnu.org/software/gdb/documentation/>. For help, type "help". Type "apropos word" to search for commands related to "word"... Reading symbols from vkquake...(no debugging symbols found)...done. (gdb) run Starting program: /home/test/Work/vkQuake/Quake/vkquake [Thread debugging using libthread_db enabled] Using host libthread_db library "/usr/lib/libthread_db.so.1". Command line: /home/test/Work/vkQuake/Quake/vkquake Found SDL version 2.0.8 Detected 4 CPUs. Quake 1.09 (c) id Software GLQuake 1.00 (c) id Software FitzQuake 0.85 (c) John Fitzgibbons FitzQuake SDL port (c) SleepwalkR, Baker QuakeSpasm 0.93.0 (c) Ozkan Sezer, Eric Wasylishen & others vkQuake 1.00.0 (c) Axel Gneiting & others Host_Init Playing registered version. Console initialized. UDP Initialized Server using protocol 666 (FitzQuake) Exe: 11:07:02 Nov 13 2018 256.0 megabyte heap [New Thread 0x7fffe2dfb700 (LWP 21618)] Vulkan Initialization INTEL-MESA: warning: Ivy Bridge Vulkan support is incomplete [New Thread 0x7fffe14e1700 (LWP 21619)] Vendor: Intel Device: Intel(R) Ivybridge Desktop Using VK_KHR_DEDICATED_ALLOCATION Using A2B10G10R10 color buffer format Using X8_D24 depth buffer format Creating command buffers Initializing staging Creating descriptor set layouts Initializing dynamic vertex buffers Initializing dynamic index buffers Initializing dynamic uniform buffers Initializing samplers Creating pipeline layouts Using IMMEDIATE present mode fpCreateSwapchainKHR Creating color buffer AA disabled Creating depth buffer Creating render passes Creating frame buffers Creating pipelines Sound Initialization [New Thread 0x7fffbf3dd700 (LWP 21621)] [New Thread 0x7fffbf39c700 (LWP 21622)] SDL audio spec : 44100 Hz, 1024 samples, 2 channels SDL audio driver: pulseaudio - Built-in Audio Analog Stereo, 65536 bytes buffer Audio: 16 bit, stereo, 44100 Hz CDAudio disabled at compile time ========= Quake Initialized ========= execing quake.rc execing default.cfg execing config.cfg couldn't exec autoexec.cfg 3 demo(s) in loop Shutting down SDL sound [Thread 0x7fffbf39c700 (LWP 21622) exited] [Thread 0x7fffbf3dd700 (LWP 21621) exited] [Thread 0x7fffe2dfb700 (LWP 21618) exited] [Thread 0x7fffe14e1700 (LWP 21619) exited] [Inferior 1 (process 21612) exited normally] (gdb) Hi guys I've tested the issue on the latest master version of the game and of the Mesa - all looks good. As I understand, crashes caused by changing video options were resolved on the game side via this commit - commit aedf275d709980220616581aaba4e0ced101b832 Author: Ricardo Garcia <47594367+rg3igalia@users.noreply.github.com> Date: Sat May 11 22:32:24 2019 +0200 Fix MSAA Intel crash (#163) * Use actual image usage flags when querying format properties When deciding whether to activate FSAA or not and the number of supported samples, call vkGetPhysicalDeviceImageFormatProperties with the actual image usage flags that will be used later to create the image. This fixes a crash with Intel under mesa master as of the time this commit is being created because Intel does not support supersampling for images with VK_IMAGE_USAGE_STORAGE_BIT. The game isn't crashed at making screenshots. Flickers in the game are also absent for now. Feel free to reopen the issue, if you find any related problem. |
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