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It's waiting for the frame_pre_draw signal from the RenderServer to call its _generate_frame_started method, which would post to the preview_done signal unblocking the wait.
The problem is the frame_pre_draw signal is generated when the RenderServer performs a draw, and the draw is performed by Main::iteration(); however this is the main thread being blocked so no draws occur - hence deadlock.
Steps to reproduce
I suspect this may have been introduced by #87229 which according to the title "Run resource previewer on the main thread if using GL compatibility" would seem to align with the root cause of this problem.
Minimal reproduction project (MRP)
TODO - will update shortly.
The text was updated successfully, but these errors were encountered:
Tested versions
4.3.dev [fb10e67]
System information
Windows 11, gl_compatibility, NVidia RTX 3070 TI
Issue description
A deadlock situation arises at startup with the following call-stack:
Specifically the EditorMaterialPreviewPlugin::generate is blocked on the wait of the following code:
godot/editor/plugins/editor_preview_plugins.cpp
Lines 317 to 319 in fb10e67
It's waiting for the
frame_pre_draw
signal from the RenderServer to call its_generate_frame_started
method, which would post to the preview_done signal unblocking the wait.The problem is the
frame_pre_draw
signal is generated when the RenderServer performs a draw, and the draw is performed byMain::iteration()
; however this is the main thread being blocked so no draws occur - hence deadlock.Steps to reproduce
I suspect this may have been introduced by #87229 which according to the title "Run resource previewer on the main thread if using GL compatibility" would seem to align with the root cause of this problem.
Minimal reproduction project (MRP)
TODO - will update shortly.
The text was updated successfully, but these errors were encountered: