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Burnout legends vulkan crash after loading screen #10436
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Tested with latest Windows build, default settings. I tried all game modes without any issue. |
Feels like an Intel driver bug.. |
I think is related Threading compiler the emu is freeze for some reason and the driver lost context wait rendering.
Edit : temporally Workarround with buffer enabled is disable slower effects for prevent these crash random traces . Confirm b94ca6e broken several graphics in this game. Before b94ca6e Except for the error in the sun graphically the rest works well if I activate the box slower effects |
Maybe that means depth clamping doesn't actually work properly? I don't have that game to try it with another video cards. -[Unknown] |
Played the game yesterday without any crashing. This was while using an AMD GPU though and not IGPU. |
Trace from Visual studios debugger added.
Last lines from ppsspp log upload |
@mrcmunir how is this now in the latests builds? |
@hrydgard No change. The error for this crash has always happened in this game in both drivers in the Intel windows driver and in ANV vulkan driver For now It can be skipped partially workarround if buffered/slow effects is disabled but it breaks the graphics a lot.
Now only returned
Skipping buffered effect Or Enable "disable slower effect" can skip crash |
Huh, odd stuff. Thanks for reporting though. I can run Vulkan on the Intel GPU of one of my laptops, so I might be able to reproduce later... |
@hrydgard huh?! With DEBUG FLAG returned extra information not sure if help for you :)
And If disable Thread Returned it
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@mrcmunir Is this now all solved, or do issues remain? |
@hrydgard Nope Only the specific ones that only happened in the linux depth issue. The weird Crash continues to occur. Edit : Update References above for Depth issue said are fixed :) |
Has this changed at all in the latest git build / latest drivers? -[Unknown] |
@unknownbrackets unfortunately, it has not changed much, it's still happening in linux and windows I get a problem of Lost the vulkan device in loading screen What I have been able to detect now the graphical errors without buffer are fixed and now it also crashes without buffered rendering but not in the same screen it loads something ingame and it takes to give the same error. Without buffer rendering crash in |
Other Hardware can Reproduced crash after loading screen is under Adreno GPU but diferent trace.
Now can't crash with latest commit under Adrenos GPUS eba6c00 |
"Output fragColor1 location or component conflict with others." Hm, that implies some sort of dual source blending issue. I wonder if that crash is actually just that dualSrcBlend is not working correctly. We do disable dualSrcBlend on Intel currently, I think. But only at the usage level, we leave it enabled. Maybe we need to disable it entirely on Intel? Ugh. Noting link with #10421. There we tried disabling dualSrcBlend on Adreno, which did NOT help. However, it DOES help this issue... probably another driver bug. -[Unknown] |
Same with the very latest? If so, I guess that'll get to stick around after all. |
This game has worked for a long time. Those lines are typical artifacts that you get when rendering things at a higher resolution that don't expect it. They'll probably disappear if you set texture filtering to point/nearest, but then you, well, lose bilinear for other things too. |
Well, this was an Intel GPU specific issue, right? Is it still happening on those devices? -[Unknown] |
It's Intel issue happens in both linux and windows drivers (untested if happen in Mac os x withh IGPU too). Also other GPU Adreno has a similar problem (disable the Dualsrcblend no crash but several glitchs graphics) For Intel IGPU with non-buffered no crash but same glitchs graphics with adreno. |
I have found something that partially solves the problem at least but only in non-buffered mode Looking at the code I saw that there is something that Intel drivers do not like with depthClamp in this change If I reverse the commit key.depthClampEnable With this I can fix the graphic errors but only in non-buffered mode The problem of the sun seems to only affect the linux driver (so it will be another related issue in this game under linux vulkan intel). With Buffered I see now is relate hang driver with some critical command buffer but it is difficult to debug because the whole system is freeze many times.
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In an earlier comment, you mentioned that disabling dual source blending helped. Can you disable that and depth clamp, and then create a GE dump? This can be done on any platform now: https://github.com/hrydgard/ppsspp/wiki/How-to-create-a-frame-dump The dump should let me repro, I want to see if there's anything funny with the dual source blend issue. Ideally try to get it on a frame that would have the problem. If you're willing to let your system hang once, you can verify by just loading the .ppdmp file in ppsspp, which will play back the frame dump. If it has the same behavior, that's something that is much easier to reproduce than having or playing through the game. -[Unknown] |
@unknownbrackets dump GE - Only select Disable slow effect Helped prevent crash with Buffered ON for Intel GPUS Disable slow effects + Buffered ON = Prevent crash but break graphics Non-buffered mode prevent crash but break graphics Combination working very well no issues. Buffered + Disable slow effects + Reverted b94ca6e (buffered is needed for sun graphic error only work ok in this mode , disable slow effects for some reason prevent crash and reverted b94ca6e for graphics error This is very weird but it works) |
Oh, this game does a bit of an odd thing. When drawing the sky, it sets:
The only slow effect it uses is a depth buffer blit, afaict. So maybe something about rendering with those weird depth parameters and then blitting depth causes the issue? -[Unknown] |
This should improve now? |
@mrcmunir no feedback/outdated? |
@EternalsDarkhole Sorry for the wait I had to update the system that is not my main laptop |
Using IGPU Skylake HD 520
Antergos distro linux + Mesa git changes.
After loading screen
Posibility errors !?
but is strange sometimes returned in same screen SDL2 error WFT?
or...
For more information these ramdomly errors can't reproduced if disabled buffered rendering.
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