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EXC_BAD_ACCESS from mvkUpdateDescriptorSets on macOS #2282
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The same crash happens on Intel Mac as well using MoltenVK 1.2.9 and 1.2.10. I didn't try with older versions though. |
I can confirm this crash as well in another game we developed. It does not happen with MoltenVK 1.2.9. |
FWIW, I just did a build of vkQuake off the master branch on my M1 Mac with 1.2.10 and it seems to run fine here. So, maybe something that came along after M1 in the feature set. |
Can you try with the Immortal Lock with vkQuake? I'm able to get this crash using the following command from the linked issue: |
I'm trying to replicate this locally. I followed the install instructions, grabbed an
Unfortunately it's not launching correctly. This is as far as it gets, so I'm clearly missing something, and help would be appreciated: |
Press the ~ key. You should get a menu. |
Got it. Thanks. I can start the game, walk around, shoot creatures, without faults.
I'm running on:
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@billhollings The base game works fine. However, the main map of the mod The Immortal Lock doesn't load. It does load on the Windows builds of vkQuake though. In your case, it looks like the engine didn't load the mod properly. Is the immortal folder next to id1 as shown in the picture? |
Tried to set this up on: AMD - RX6600XT got an exception as well.
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No. I just cloned the How do I acquire and install the required Immortal Lock mod? And once I get into the app, what do I need to do to get it to fail? Here's my |
You can get the mod from the website Perlence linked. The |
It looks like this issue is caused by the app creating a
Once the pool was exhausted, MoltenVK returned The Vulkan spec says:
MoltenVK chose to fail and report in both of these situations. If this is running successfully on Vulkan implementations on other platforms, then those implementations are being more forgiving with the rules, and are choosing not to fail when the pool is exhausted of a particular descriptor type. However, the app code should not rely on this, as any implementation could choose to be strict. And the spec intention is that apps can use the failure feedback to create additional descriptor pools as necessary. MoltenVK PR #2291 fixes the issue here by embracing the may spec directive above for descriptor allocation, and allowing descriptors to be dynamically allocated once the descriptors of a particularly type in the pool are exhausted. MoltenVK will still report a failure if the BTW...the
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I can confirm: With the MoltenVK build from the PR, the immortal mod doesn't crash anymore, but I am getting a lot of vertex explosions from the enemies on the map. |
Found in latest vkQuake 564c14d and MoltenVK edbdcf05, compiled with debug enabled, on macOS 14.5 with M3 Max:
See also: vkQuake issue.
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