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Capturing a Godot project from latest master branch on Linux succeeds and has no validation errors; but replay crashes RenderDoc.
1 fill_sampler_stage lvp_execute.c 1116 0x7fff9126fae8 2 handle_descriptor lvp_execute.c 1235 0x7fff91270383 3 handle_set_stage lvp_execute.c 1268 0x7fff91270555 4 handle_descriptor_sets lvp_execute.c 1350 0x7fff91270b9c 5 lvp_execute_cmd_buffer lvp_execute.c 4039 0x7fff9127c376 6 lvp_execute_cmds lvp_execute.c 4337 0x7fff9127cdd0 7 lvp_queue_submit lvp_device.c 1520 0x7fff912634d8 8 vk_queue_submit_final vk_queue.c 377 0x7fff91346688 9 vk_queue_submit_thread_func vk_queue.c 490 0x7fff91346af0 10 impl_thrd_routine threads_posix.c 67 0x7fff91326616 11 start_thread pthread_create.c 477 0x7ffff7f6d609 12 clone clone.S 95 0x7fffefb2d353
ss = nullptr stage = MESA_SHADER_VERTEX (0) ss_idx = 10 array_idx = 0 dyn_info->stage[stage].sampler_count = 0 state->ss_dirty[p_stage] = 1 descriptor = { { sampler = 0x0, sampler_view = 0x0 }, "image_view ="{ resource = 0x0, "format = PIPE_FORMAT_NONE", access = 0, shader_access = 0, "u ="{ "tex ="{ first_layer = 0, last_layer = 0, level = 0 }, "buf ="{ offset = 0, size = 0 } } }, "ssbo ="{ buffer = 0x0, buffer_offset = 0, buffer_size = 0 }, "ubo ="{ buffer = 0x0, buffer_offset = 0, buffer_size = 0, user_buffer = 0x0 }, uniform = 0x0 } bindings ={ descriptor_index = 12, "type = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER", array_size = 1, "valid = true", dynamic_index = 0, "stage ="{ { const_buffer_index = -1, shader_buffer_index = -1, sampler_index = 10, sampler_view_index = 10, image_index = -1, uniform_block_index = -1, uniform_block_offset = 0 }, { const_buffer_index = -1, shader_buffer_index = -1, sampler_index = 10, sampler_view_index = 10, image_index = -1, uniform_block_index = -1, uniform_block_offset = 0 }, { const_buffer_index = -1, shader_buffer_index = -1, sampler_index = 10, sampler_view_index = 10, image_index = -1, uniform_block_index = -1, uniform_block_offset = 0 }, { const_buffer_index = -1, shader_buffer_index = -1, sampler_index = 10, sampler_view_index = 10, image_index = -1, uniform_block_index = -1, uniform_block_offset = 0 }, { const_buffer_index = -1, shader_buffer_index = -1, sampler_index = 10, sampler_view_index = 10, image_index = -1, uniform_block_index = -1, uniform_block_offset = 0 }, { const_buffer_index = -1, shader_buffer_index = -1, sampler_index = 10, sampler_view_index = 10, image_index = -1, uniform_block_index = -1, uniform_block_offset = 0 } }, immutable_samplers = 0x0 }
Repro: RenderDoc.zip
If you think you need access to the original app to capture it, I can arrange that (it takes me time to setup the demo)
Driver: RADV AMD Radeon RX 6800 XT (navi21, LLVM 15.0.7, DRM 3.46, 5.18.11+) Mesa 23.2.1 refresh - kisak-mesa PPA
App passes validation and presents correctly.
The text was updated successfully, but these errors were encountered:
AHHHH FOR THE LOVE OF GOD.
By my own mistake the system picked up lavapipe (non-conformant SW Vulkan implementation) instead of my HW.
The problem goes away when using real Vulkan HW.
Closing this ticket.
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Description
Capturing a Godot project from latest master branch on Linux succeeds and has no validation errors; but replay crashes RenderDoc.
Steps to reproduce
Repro:
RenderDoc.zip
If you think you need access to the original app to capture it, I can arrange that (it takes me time to setup the demo)
Environment
Driver: RADV
AMD Radeon RX 6800 XT (navi21, LLVM 15.0.7, DRM 3.46, 5.18.11+)
Mesa 23.2.1 refresh - kisak-mesa PPA
App passes validation and presents correctly.
The text was updated successfully, but these errors were encountered: