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Innocent Life (ULES-00658) crashing when using elevator #14279

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justafella opened this issue Mar 11, 2021 · 14 comments
Open

Innocent Life (ULES-00658) crashing when using elevator #14279

justafella opened this issue Mar 11, 2021 · 14 comments
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@justafella
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What happens?

Game crashes when I try to use elevator to go down. Vulkan related error message pops up.
Captura de tela 2021-03-10 225620

What should happen?

No crashes.

What hardware, operating system, and PPSSPP version? On desktop and mobile phone, GPU matters for graphical issues.

  • Windows 10 64 bit;
  • Acer Aspire ES15;
  • Intel Celeron QuadCore N3450;
  • Intel HD Graphics 500 (driver ver. 27.20.100.9168);
  • 4 GB RAM;
  • ppsspp-v1.11.2-312-g38e384d83-windows-amd64

Please test newest version in https://buildbot.orphis.net/ppsspp/

Tested. Same problem. Here is a save file for testing:
ULES00658DATA00.zip

@anr2me
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anr2me commented Mar 11, 2021

It would be nice if you can provide the log file, in case the devs doesn't have the game.
You can run the DebugLog.bat file to generate ppsspplog.txt log file.

@anr2me anr2me added the Vulkan label Mar 11, 2021
@hrydgard hrydgard added this to the v1.12.0 milestone Mar 11, 2021
@justafella
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It would be nice if you can provide the log file, in case the devs doesn't have the game.
You can run the DebugLog.bat file to generate ppsspplog.txt log file.

Alright. This is the log I got: ppsspplog.txt

@hrydgard
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Yeah unfortunately with this type of crash, the log files don't tend to tell us much...

@anr2me
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anr2me commented Mar 11, 2021

Using the savedata provided on first post, i've tried to go down and also to go to the entrance on Debug build, but can't trigger this vulkan issue
image
May be because i'm using geforce?

@anr2me
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anr2me commented Mar 11, 2021

Okay, i can triggers it on Intel GPU, here is the call stacks
image
image
PS: theframe arg value = 2

29:20:259 idle0        E[SYSTEM]: Common\Log.cpp:49 (C:\Users\AdamN\Documents\Projects\ppsspp\Common\GPU\Vulkan\VulkanRenderManager.cpp:VulkanRenderManager::Submit:1258) Critical: [false] Lost the Vulkan device in vkQueueSubmit! If this happens again, switch Graphics Backend away from Vulkan

The error message probably came from here (stopped here if i answered "No" on the popup dialog)
image

@hrydgard
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If you go to the Output tab in the bottom right, is there anything showing up there when you trigger the first one? Should be since you had the validation layer running, and it might have caught something.

@anr2me
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anr2me commented Mar 11, 2021

Debug Output

Click to expand
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Users\AdamN\Documents\Projects\ppsspp\PPSSPPDebug64.exe'. Symbols loaded.
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\ntdll.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\kernel32.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\KernelBase.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\shlwapi.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\msvcrt.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\mfplat.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\sechost.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\user32.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\winmm.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\rpcrt4.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\dsound.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\win32u.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\advapi32.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\cfgmgr32.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\gdi32.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\WinSxS\amd64_microsoft.windows.common-controls_6595b64144ccf1df_6.0.19041.844_none_ca00b6081b84eb1d\comctl32.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\ucrtbase.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\combase.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\gdi32full.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\msvcp_win.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\SHCore.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\d3d9.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\comdlg32.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\opengl32.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\shell32.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\powrprof.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\ole32.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\winmmbase.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\powrprof.dll'. 
'PPSSPPDebug64.exe' (Win32): Unloaded 'C:\Windows\System32\powrprof.dll'
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\oleaut32.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\ws2_32.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\kernel.appcore.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\windows.storage.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\dwmapi.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\glu32.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\IPHLPAPI.DLL'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\version.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\dinput8.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\wldp.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\bcryptprimitives.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\RTWorkQ.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\umpdc.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\imm32.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\InputHost.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\WinTypes.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\CoreMessaging.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\propsys.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\CoreUIComponents.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\ntmarta.dll'. 
Console handler is installed!
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\uxtheme.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\msctf.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Program Files (x86)\RivaTuner Statistics Server\RTSSHooks64.dll'. Module was built without symbols.
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\TextShaping.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\vulkan-1.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\dxgi.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\ResourcePolicyClient.dll'. 
'PPSSPPDebug64.exe' (Win32): Unloaded 'C:\Windows\System32\ResourcePolicyClient.dll'
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\DriverStore\FileRepository\nvaci.inf_amd64_28d500ee4067824f\nvdlistx.dll'. 
'PPSSPPDebug64.exe' (Win32): Unloaded 'C:\Windows\System32\DriverStore\FileRepository\nvaci.inf_amd64_28d500ee4067824f\nvdlistx.dll'
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\DriverStore\FileRepository\iigd_dch.inf_amd64_7afe822023b3bf6d\igvk64.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\DriverStore\FileRepository\iigd_dch.inf_amd64_7afe822023b3bf6d\igdgmm64.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\DriverStore\FileRepository\iigd_dch.inf_amd64_7afe822023b3bf6d\igc64.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\DriverStore\FileRepository\iigd_dch.inf_amd64_7afe822023b3bf6d\igdmd64.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\DriverStore\FileRepository\nvaci.inf_amd64_28d500ee4067824f\nvoglv64.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\setupapi.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\bcrypt.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\wtsapi32.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\msasn1.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\cryptnet.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\crypt32.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\cryptbase.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\devobj.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\wintrust.dll'. 
The thread 0x38c8 has exited with code 0 (0x0).
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Program Files (x86)\RivaTuner Statistics Server\Vulkan\RTSSVkLayer64.dll'. Module was built without symbols.
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\WinSxS\amd64_microsoft.vc90.crt_1fc8b3b9a1e18e3b_9.0.30729.9625_none_08e1c10da83fbc83\msvcr90.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\WinSxS\amd64_microsoft.vc90.crt_1fc8b3b9a1e18e3b_9.0.30729.9625_none_08e1c10da83fbc83\msvcp90.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\DXCore.dll'. 
'PPSSPPDebug64.exe' (Win32): Unloaded 'C:\Windows\WinSxS\amd64_microsoft.vc90.crt_1fc8b3b9a1e18e3b_9.0.30729.9625_none_08e1c10da83fbc83\msvcr90.dll'
'PPSSPPDebug64.exe' (Win32): Unloaded 'C:\Windows\WinSxS\amd64_microsoft.vc90.crt_1fc8b3b9a1e18e3b_9.0.30729.9625_none_08e1c10da83fbc83\msvcp90.dll'
'PPSSPPDebug64.exe' (Win32): Unloaded 'C:\Program Files (x86)\RivaTuner Statistics Server\Vulkan\RTSSVkLayer64.dll'
'PPSSPPDebug64.exe' (Win32): Unloaded 'C:\Windows\System32\vulkan-1.dll'
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\TextInputFramework.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\XInput1_4.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\hid.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\mswsock.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\vulkan-1.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\VulkanSDK\1.2.170.0\Bin\VkLayer_khronos_validation.dll'. Symbols loaded.
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\msvcp140.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\vcruntime140.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\vcruntime140_1.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Program Files (x86)\RivaTuner Statistics Server\Vulkan\RTSSVkLayer64.dll'. Module was built without symbols.
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\WinSxS\amd64_microsoft.vc90.crt_1fc8b3b9a1e18e3b_9.0.30729.9625_none_08e1c10da83fbc83\msvcr90.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\WinSxS\amd64_microsoft.vc90.crt_1fc8b3b9a1e18e3b_9.0.30729.9625_none_08e1c10da83fbc83\msvcp90.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\DriverStore\FileRepository\iigd_dch.inf_amd64_7afe822023b3bf6d\igdml64.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\clbcatq.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\AppXDeploymentClient.dll'. 
The thread 0x2358 has exited with code 0 (0x0).
The thread 0xedc has exited with code 0 (0x0).
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\winsta.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\dnsapi.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\nsi.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\FWPUCLNT.DLL'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\rasadhlp.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\mf.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\mfreadwrite.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\mfcore.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\ksuser.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\MMDevAPI.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\CompPkgSup.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\AudioSes.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\Windows.Media.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\Windows.ApplicationModel.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\twinapi.appcore.dll'. 
'PPSSPPDebug64.exe' (Win32): Loaded 'C:\Windows\System32\ResourcePolicyClient.dll'. 
The thread 0x190c has exited with code 0 (0x0).
The thread 0xf44 has exited with code 0 (0x0).
The thread 0x22b0 has exited with code 0 (0x0).
The thread 0x3eac has exited with code 0 (0x0).
The thread 0x3fc0 has exited with code 0 (0x0).
The thread 0x39e8 has exited with code 0 (0x0).
The thread 0x3a9c has exited with code 0 (0x0).
The thread 0x43f0 has exited with code 0 (0x0).
The thread 0x47d4 has exited with code 0 (0x0).
The thread 0x296c has exited with code 0 (0x0).
The thread 0x3ea4 has exited with code 0 (0x0).
The thread 0x4328 has exited with code 0 (0x0).
The thread 0x3ce8 has exited with code 0 (0x0).
The thread 0x4370 has exited with code 0 (0x0).
The thread 0x4494 has exited with code 0 (0x0).
The thread 0x4268 has exited with code 0 (0x0).
The thread 0x285c has exited with code 0 (0x0).
The thread 0x4468 has exited with code 0 (0x0).
The thread 0x445c has exited with code 0 (0x0).
The thread 0x4450 has exited with code 0 (0x0).
The thread 0x4454 has exited with code 0 (0x0).
The thread 0x4458 has exited with code 0 (0x0).
The thread 0x4460 has exited with code 0 (0x0).
The thread 0x2c94 has exited with code 0 (0x0).
The thread 0x4464 has exited with code 0 (0x0).
The thread 0x446c has exited with code 0 (0x0).
The thread 0x4094 has exited with code 0 (0x0).
The thread 0x3bc4 has exited with code 0 (0x0).
The thread 0x2c34 has exited with code 0 (0x0).
The thread 0x4210 has exited with code 0 (0x0).
The thread 0x262c has exited with code 0 (0x0).
The thread 0x449c has exited with code 0 (0x0).
The thread 0xb98 has exited with code 0 (0x0).
The thread 0x3658 has exited with code 0 (0x0).
The thread 0x455c has exited with code 0 (0x0).
The thread 0x26b4 has exited with code 0 (0x0).
The thread 0x37c8 has exited with code 0 (0x0).
The thread 0x10b8 has exited with code 0 (0x0).
Exception thrown at 0x00007FFD9BBBD759 in PPSSPPDebug64.exe: Microsoft C++ exception: VK::Exception at memory location 0x0000003D71DFF404.
The thread 0x440 has exited with code 0 (0x0).
(C:\Users\AdamN\Documents\Projects\ppsspp\Common\GPU\Vulkan\VulkanRenderManager.cpp:VulkanRenderManager::Submit:1258) Critical: [false] Lost the Vulkan device in vkQueueSubmit! If this happens again, switch Graphics Backend away from Vulkan

Try to continue?ERROR(validation:-111971419) Validation Error: [ VUID-vkQueuePresentKHR-pWaitSemaphores-03873 ] Object 0: handle = 0x1e9f835efd8, type = VK_OBJECT_TYPE_QUEUE; Object 1: handle = 0x6dc7200000000005, type = VK_OBJECT_TYPE_SEMAPHORE; | MessageID = 0xf95373a5 | vkQueuePresentKHR: Queue VkQueue 0x1e9f835efd8[] is waiting on pWaitSemaphores[0] (VkSemaphore 0x6dc7200000000005[]) that has no way to be signaled.
PPSSPPDebug64.exe has triggered a breakpoint.

Edit: Updated. Sorry forgot to continue from my breakpoint to catch the message

If i tried to continue again, this will appear:

ERROR(validation:-370888023) Validation Error: [ VUID-vkAcquireNextImageKHR-semaphore-01286 ] Object 0: handle = 0x5d11410000000004, type = VK_OBJECT_TYPE_SEMAPHORE; | MessageID = 0xe9e4b2a9 | vkAcquireNextImageKHR: Semaphore must not be currently signaled or in a wait state. The Vulkan spec states: If semaphore is not VK_NULL_HANDLE it must be unsignaled (https://vulkan.lunarg.com/doc/view/1.2.170.0/windows/1.2-extensions/vkspec.html#VUID-vkAcquireNextImageKHR-semaphore-01286)
PPSSPPDebug64.exe has triggered a breakpoint.

The program '[0x4170] PPSSPPDebug64.exe' has exited with code 0 (0x0).

@hrydgard
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Ah, well, unfortunately that didn't help much :(

@anr2me
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anr2me commented Mar 11, 2021

i updated the output to add the 2nd message when i tried to continue again, might be related to VkSemaphore ?

@unknownbrackets
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Is the Exception thrown at 0x00007FFD9BBBD759 in PPSSPPDebug64.exe: Microsoft C++ exception: VK::Exception at memory location 0x0000003D71DFF404. logged before or after the breakpoint?

Not sure but it seems like that would be coming from the graphics driver.

The validation error says that there's no way to signal the semaphore. That means it thinks renderingCompleteSemaphore_ cannot be signaled. In turn, that either means VulkanRenderManager::Submit() never submitted it, or something failed. It calls Submit() right before with triggerFrameFence set to true, so it should always get signaled (eventually.)

So to me, that means it's all a side effect of vkQueueSubmit() failing. The submit failed, so it will never signal the semaphore. Maybe we could fix that, but not in a way that would render anything anyway. The problem is that submit failed.

I recommend uncommenting the //queueRunner_.LogSteps(stepsOnThread, false); line, and changing #if 0 // def _DEBUG to #if 1, both in VulkanRenderManager.cpp. That will give plenty of logging about this, and hopefully the most recent steps logged will be the cause of the crash.

-[Unknown]

@anr2me
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anr2me commented Mar 12, 2021

Is the Exception thrown at 0x00007FFD9BBBD759 in PPSSPPDebug64.exe: Microsoft C++ exception: VK::Exception at memory location 0x0000003D71DFF404. logged before or after the breakpoint?

This occurred at the time the popup dialog appeared

Exception thrown at 0x00007FFC6A19D759 in PPSSPPDebug64.exe: Microsoft C++ exception: VK::Exception at memory location 0x0000002F25DFF1E4.
(C:\Users\AdamN\Documents\Projects\ppsspp\Common\GPU\Vulkan\VulkanRenderManager.cpp:VulkanRenderManager::Submit:1258) Critical: [false] Lost the Vulkan device in vkQueueSubmit! If this happens again, switch Graphics Backend away from Vulkan

Not sure but it seems like that would be coming from the graphics driver.

The validation error says that there's no way to signal the semaphore. That means it thinks renderingCompleteSemaphore_ cannot be signaled. In turn, that either means VulkanRenderManager::Submit() never submitted it, or something failed. It calls Submit() right before with triggerFrameFence set to true, so it should always get signaled (eventually.)

So to me, that means it's all a side effect of vkQueueSubmit() failing. The submit failed, so it will never signal the semaphore. Maybe we could fix that, but not in a way that would render anything anyway. The problem is that submit failed.

Yes, vkQueueSubmit failed with error VK_ERROR_DEVICE_LOST and ended showing that popup dialog here:

res = vkQueueSubmit(vulkan_->GetGraphicsQueue(), 1, &submit_info, triggerFrameFence ? frameData.fence : frameData.readbackFence);
	if (res == VK_ERROR_DEVICE_LOST) {
		_assert_msg_(false, "Lost the Vulkan device in vkQueueSubmit! If this happens again, switch Graphics Backend away from Vulkan");
	}

According to this it can returnVK_ERROR_DEVICE_LOST if "There were indices that were larger than the vertex vector." https://stackoverflow.com/questions/63092926/what-is-causing-vk-error-device-lost-when-calling-vkqueuesubmit
And could also happened if there is not enough vram, but my Intel (Shared) GPU Memory usage is at 0.8/5.9 GB at the time this popup dialog occurred, so can't be vram issue.

I recommend uncommenting the //queueRunner_.LogSteps(stepsOnThread, false); line, and changing #if 0 // def _DEBUG to #if 1, both in VulkanRenderManager.cpp. That will give plenty of logging about this, and hopefully the most recent steps logged will be the cause of the crash.

With those changes, this appeared when that popup appeared:

Exception thrown at 0x00007FFC6A19D759 in PPSSPPDebug64.exe: Microsoft C++ exception: VK::Exception at memory location 0x0000005B46DFEE44.
(C:\Users\AdamN\Documents\Projects\ppsspp\Common\GPU\Vulkan\VulkanRenderManager.cpp:VulkanRenderManager::Submit:1258) Critical: [false] Lost the Vulkan device in vkQueueSubmit! If this happens again, switch Graphics Backend away from Vulkan

Try to continue?

And this appeared when i answered "Yes":

The thread 0x43fc has exited with code 0 (0x0).
The thread 0x3f0c has exited with code 0 (0x0).
The thread 0x3714 has exited with code 0 (0x0).
ERROR(validation:-111971419) Validation Error: [ VUID-vkQueuePresentKHR-pWaitSemaphores-03873 ] Object 0: handle = 0x15df3114fa8, type = VK_OBJECT_TYPE_QUEUE; Object 1: handle = 0x6dc7200000000005, type = VK_OBJECT_TYPE_SEMAPHORE; | MessageID = 0xf95373a5 | vkQueuePresentKHR: Queue VkQueue 0x15df3114fa8[] is waiting on pWaitSemaphores[0] (VkSemaphore 0x6dc7200000000005[]) that has no way to be signaled.
PPSSPPDebug64.exe has triggered a breakpoint.

If i continue from that breakpoint, this appeared:

The thread 0x3180 has exited with code 0 (0x0).
ERROR(validation:-370888023) Validation Error: [ VUID-vkAcquireNextImageKHR-semaphore-01286 ] Object 0: handle = 0x5d11410000000004, type = VK_OBJECT_TYPE_SEMAPHORE; | MessageID = 0xe9e4b2a9 | vkAcquireNextImageKHR: Semaphore must not be currently signaled or in a wait state. The Vulkan spec states: If semaphore is not VK_NULL_HANDLE it must be unsignaled (https://vulkan.lunarg.com/doc/view/1.2.170.0/windows/1.2-extensions/vkspec.html#VUID-vkAcquireNextImageKHR-semaphore-01286)
PPSSPPDebug64.exe has triggered a breakpoint.

This is the Log when that popup dialog appeared:

Click to expand
50:38:676 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:441 BeginFrame
50:38:676 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:457 PUSH: Fencing 0
50:38:676 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:416 PULL: frame[2].readyForRun = false
50:38:676 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:425 PULL: Running frame 2
50:38:676 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:503 PUSH: BeginFrame 0
50:38:676 idle0        I[G3D]: Vulkan\VulkanQueueRunner.cpp:771 ===================  FRAME  ====================
50:38:676 idle0        I[G3D]: Vulkan\VulkanQueueRunner.cpp:830 RENDER FramebufferSwitch Begin(FB_04088000_04110000_480x272_8888, draws: 1, 480x272, CLEAR, CLEAR, CLEAR)
50:38:676 idle0        I[G3D]: Vulkan\VulkanQueueRunner.cpp:877   Final: COLOR_ATTACHMENT DEPTH_STENCIL_ATTACHMENT
50:38:676 idle0        I[G3D]: Vulkan\VulkanQueueRunner.cpp:878 RENDER End(FB_04088000_04110000_480x272_8888) - 4 commands executed
50:38:676 sndp thread  I[G3D]: Vulkan\VulkanQueueRunner.cpp:830 RENDER FinalBlit Begin(backbuffer, draws: 5, 480x272, CLEAR, DONT_CARE, DONT_CARE)
50:38:676 idle0        I[G3D]: Vulkan\VulkanQueueRunner.cpp:833   PRETRANSITION: FB_04000000_04110000_480x272_8888 COLOR -> SHADER_READ_ONLY
50:38:676 idle0        I[G3D]: Vulkan\VulkanQueueRunner.cpp:877   Final: COLOR_ATTACHMENT DEPTH_STENCIL_ATTACHMENT
50:38:676 idle0        I[G3D]: Vulkan\VulkanQueueRunner.cpp:878 RENDER End(backbuffer) - 15 commands executed
50:38:676 idle0        I[G3D]: Vulkan\VulkanQueueRunner.cpp:795 -------------------  SUBMIT  ------------------
50:38:677 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:1265 PULL: Frame 2.readyForFence = true
50:38:677 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:1333 PULL: Finished running frame 2
50:38:677 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:431 PULL: Finished frame 2
50:38:677 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:409 PULL: Waiting for frame[0].readyForRun
50:38:692 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:1159 PUSH: Frame[0].readyForRun = true
50:38:692 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:441 BeginFrame
50:38:692 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:457 PUSH: Fencing 1
50:38:692 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:416 PULL: frame[0].readyForRun = false
50:38:693 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:425 PULL: Running frame 0
50:38:693 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:503 PUSH: BeginFrame 1
50:38:693 idle0        I[G3D]: Vulkan\VulkanQueueRunner.cpp:771 ===================  FRAME  ====================
50:38:693 idle0        I[G3D]: Vulkan\VulkanQueueRunner.cpp:830 RENDER FinalBlit Begin(backbuffer, draws: 5, 480x272, CLEAR, DONT_CARE, DONT_CARE)
50:38:693 idle0        I[G3D]: Vulkan\VulkanQueueRunner.cpp:833   PRETRANSITION: FB_04000000_04110000_480x272_8888 COLOR -> SHADER_READ_ONLY
50:38:693 idle0        I[G3D]: Vulkan\VulkanQueueRunner.cpp:877   Final: COLOR_ATTACHMENT DEPTH_STENCIL_ATTACHMENT
50:38:693 idle0        I[G3D]: Vulkan\VulkanQueueRunner.cpp:878 RENDER End(backbuffer) - 15 commands executed
50:38:693 game_main    I[G3D]: Vulkan\VulkanQueueRunner.cpp:795 -------------------  SUBMIT  ------------------
50:38:693 game_main    I[G3D]: Vulkan\VulkanRenderManager.cpp:1265 PULL: Frame 0.readyForFence = true
50:38:693 game_main    I[G3D]: Vulkan\VulkanRenderManager.cpp:1333 PULL: Finished running frame 0
50:38:693 game_main    I[G3D]: Vulkan\VulkanRenderManager.cpp:431 PULL: Finished frame 0
50:38:693 game_main    I[G3D]: Vulkan\VulkanRenderManager.cpp:409 PULL: Waiting for frame[1].readyForRun
50:38:710 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:1159 PUSH: Frame[1].readyForRun = true
50:38:710 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:441 BeginFrame
50:38:710 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:457 PUSH: Fencing 2
50:38:710 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:416 PULL: frame[1].readyForRun = false
50:38:710 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:425 PULL: Running frame 1
50:38:710 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:503 PUSH: BeginFrame 2
50:38:710 idle0        I[G3D]: Vulkan\VulkanQueueRunner.cpp:771 ===================  FRAME  ====================
50:38:710 idle0        I[G3D]: Vulkan\VulkanQueueRunner.cpp:830 RENDER FramebufferSwitch Begin(FB_04000000_04110000_480x272_8888, draws: 1, 480x272, CLEAR, CLEAR, CLEAR)
50:38:710 idle0        I[G3D]: Vulkan\VulkanQueueRunner.cpp:877   Final: COLOR_ATTACHMENT DEPTH_STENCIL_ATTACHMENT
50:38:710 idle0        I[G3D]: Vulkan\VulkanQueueRunner.cpp:878 RENDER End(FB_04000000_04110000_480x272_8888) - 4 commands executed
50:38:710 idle0        I[G3D]: Vulkan\VulkanQueueRunner.cpp:830 RENDER FinalBlit Begin(backbuffer, draws: 5, 480x272, CLEAR, DONT_CARE, DONT_CARE)
50:38:710 idle0        I[G3D]: Vulkan\VulkanQueueRunner.cpp:833   PRETRANSITION: FB_04088000_04110000_480x272_8888 COLOR -> SHADER_READ_ONLY
50:38:710 sndp thread  I[G3D]: Vulkan\VulkanQueueRunner.cpp:877   Final: COLOR_ATTACHMENT DEPTH_STENCIL_ATTACHMENT
50:38:710 idle0        I[G3D]: Vulkan\VulkanQueueRunner.cpp:878 RENDER End(backbuffer) - 15 commands executed
50:38:710 idle0        I[G3D]: Vulkan\VulkanQueueRunner.cpp:795 -------------------  SUBMIT  ------------------
50:38:711 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:1265 PULL: Frame 1.readyForFence = true
50:38:711 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:1333 PULL: Finished running frame 1
50:38:711 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:431 PULL: Finished frame 1
50:38:711 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:409 PULL: Waiting for frame[2].readyForRun
50:38:726 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:1159 PUSH: Frame[2].readyForRun = true
50:38:726 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:416 PULL: frame[2].readyForRun = false
50:38:726 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:425 PULL: Running frame 2
50:38:726 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:441 BeginFrame
50:38:726 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:457 PUSH: Fencing 0
50:38:726 idle0        I[G3D]: Vulkan\VulkanQueueRunner.cpp:771 ===================  FRAME  ====================
50:38:726 idle0        I[G3D]: Vulkan\VulkanQueueRunner.cpp:830 RENDER FinalBlit Begin(backbuffer, draws: 5, 480x272, CLEAR, DONT_CARE, DONT_CARE)
50:38:726 idle0        I[G3D]: Vulkan\VulkanQueueRunner.cpp:833   PRETRANSITION: FB_04088000_04110000_480x272_8888 COLOR -> SHADER_READ_ONLY
50:38:726 idle0        I[G3D]: Vulkan\VulkanQueueRunner.cpp:877   Final: COLOR_ATTACHMENT DEPTH_STENCIL_ATTACHMENT
50:38:726 idle0        I[G3D]: Vulkan\VulkanQueueRunner.cpp:878 RENDER End(backbuffer) - 15 commands executed
50:38:726 idle0        I[G3D]: Vulkan\VulkanQueueRunner.cpp:795 -------------------  SUBMIT  ------------------
50:38:726 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:503 PUSH: BeginFrame 0
50:38:727 game_main    I[G3D]: Vulkan\VulkanRenderManager.cpp:1265 PULL: Frame 2.readyForFence = true
50:38:727 game_main    I[G3D]: Vulkan\VulkanRenderManager.cpp:1333 PULL: Finished running frame 2
50:38:727 game_main    I[G3D]: Vulkan\VulkanRenderManager.cpp:431 PULL: Finished frame 2
50:38:727 game_main    I[G3D]: Vulkan\VulkanRenderManager.cpp:409 PULL: Waiting for frame[0].readyForRun
50:38:742 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:1159 PUSH: Frame[0].readyForRun = true
50:38:743 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:441 BeginFrame
50:38:743 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:457 PUSH: Fencing 1
50:38:743 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:416 PULL: frame[0].readyForRun = false
50:38:743 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:425 PULL: Running frame 0
50:38:743 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:503 PUSH: BeginFrame 1
50:38:743 idle0        I[G3D]: Vulkan\VulkanQueueRunner.cpp:771 ===================  FRAME  ====================
50:38:743 idle0        I[G3D]: Vulkan\VulkanQueueRunner.cpp:830 RENDER FramebufferSwitch Begin(FB_04088000_04110000_480x272_8888, draws: 1, 480x272, CLEAR, CLEAR, CLEAR)
50:38:743 idle0        I[G3D]: Vulkan\VulkanQueueRunner.cpp:877   Final: COLOR_ATTACHMENT DEPTH_STENCIL_ATTACHMENT
50:38:743 idle0        I[G3D]: Vulkan\VulkanQueueRunner.cpp:878 RENDER End(FB_04088000_04110000_480x272_8888) - 4 commands executed
50:38:743 idle0        I[G3D]: Vulkan\VulkanQueueRunner.cpp:830 RENDER FinalBlit Begin(backbuffer, draws: 5, 480x272, CLEAR, DONT_CARE, DONT_CARE)
50:38:743 idle0        I[G3D]: Vulkan\VulkanQueueRunner.cpp:833   PRETRANSITION: FB_04000000_04110000_480x272_8888 COLOR -> SHADER_READ_ONLY
50:38:743 idle0        I[G3D]: Vulkan\VulkanQueueRunner.cpp:877   Final: COLOR_ATTACHMENT DEPTH_STENCIL_ATTACHMENT
50:38:743 idle0        I[G3D]: Vulkan\VulkanQueueRunner.cpp:878 RENDER End(backbuffer) - 15 commands executed
50:38:743 idle0        I[G3D]: Vulkan\VulkanQueueRunner.cpp:795 -------------------  SUBMIT  ------------------
50:38:744 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:1265 PULL: Frame 0.readyForFence = true
50:38:744 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:1333 PULL: Finished running frame 0
50:38:744 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:431 PULL: Finished frame 0
50:38:744 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:409 PULL: Waiting for frame[1].readyForRun
50:38:760 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:1159 PUSH: Frame[1].readyForRun = true
50:38:760 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:416 PULL: frame[1].readyForRun = false
50:38:760 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:425 PULL: Running frame 1
50:38:760 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:441 BeginFrame
50:38:760 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:457 PUSH: Fencing 2
50:38:760 idle0        I[G3D]: Vulkan\VulkanQueueRunner.cpp:771 ===================  FRAME  ====================
50:38:760 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:503 PUSH: BeginFrame 2
50:38:760 idle0        I[G3D]: Vulkan\VulkanQueueRunner.cpp:830 RENDER FinalBlit Begin(backbuffer, draws: 5, 480x272, CLEAR, DONT_CARE, DONT_CARE)
50:38:760 idle0        I[G3D]: Vulkan\VulkanQueueRunner.cpp:833   PRETRANSITION: FB_04000000_04110000_480x272_8888 COLOR -> SHADER_READ_ONLY
50:38:761 game_main    I[G3D]: Vulkan\VulkanQueueRunner.cpp:877   Final: COLOR_ATTACHMENT DEPTH_STENCIL_ATTACHMENT
50:38:761 game_main    I[G3D]: Vulkan\VulkanQueueRunner.cpp:878 RENDER End(backbuffer) - 15 commands executed
50:38:761 game_main    I[G3D]: Vulkan\VulkanQueueRunner.cpp:795 -------------------  SUBMIT  ------------------
50:38:761 game_main    I[G3D]: Vulkan\VulkanRenderManager.cpp:1265 PULL: Frame 1.readyForFence = true
50:38:762 game_main    I[G3D]: Vulkan\VulkanRenderManager.cpp:1333 PULL: Finished running frame 1
50:38:762 game_main    I[G3D]: Vulkan\VulkanRenderManager.cpp:431 PULL: Finished frame 1
50:38:762 game_main    I[G3D]: Vulkan\VulkanRenderManager.cpp:409 PULL: Waiting for frame[2].readyForRun
50:38:776 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:1159 PUSH: Frame[2].readyForRun = true
50:38:776 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:416 PULL: frame[2].readyForRun = false
50:38:776 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:441 BeginFrame
50:38:776 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:457 PUSH: Fencing 0
50:38:776 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:425 PULL: Running frame 2
50:38:776 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:503 PUSH: BeginFrame 0
50:38:776 idle0        I[G3D]: Vulkan\VulkanQueueRunner.cpp:771 ===================  FRAME  ====================
50:38:776 idle0        I[G3D]: Vulkan\VulkanQueueRunner.cpp:830 RENDER FramebufferSwitch Begin(FB_04000000_04110000_480x272_8888, draws: 1, 480x272, CLEAR, CLEAR, CLEAR)
50:38:776 idle0        I[G3D]: Vulkan\VulkanQueueRunner.cpp:877   Final: COLOR_ATTACHMENT DEPTH_STENCIL_ATTACHMENT
50:38:776 idle0        I[G3D]: Vulkan\VulkanQueueRunner.cpp:878 RENDER End(FB_04000000_04110000_480x272_8888) - 4 commands executed
50:38:777 idle0        I[G3D]: Vulkan\VulkanQueueRunner.cpp:830 RENDER FinalBlit Begin(backbuffer, draws: 5, 480x272, CLEAR, DONT_CARE, DONT_CARE)
50:38:777 game_main    I[G3D]: Vulkan\VulkanQueueRunner.cpp:833   PRETRANSITION: FB_04088000_04110000_480x272_8888 COLOR -> SHADER_READ_ONLY
50:38:777 idle0        I[G3D]: Vulkan\VulkanQueueRunner.cpp:877   Final: COLOR_ATTACHMENT DEPTH_STENCIL_ATTACHMENT
50:38:777 idle0        I[G3D]: Vulkan\VulkanQueueRunner.cpp:878 RENDER End(backbuffer) - 15 commands executed
50:38:777 idle0        I[G3D]: Vulkan\VulkanQueueRunner.cpp:795 -------------------  SUBMIT  ------------------
50:38:777 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:1265 PULL: Frame 2.readyForFence = true
50:38:778 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:1333 PULL: Finished running frame 2
50:38:778 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:431 PULL: Finished frame 2
50:38:778 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:409 PULL: Waiting for frame[0].readyForRun
50:38:793 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:1159 PUSH: Frame[0].readyForRun = true
50:38:793 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:416 PULL: frame[0].readyForRun = false
50:38:793 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:425 PULL: Running frame 0
50:38:793 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:441 BeginFrame
50:38:793 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:457 PUSH: Fencing 1
50:38:793 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:503 PUSH: BeginFrame 1
50:38:793 idle0        I[G3D]: Vulkan\VulkanQueueRunner.cpp:771 ===================  FRAME  ====================
50:38:793 idle0        I[G3D]: Vulkan\VulkanQueueRunner.cpp:830 RENDER FinalBlit Begin(backbuffer, draws: 5, 480x272, CLEAR, DONT_CARE, DONT_CARE)
50:38:793 idle0        I[G3D]: Vulkan\VulkanQueueRunner.cpp:833   PRETRANSITION: FB_04088000_04110000_480x272_8888 COLOR -> SHADER_READ_ONLY
50:38:793 idle0        I[G3D]: Vulkan\VulkanQueueRunner.cpp:877   Final: COLOR_ATTACHMENT DEPTH_STENCIL_ATTACHMENT
50:38:793 game_main    I[G3D]: Vulkan\VulkanQueueRunner.cpp:878 RENDER End(backbuffer) - 15 commands executed
50:38:793 game_main    I[G3D]: Vulkan\VulkanQueueRunner.cpp:795 -------------------  SUBMIT  ------------------
50:38:794 game_main    I[G3D]: Vulkan\VulkanRenderManager.cpp:1265 PULL: Frame 0.readyForFence = true
50:38:794 game_main    I[G3D]: Vulkan\VulkanRenderManager.cpp:1333 PULL: Finished running frame 0
50:38:794 game_main    I[G3D]: Vulkan\VulkanRenderManager.cpp:431 PULL: Finished frame 0
50:38:794 game_main    I[G3D]: Vulkan\VulkanRenderManager.cpp:409 PULL: Waiting for frame[1].readyForRun
50:38:824 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:1159 PUSH: Frame[1].readyForRun = true
50:38:824 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:441 BeginFrame
50:38:824 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:457 PUSH: Fencing 2
50:38:824 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:416 PULL: frame[1].readyForRun = false
50:38:824 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:425 PULL: Running frame 1
50:38:824 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:503 PUSH: BeginFrame 2
50:38:824 idle0        I[G3D]: Vulkan\VulkanQueueRunner.cpp:771 ===================  FRAME  ====================
50:38:824 idle0        I[G3D]: Vulkan\VulkanQueueRunner.cpp:830 RENDER FramebufferSwitch Begin(FB_04088000_04110000_480x272_8888, draws: 1, 480x272, CLEAR, CLEAR, CLEAR)
50:38:824 idle0        I[G3D]: Vulkan\VulkanQueueRunner.cpp:877   Final: COLOR_ATTACHMENT DEPTH_STENCIL_ATTACHMENT
50:38:824 idle0        I[G3D]: Vulkan\VulkanQueueRunner.cpp:878 RENDER End(FB_04088000_04110000_480x272_8888) - 4 commands executed
50:38:824 idle0        I[G3D]: Vulkan\VulkanQueueRunner.cpp:830 RENDER FinalBlit Begin(backbuffer, draws: 5, 480x272, CLEAR, DONT_CARE, DONT_CARE)
50:38:824 sndp thread  I[G3D]: Vulkan\VulkanQueueRunner.cpp:833   PRETRANSITION: FB_04000000_04110000_480x272_8888 COLOR -> SHADER_READ_ONLY
50:38:824 idle0        I[G3D]: Vulkan\VulkanQueueRunner.cpp:877   Final: COLOR_ATTACHMENT DEPTH_STENCIL_ATTACHMENT
50:38:824 idle0        I[G3D]: Vulkan\VulkanQueueRunner.cpp:878 RENDER End(backbuffer) - 15 commands executed
50:38:824 idle0        I[G3D]: Vulkan\VulkanQueueRunner.cpp:795 -------------------  SUBMIT  ------------------
50:38:825 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:1265 PULL: Frame 1.readyForFence = true
50:38:825 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:1333 PULL: Finished running frame 1
50:38:825 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:431 PULL: Finished frame 1
50:38:825 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:409 PULL: Waiting for frame[2].readyForRun
50:38:827 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:1159 PUSH: Frame[2].readyForRun = true
50:38:827 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:441 BeginFrame
50:38:827 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:457 PUSH: Fencing 0
50:38:827 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:503 PUSH: BeginFrame 0
50:38:827 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:416 PULL: frame[2].readyForRun = false
50:38:827 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:425 PULL: Running frame 2
50:38:827 game_main    I[G3D]: Vulkan\VulkanQueueRunner.cpp:771 ===================  FRAME  ====================
50:38:827 game_main    I[G3D]: Vulkan\VulkanQueueRunner.cpp:830 RENDER FinalBlit Begin(backbuffer, draws: 5, 480x272, CLEAR, DONT_CARE, DONT_CARE)
50:38:827 game_main    I[G3D]: Vulkan\VulkanQueueRunner.cpp:833   PRETRANSITION: FB_04000000_04110000_480x272_8888 COLOR -> SHADER_READ_ONLY
50:38:827 game_main    I[G3D]: Vulkan\VulkanQueueRunner.cpp:877   Final: COLOR_ATTACHMENT DEPTH_STENCIL_ATTACHMENT
50:38:827 game_main    I[G3D]: Vulkan\VulkanQueueRunner.cpp:878 RENDER End(backbuffer) - 15 commands executed
50:38:827 game_main    I[G3D]: Vulkan\VulkanQueueRunner.cpp:795 -------------------  SUBMIT  ------------------
50:38:828 game_main    I[G3D]: Vulkan\VulkanRenderManager.cpp:1265 PULL: Frame 2.readyForFence = true
50:38:828 game_main    I[G3D]: Vulkan\VulkanRenderManager.cpp:1333 PULL: Finished running frame 2
50:38:828 game_main    I[G3D]: Vulkan\VulkanRenderManager.cpp:431 PULL: Finished frame 2
50:38:828 game_main    I[G3D]: Vulkan\VulkanRenderManager.cpp:409 PULL: Waiting for frame[0].readyForRun
50:39:116 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:1159 PUSH: Frame[0].readyForRun = true
50:39:116 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:441 BeginFrame
50:39:116 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:457 PUSH: Fencing 1
50:39:116 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:416 PULL: frame[0].readyForRun = false
50:39:116 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:425 PULL: Running frame 0
50:39:116 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:503 PUSH: BeginFrame 1
50:39:116 idle0        I[G3D]: Vulkan\VulkanQueueRunner.cpp:771 ===================  FRAME  ====================
50:39:116 idle0        I[G3D]: Vulkan\VulkanQueueRunner.cpp:830 RENDER FramebufferSwitch Begin(FB_04000000_04110000_480x272_8888, draws: 214, 480x272, CLEAR, CLEAR, CLEAR)
50:39:116 idle0        I[G3D]: Vulkan\VulkanQueueRunner.cpp:877   Final: COLOR_ATTACHMENT DEPTH_STENCIL_ATTACHMENT
50:39:117 idle0        I[G3D]: Vulkan\VulkanQueueRunner.cpp:878 RENDER End(FB_04000000_04110000_480x272_8888) - 434 commands executed
50:39:117 idle0        I[G3D]: Vulkan\VulkanQueueRunner.cpp:830 RENDER FinalBlit Begin(backbuffer, draws: 5, 480x272, CLEAR, DONT_CARE, DONT_CARE)
50:39:117 game_main    I[G3D]: Vulkan\VulkanQueueRunner.cpp:833   PRETRANSITION: FB_04088000_04110000_480x272_8888 COLOR -> SHADER_READ_ONLY
50:39:117 idle0        I[G3D]: Vulkan\VulkanQueueRunner.cpp:877   Final: COLOR_ATTACHMENT DEPTH_STENCIL_ATTACHMENT
50:39:117 at3 thread0  I[G3D]: Vulkan\VulkanQueueRunner.cpp:878 RENDER End(backbuffer) - 15 commands executed
50:39:117 sndp thread  I[G3D]: Vulkan\VulkanQueueRunner.cpp:795 -------------------  SUBMIT  ------------------
50:39:120 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:1265 PULL: Frame 0.readyForFence = true
50:39:120 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:1333 PULL: Finished running frame 0
50:39:120 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:431 PULL: Finished frame 0
50:39:120 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:409 PULL: Waiting for frame[1].readyForRun
50:39:133 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:1159 PUSH: Frame[1].readyForRun = true
50:39:133 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:416 PULL: frame[1].readyForRun = false
50:39:133 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:425 PULL: Running frame 1
50:39:134 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:441 BeginFrame
50:39:134 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:457 PUSH: Fencing 2
50:39:134 idle0        I[G3D]: Vulkan\VulkanQueueRunner.cpp:771 ===================  FRAME  ====================
50:39:134 idle0        I[G3D]: Vulkan\VulkanQueueRunner.cpp:830 RENDER FinalBlit Begin(backbuffer, draws: 5, 480x272, CLEAR, DONT_CARE, DONT_CARE)
50:39:134 idle0        I[G3D]: Vulkan\VulkanQueueRunner.cpp:833   PRETRANSITION: FB_04088000_04110000_480x272_8888 COLOR -> SHADER_READ_ONLY
50:39:134 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:503 PUSH: BeginFrame 2
50:39:134 idle0        I[G3D]: Vulkan\VulkanQueueRunner.cpp:877   Final: COLOR_ATTACHMENT DEPTH_STENCIL_ATTACHMENT
50:39:134 idle0        I[G3D]: Vulkan\VulkanQueueRunner.cpp:878 RENDER End(backbuffer) - 15 commands executed
50:39:134 game_main    I[G3D]: Vulkan\VulkanQueueRunner.cpp:795 -------------------  SUBMIT  ------------------
50:39:201 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:1159 PUSH: Frame[2].readyForRun = true
50:39:201 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:441 BeginFrame
50:39:202 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:457 PUSH: Fencing 0
50:44:183 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:503 PUSH: BeginFrame 0
50:44:183 idle0        E[SYSTEM]: Common\Log.cpp:49 (C:\Users\AdamN\Documents\Projects\ppsspp\Common\GPU\Vulkan\VulkanRenderManager.cpp:VulkanRenderManager::Submit:1258) Critical: [false] Lost the Vulkan device in vkQueueSubmit! If this happens again, switch Graphics Backend away from Vulkan
50:44:201 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:1159 PUSH: Frame[0].readyForRun = true
50:44:201 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:441 BeginFrame
50:44:201 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:451 PUSH: Waiting for frame[1].readyForFence = 1

And this appeared if i answer "Yes" and continue it from breakpoin for several times:

Click to expand
56:02:565 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:1265 PULL: Frame 1.readyForFence = true
56:02:565 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:457 PUSH: Fencing 1
56:25:146 idle0        E[G3D]: Vulkan\VulkanDebug.cpp:85 VKDEBUG: ERROR(validation:-111971419) Validation Error: [ VUID-vkQueuePresentKHR-pWaitSemaphores-03873 ] Object 0: handle = 0x2d4063b7f78, type = VK_OBJECT_TYPE_QUEUE; Object 1: handle = 0x6dc7200000000005, type = VK_OBJECT_TYPE_SEMAPHORE; | MessageID = 0xf95373a5 | vkQueuePresentKHR: Queue VkQueue 0x2d4063b7f78[] is waiting on pWaitSemaphores[0] (VkSemaphore 0x6dc7200000000005[]) that has no way to be signaled.

56:25:147 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:503 PUSH: BeginFrame 1
56:25:147 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:1333 PULL: Finished running frame 1
56:25:147 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:431 PULL: Finished frame 1
56:25:147 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:416 PULL: frame[2].readyForRun = false
56:25:147 game_main    I[G3D]: Vulkan\VulkanRenderManager.cpp:425 PULL: Running frame 2
56:38:232 game_main    E[G3D]: Vulkan\VulkanDebug.cpp:85 VKDEBUG: ERROR(validation:-370888023) Validation Error: [ VUID-vkAcquireNextImageKHR-semaphore-01286 ] Object 0: handle = 0x5d11410000000004, type = VK_OBJECT_TYPE_SEMAPHORE; | MessageID = 0xe9e4b2a9 | vkAcquireNextImageKHR: Semaphore must not be currently signaled or in a wait state. The Vulkan spec states: If semaphore is not VK_NULL_HANDLE it must be unsignaled (https://vulkan.lunarg.com/doc/view/1.2.170.0/windows/1.2-extensions/vkspec.html#VUID-vkAcquireNextImageKHR-semaphore-01286)

56:38:232 game_main    I[G3D]: Vulkan\VulkanQueueRunner.cpp:771 ===================  FRAME  ====================
56:38:232 game_main    I[G3D]: Vulkan\VulkanQueueRunner.cpp:830 RENDER FramebufferSwitch Begin(FB_04088000_04110000_480x272_8888, draws: 239, 480x272, CLEAR, CLEAR, CLEAR)
56:38:232 game_main    I[G3D]: Vulkan\VulkanQueueRunner.cpp:877   Final: COLOR_ATTACHMENT DEPTH_STENCIL_ATTACHMENT
56:38:232 game_main    I[G3D]: Vulkan\VulkanQueueRunner.cpp:878 RENDER End(FB_04088000_04110000_480x272_8888) - 484 commands executed
56:38:233 game_main    I[G3D]: Vulkan\VulkanQueueRunner.cpp:830 RENDER FinalBlit Begin(backbuffer, draws: 5, 480x272, CLEAR, DONT_CARE, DONT_CARE)
56:38:233 game_main    I[G3D]: Vulkan\VulkanQueueRunner.cpp:833   PRETRANSITION: FB_04000000_04110000_480x272_8888 COLOR -> SHADER_READ_ONLY
56:38:233 game_main    I[G3D]: Vulkan\VulkanQueueRunner.cpp:877   Final: COLOR_ATTACHMENT DEPTH_STENCIL_ATTACHMENT
56:38:233 game_main    I[G3D]: Vulkan\VulkanQueueRunner.cpp:878 RENDER End(backbuffer) - 15 commands executed
56:38:233 game_main    I[G3D]: Vulkan\VulkanQueueRunner.cpp:795 -------------------  SUBMIT  ------------------
56:38:241 game_main    E[SYSTEM]: Common\Log.cpp:49 (C:\Users\AdamN\Documents\Projects\ppsspp\Common\GPU\Vulkan\VulkanRenderManager.cpp:VulkanRenderManager::Submit:1258) Critical: [false] Lost the Vulkan device in vkQueueSubmit! If this happens again, switch Graphics Backend away from Vulkan
56:38:266 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:1159 PUSH: Frame[1].readyForRun = true
56:38:267 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:441 BeginFrame
56:38:267 idle0        I[G3D]: Vulkan\VulkanRenderManager.cpp:451 PUSH: Waiting for frame[2].readyForFence = 1

@unknownbrackets
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Hm, I tried it and - before even getting to the elevator - I get a hang in vkQueueSubmit on Intel. I end up with graphics deadlocking and even a PPSSPPWindows64 process that hangs and can't be killed for a while.

The last frame I see is:

===================  FRAME  ====================
RENDER FramebufferSwitch Begin(FB_04000000_04110000_480x272_8888, draws: 173, 480x272, CLEAR, CLEAR, CLEAR)
  BindPipeline(47ee4)
  Scissor(0, 0, 480, 272)
  Viewport(0.000000, 0.000000, 480.000000, 272.000000, 0.000000, 1.000000)
1st render
  DrawIndexed(96)
  BindPipeline(47ee9)
  DrawIndexed(96)
  BindPipeline(47eee)
  DrawIndexed(198)
  BindPipeline(47eee)
  DrawIndexed(585)
  BindPipeline(47eee)
  DrawIndexed(1002)
  BindPipeline(47eee)
  DrawIndexed(78)
  BindPipeline(47eee)
  DrawIndexed(174)
  BindPipeline(47eee)
  DrawIndexed(135)
  BindPipeline(47eee)
  DrawIndexed(108)
  BindPipeline(47eee)
  DrawIndexed(42)
  BindPipeline(47eee)
  DrawIndexed(840)
  BindPipeline(47eee)
  DrawIndexed(42)
  BindPipeline(47eee)
  DrawIndexed(987)
  BindPipeline(47eee)
  DrawIndexed(234)
  BindPipeline(47f0d)
  DrawIndexed(534)
  BindPipeline(47f11)
  DrawIndexed(126)
  BindPipeline(47eee)
  DrawIndexed(768)
  BindPipeline(47eee)
  DrawIndexed(600)
  BindPipeline(47eee)
  DrawIndexed(144)
  BindPipeline(47eee)
  DrawIndexed(768)
  BindPipeline(47eee)
  DrawIndexed(768)
  BindPipeline(47eee)
  DrawIndexed(768)
  BindPipeline(47eee)
  DrawIndexed(768)
  BindPipeline(47eee)
  DrawIndexed(768)
  BindPipeline(47eee)
  DrawIndexed(120)
  BindPipeline(47eee)
  DrawIndexed(72)
  BindPipeline(47eee)
  DrawIndexed(768)
  BindPipeline(47eee)
  DrawIndexed(768)
  BindPipeline(47eee)
  DrawIndexed(192)
  BindPipeline(47eee)
  DrawIndexed(72)
  BindPipeline(47eee)
  DrawIndexed(768)
  BindPipeline(47eee)
  DrawIndexed(312)
  BindPipeline(47eee)
  DrawIndexed(108)
  BindPipeline(47eee)
  DrawIndexed(768)
  BindPipeline(47eee)
  DrawIndexed(768)
  BindPipeline(47eee)
  DrawIndexed(624)
  BindPipeline(47eee)
  DrawIndexed(72)
  BindPipeline(47eee)
  DrawIndexed(768)
  BindPipeline(47eee)
  DrawIndexed(708)
  BindPipeline(47eee)
  DrawIndexed(72)
  BindPipeline(47eee)
  DrawIndexed(768)
  BindPipeline(47eee)
  DrawIndexed(768)
  BindPipeline(47eee)
  DrawIndexed(552)
  BindPipeline(47f0d)
  DrawIndexed(24)
  BindPipeline(47eee)
  DrawIndexed(90)
  BindPipeline(47eee)
  DrawIndexed(18)
  BindPipeline(48152)
  Draw(4)
  BindPipeline(48152)
  Draw(4)
  BindPipeline(47f0d)
  DrawIndexed(588)
  BindPipeline(47f0d)
  DrawIndexed(108)
  BindPipeline(47f0d)
  DrawIndexed(12)
  BindPipeline(47f0d)
  DrawIndexed(12)
  BindPipeline(47f0d)
  DrawIndexed(72)
  BindPipeline(48152)
  Draw(4)
  BindPipeline(47eee)
  DrawIndexed(90)
  BindPipeline(47eee)
  DrawIndexed(18)
  BindPipeline(47f0d)
  DrawIndexed(12)
  BindPipeline(47f0d)
  DrawIndexed(12)
  BindPipeline(48152)
  Draw(4)
  BindPipeline(47f0d)
  DrawIndexed(12)
  BindPipeline(48152)
  Draw(4)
  BindPipeline(47f0d)
  DrawIndexed(54)
  BindPipeline(47f0d)
  DrawIndexed(54)
  BindPipeline(47f0d)
  DrawIndexed(12)
  BindPipeline(47f0d)
  DrawIndexed(588)
  BindPipeline(47f0d)
  DrawIndexed(108)
  BindPipeline(47f0d)
  DrawIndexed(12)
  BindPipeline(47f0d)
  DrawIndexed(12)
  BindPipeline(47f0d)
  DrawIndexed(12)
  BindPipeline(47eee)
  DrawIndexed(90)
  BindPipeline(47eee)
  DrawIndexed(18)
  BindPipeline(47f0d)
  DrawIndexed(12)
  BindPipeline(48152)
  Draw(4)
  BindPipeline(47f0d)
  DrawIndexed(72)
  BindPipeline(47f0d)
  DrawIndexed(12)
  BindPipeline(47f0d)
  DrawIndexed(12)
  BindPipeline(47f0d)
  DrawIndexed(12)
  BindPipeline(47f0d)
  DrawIndexed(72)
  BindPipeline(47f0d)
  DrawIndexed(54)
  BindPipeline(48152)
  Draw(4)
  BindPipeline(48152)
  Draw(4)
  BindPipeline(47f0d)
  DrawIndexed(243)
  BindPipeline(47f0d)
  DrawIndexed(90)
  BindPipeline(47f0d)
  DrawIndexed(12)
  BindPipeline(47f0d)
  DrawIndexed(588)
  BindPipeline(47f0d)
  DrawIndexed(108)
  BindPipeline(47f0d)
  DrawIndexed(72)
  BindPipeline(47f0d)
  DrawIndexed(12)
  BindPipeline(47f0d)
  DrawIndexed(72)
  BindPipeline(47f0d)
  DrawIndexed(12)
  BindPipeline(47f0d)
  DrawIndexed(12)
  BindPipeline(47f0d)
  DrawIndexed(72)
  BindPipeline(47f0d)
  DrawIndexed(12)
  BindPipeline(47f0d)
  DrawIndexed(24)
  BindPipeline(47f0d)
  DrawIndexed(72)
  BindPipeline(48152)
  Draw(4)
  BindPipeline(48152)
  Draw(4)
  BindPipeline(48152)
  Draw(4)
  BindPipeline(47f0d)
  DrawIndexed(12)
  BindPipeline(47f0d)
  DrawIndexed(12)
  BindPipeline(48152)
  Draw(4)
  BindPipeline(47f0d)
  DrawIndexed(72)
  BindPipeline(47eee)
  DrawIndexed(267)
  BindPipeline(47f0d)
  DrawIndexed(12)
  BindPipeline(47f0d)
  DrawIndexed(12)
  BindPipeline(48152)
  Draw(4)
  BindPipeline(47eee)
  DrawIndexed(267)
  BindPipeline(47f0d)
  DrawIndexed(72)
  BindPipeline(47f0d)
  DrawIndexed(72)
  BindPipeline(47f0d)
  DrawIndexed(12)
  BindPipeline(48152)
  Draw(4)
  BindPipeline(47f0d)
  DrawIndexed(12)
  BindPipeline(47f0d)
  DrawIndexed(216)
  BindPipeline(47f0d)
  DrawIndexed(66)
  BindPipeline(47f0d)
  DrawIndexed(12)
  BindPipeline(48152)
  Draw(4)
  BindPipeline(47f0d)
  DrawIndexed(12)
  BindPipeline(48152)
  Draw(4)
  BindPipeline(47f0d)
  DrawIndexed(12)
  BindPipeline(48152)
  Draw(4)
  BindPipeline(48152)
  Draw(4)
  BindPipeline(47f0d)
  DrawIndexed(72)
  BindPipeline(47f0d)
  DrawIndexed(243)
  BindPipeline(47f0d)
  DrawIndexed(90)
  BindPipeline(47eee)
  DrawIndexed(267)
  BindPipeline(48152)
  Draw(4)
  BindPipeline(47f0d)
  DrawIndexed(72)
  BindPipeline(47f0d)
  DrawIndexed(72)
  BindPipeline(48152)
  Draw(4)
  BindPipeline(47f0d)
  DrawIndexed(576)
  BindPipeline(47f0d)
  DrawIndexed(168)
  BindPipeline(47f0d)
  DrawIndexed(12)
  BindPipeline(47f0d)
  DrawIndexed(72)
  BindPipeline(4f98)
  Stencil(ref=0, compare=255, write=255)
  BlendColor(01ffffff)
  DrawIndexed(1050)
  BindPipeline(4f98)
  DrawIndexed(972)
  BindPipeline(4f98)
  DrawIndexed(618)
  BindPipeline(47f42)
  DrawIndexed(84)
  BindPipeline(47f42)
  DrawIndexed(204)
  BindPipeline(47f42)
  DrawIndexed(273)
  BindPipeline(47f46)
  DrawIndexed(141)
  BindPipeline(47f46)
  DrawIndexed(804)
  BindPipeline(47f42)
  DrawIndexed(180)
  BindPipeline(47f46)
  DrawIndexed(66)
  BindPipeline(47f46)
  DrawIndexed(12)
  BindPipeline(47f42)
  DrawIndexed(24)
  BindPipeline(47f42)
  DrawIndexed(60)
  BindPipeline(47f42)
  DrawIndexed(270)
  BindPipeline(47f42)
  DrawIndexed(330)
  BindPipeline(47f42)
  DrawIndexed(192)
  BindPipeline(4f98)
  Stencil(ref=0, compare=255, write=255)
  BlendColor(01ffffff)
  DrawIndexed(954)
  BindPipeline(4f98)
  DrawIndexed(948)
  BindPipeline(47f42)
  DrawIndexed(528)
  BindPipeline(47f46)
  DrawIndexed(18)
  BindPipeline(47f42)
  DrawIndexed(234)
  BindPipeline(47f42)
  DrawIndexed(270)
  BindPipeline(47f42)
  DrawIndexed(96)
  BindPipeline(47f46)
  DrawIndexed(156)
  BindPipeline(47f46)
  DrawIndexed(60)
  BindPipeline(47f42)
  DrawIndexed(540)
  BindPipeline(47f0d)
  DrawIndexed(588)
  BindPipeline(47f0d)
  DrawIndexed(108)
  BindPipeline(47f11)
  DrawIndexed(54)
  BindPipeline(47f11)
  DrawIndexed(24)
  BindPipeline(47f11)
  DrawIndexed(24)
  BindPipeline(47f11)
  DrawIndexed(24)
  BindPipeline(47f11)
  DrawIndexed(24)
  BindPipeline(47f11)
  DrawIndexed(24)
  BindPipeline(47f11)
  DrawIndexed(24)
  BindPipeline(47f11)
  Draw(18)
  BindPipeline(47f11)
  Draw(18)
  BindPipeline(47f11)
  Draw(18)
  BindPipeline(48e46)
  DrawIndexed(72)
  BindPipeline(48e4b)
  DrawIndexed(72)
  Final: COLOR_ATTACHMENT DEPTH_STENCIL_ATTACHMENT
RENDER End(FB_04000000_04110000_480x272_8888) - 352 commands executed

RENDER FinalBlit Begin(backbuffer, draws: 4, 480x272, CLEAR, DONT_CARE, DONT_CARE)
  PRETRANSITION: FB_04088000_04110000_480x272_8888 COLOR -> SHADER_READ_ONLY
  Scissor(0, 0, 480, 272)
  Viewport(0.000000, 0.000000, 480.000000, 272.000000, 0.000000, 1.000000)
  BindPipeline(2962)
  DrawIndexed(6)
  (Removed)
  Scissor(0, 0, 480, 272)
  Viewport(0.000000, 0.000000, 480.000000, 272.000000, 0.000000, 1.000000)
  BindPipeline(36)
  Draw(6)
  BindPipeline(36)
  Draw(6)
  BindPipeline(36)
  Draw(168)
  Final: COLOR_ATTACHMENT DEPTH_STENCIL_ATTACHMENT
RENDER End(backbuffer) - 13 commands executed
-------------------  SUBMIT  ------------------

For me, the hang is just in the middle of a scene, it doesn't seem like anything special happened.

I tried removing the merging/cleanup just in case, but it didn't change much. The updated second render:

RENDER FinalBlit Begin(backbuffer, draws: 4, 480x272, CLEAR, DONT_CARE, DONT_CARE)
  PRETRANSITION: FB_04000000_04110000_480x272_8888 COLOR -> SHADER_READ_ONLY
  Scissor(0, 0, 480, 272)
  Viewport(0.000000, 0.000000, 480.000000, 272.000000, 0.000000, 1.000000)
  BindPipeline(573)
  DrawIndexed(6)
  Scissor(0, 0, 480, 272)
  Scissor(0, 0, 480, 272)
  Viewport(0.000000, 0.000000, 480.000000, 272.000000, 0.000000, 1.000000)
  BindPipeline(36)
  Draw(6)
  BindPipeline(36)
  Draw(6)
  BindPipeline(36)
  Draw(168)
  Final: COLOR_ATTACHMENT DEPTH_STENCIL_ATTACHMENT
RENDER End(backbuffer) - 13 commands executed

So I tried splitting up and flushing each render pass individually, and it's the first of the two here that causes the hang. But somehow, this allowed me to kill the process properly again, so that's nice.

Tried adding quick descriptions to each pipeline (raster state, vs, fs, hwx, dec fmt), and each of them are typical of other draws. But it always hangs at the same place, doesn't seem to matter if I take longer to get there. Maybe it's a frame soon before that causes problems or a texture... hm.

-[Unknown]

@justafella
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justafella commented Mar 18, 2021

I'm back to say that I've discoreved another crash like this one. This time I was just passing through the kitchen in the main character's room. I got this message:
newcrash
And I got a 30MB (???) log I wouldn't be able to share uncompressed:
ppsspplog.zip

@justafella
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I've also noticed that although I might play the game well using the other backends, they also present a little lag before some sound effects (e.g. cutting weed) or when you are just wandering around. It's hard to tell what exaclly triggers these lags. They also occur randomly and rarely, and when they do they just don't crash, fortunatelly (???).

@hrydgard hrydgard modified the milestones: v1.12.0, Future-Prio Aug 29, 2021
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