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Crash fix of Gran Turismo on Quest 2 #16399
Conversation
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Is -[Unknown] |
I will check it and give you know. I cought the crash from here:
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hmmm, it seems I was wrong. It crashes randomly, so it is hard to confirm the fix: Gran Turismo creates/destroys per frame a lot of textures. It could be something wrong with the driver. |
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Hm, I do think it's more likely we have a bug. Suspicious. |
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Another thing worth trying if the above doesn't bare fruit: leak texture names. We don't currently use sized textures, so you can essentially delete a texture's storage using -[Unknown] |
I didn't completely get your idea, however it brought me to 4c48361, where I spend 30 minutes of testing and it didn't crash. It seems calling glGenTextures, glDestroyTextures on Quest 2 makes some troubles if it is called too often (at least once per frame in Grand Turismo). Do you think this could get merged after adding a teardown? |
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I'm thinking about an alternative where we only recycle small textures (like GT:s text characters) and leave the rest as before. I'll give it a shot in a bit (a modified version of 4c48361) |
Will hopefully work as a cleaner replacement for #16399.
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Alright, implemented that in #16498. If that works well, I want to replace this PR with that. |
Will hopefully work as a cleaner replacement for #16399.
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Updated #16498 with some more changes. |
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Is it possible this crash isn't happening anymore after #16533? -[Unknown] |
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I confirm that the crashing does not happen in the master anymore. |
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Great, thanks for testing! |
I wasn't able to figure out why is this happening but it seems the destructor of a texture is called twice.
This PR prevents that the second destruction causes a crash.