View Issue Details

IDProjectCategoryView StatusLast Update
0004694Spring engineGfx driver issuespublic2016-01-22 03:21
Reporterlhog Assigned Toabma  
PrioritynormalSeveritycrashReproducibilityunable to reproduce
Status resolvedResolutionunable to reproduce 
Product Version98.0.1+git 
Summary0004694: ATI stack gets consistently crashed when something gets into camera viewport (UnitDrawerState.cpp:105)
DescriptionGame consistently crahes ingame (see replay http://zero-k.info/Battles/Detail/336996) after player ivand lost his comm and camera is moved somewhere to center of the map (I'll try to narrow it down myself).
Steps To ReproduceNot clear. Happened first time. Ptreviously had similar crashes if Zero-K solar was reclaimed (on 98.0.1+). No longer the case, but cases might be related.
Additional InformationLatest ATI drivers, W7x64.
TagsNo tags attached.
Attached Files
infolog.txt (Attachment missing)
stack_trace.png (Attachment missing)
infolog_glDebug.txt (Attachment missing)
infolog_DGLST.txt (Attachment missing)
infolog_hangs.txt (Attachment missing)
infolog_adv_shading_shadows-2.txt (Attachment missing)
infolog_adv_shading_shadows-0.txt (Attachment missing)
screen00024_shadows-0.png (Attachment missing)
screen00025_shadows-2.png (Attachment missing)
Checked infolog.txt for Errors

Activities

lhog

2015-03-08 15:58

reporter   ~0014117

Last edited: 2015-03-08 16:03

Crashes is guaranteed after 9:00 ingame time, even on pause. Happens if camera flies around center bottom part of map (around "dang it" sign and screamer under construction - both should be in the top part of the camera viewport), on the middle level zoom. Crash happens if zoom-in/zoom-out around this area or if one just moves camera from side to the target area. Crash does NOT happen if same area is viewed on pretty close zoom-in.

lhog

2015-03-08 17:49

reporter   ~0014118

Attaching exact position of camera, zooming out from which (two or three mouse wheel steps to zoom out) causes crash.

http://snag.gy/WbD7s.jpg

jK

2015-03-08 18:18

developer   ~0014119

add DebugGL = 1 to your config and see if it gives warnings

abma

2015-03-08 19:05

administrator   ~0014120

"translated":

C:\Windows\system32\atioglxx.dll 0x041AE3EF ??:0
C:\Windows\system32\atioglxx.dll 0x0417AFE1 ??:0
C:\Windows\system32\atioglxx.dll 0x03C0AEA6 ??:0
E:\Games\Spring\engine\98.0.1-398-g80e6cfa\spring.exe 0x006CDF8F /opt/mxe/usr/lib/gcc/i686-w64-mingw32/4.8.1/include/c++/bits/stl_vector.h:646
E:\Games\Spring\engine\98.0.1-398-g80e6cfa\spring.exe 0x006D2C5E rts/Rendering/UnitDrawerState.cpp:105

lhog

2015-03-08 20:19

reporter   ~0014121

Added infolog_glDebug.txt. Crash has happened on pause on 0016368 frame.

jK

2015-03-08 21:45

developer   ~0014122

k I see a correlation between warnings & crash

now run with `DebugGLStacktraces = 1`

lhog

2015-03-08 22:31

reporter   ~0014123

Last edited: 2015-03-08 22:40

spring with 'DebugGLStacktraces = 1' has never started for me (hangs in the last percentages of "loading...")

If "DebugGLStacktraces = true", file is not much different... See infolog_DGLST.txt

<Added Later> Seems like this crashes game:
[f=0016368] Error: OpenGL: source<API> type<error> id<2269> severity<high>:
glUniformMatrix4fv has failed to set the uniform at location '25': the uniform's type, component size, or matrix dimensions are incompatible with the function variant (GL_INVALID_OPERATION)

Also bad event happens like between 8.55 and 9.00 game time. Once I stayed zoomed it till around 11.00, then zoomed out and caught crash, so after it appears it stays for a while.

jK

2015-03-09 10:29

developer   ~0014125

i need an infolog with DebugGLStacktraces = 1

and no, it doesn't hang with it, it's just DAMN slow.

lhog

2015-03-09 14:14

reporter   ~0014127

Pretty sure it hangs as I waited more than 25 minutes (usually it takes <1min). See infolog_hangs.txt

Google_Frog

2015-03-10 11:26

reporter   ~0014143

I implemented a workaround gameside https://github.com/ZeroK-RTS/Zero-K/commit/76f2237be685eb9367f0c365f7f2a2b88ae850b0#diff-ab54cea9b3a3e4edeadcc210c8f0355eL376

When the crash occurred for most ATI hardware, everyone else saw invisible units. It seemed to only occur for obj models.

The bug was caused by doing Spring.UnitRendering.DeactivateMaterial(unitID,3) to a nanoframe. Crashing/causing invisible units still seems like a bug.

lhog

2015-03-30 21:10

reporter   ~0014257

Disregard last 4 files: posted into wrong topic.

Issue History

Date Modified Username Field Change
2015-03-08 15:22 lhog New Issue
2015-03-08 15:22 lhog File Added: infolog.txt
2015-03-08 15:58 lhog Note Added: 0014117
2015-03-08 16:03 lhog Note Edited: 0014117
2015-03-08 17:49 lhog Note Added: 0014118
2015-03-08 17:54 lhog File Added: stack_trace.png
2015-03-08 18:18 jK Note Added: 0014119
2015-03-08 19:05 abma Note Added: 0014120
2015-03-08 20:18 lhog File Added: infolog_glDebug.txt
2015-03-08 20:19 lhog Note Added: 0014121
2015-03-08 21:45 jK Note Added: 0014122
2015-03-08 22:31 lhog Note Added: 0014123
2015-03-08 22:31 lhog File Added: infolog_DGLST.txt
2015-03-08 22:38 lhog Note Edited: 0014123
2015-03-08 22:39 lhog Note Edited: 0014123
2015-03-08 22:40 lhog Note Edited: 0014123
2015-03-09 10:29 jK Note Added: 0014125
2015-03-09 14:13 lhog File Added: infolog_hangs.txt
2015-03-09 14:14 lhog Note Added: 0014127
2015-03-09 23:48 abma Summary ATI stack gets consistently crashed when something gets into camera viewport => ATI stack gets consistently crashed when something gets into camera viewport (UnitDrawerState.cpp:105)
2015-03-10 11:26 Google_Frog Note Added: 0014143
2015-03-30 21:05 lhog File Added: infolog_adv_shading_shadows-2.txt
2015-03-30 21:05 lhog File Added: infolog_adv_shading_shadows-0.txt
2015-03-30 21:06 lhog File Added: screen00024_shadows-0.png
2015-03-30 21:06 lhog File Added: screen00025_shadows-2.png
2015-03-30 21:10 lhog Note Added: 0014257
2016-01-22 03:21 abma Status new => resolved
2016-01-22 03:21 abma Resolution open => unable to reproduce
2016-01-22 03:21 abma Assigned To => abma