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SpotLight3d with shadow crashes app on Android 9 #72098
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I'm syncing with the upstream master branch, using the debug template from the github workflow https://github.com/norrath-hero-cn/godot/actions/runs/4015908895, but still can't get symbol names, but this time more logs are being captured ndk-stack -sym godot\build -dump adb\godot.log:
adb logcat *:E adb -s "godot": adb logcat -s "godot": If there is anything I can do to help, please ask! |
More (maybe useful) info about the crash
The disassembly shows that pc is somewhere after the call to shadow_atlas_get_quadrant_shadow_size and before the call to shadow_atlas_get_fb. in this area of code something triggered the call to vkCmdClearAttachments to crash. or something corrupted some data structure to trigger vkCmdClearAttachments to crash. After some searching I believe it is the RenderForwardMobile::_render_shadow_pass function crashed. |
With the above analysis, I try to disable/enable light shadows one by one, only the SpotLight3d shadow crashes the app. double checked 100% sure! |
@norrath-hero-cn Please surround large blocks of text with triple backticks like this: ``` This prevents them from taking too much space and also makes sure issue references aren't accidentally created. I edited your comment, but remember to do this next time 🙂 |
Recent events on Cybereality and my experience makes me feel that keep the hope for Godot, provide detailed technical analysis, keep track of some bugs that will never be fixed is meaningless, so close it to reduce the number of issues for Godot. |
Godot version
Godot Engine v4.0.beta.custom_build.de8a412d1 - https://godotengine.org
Updates 2023-07-09: still reproducible with the latest stable version, Godot Engine v4.1.stable.official
System information
VIVO Z3, Android 9, Snapdragon 710AIE, Vulkan API 1.1.0 - Using Vulkan Device #0: Qualcomm - Adreno (TM) 616
Issue description
Related to #67430
Use the version from #72068 Checks
The demo project crashes on Android, backtrace shows it's calling "vkCmdClearAttachments".
full logs with "verbose stdout" enabled:
godot.log
Steps to reproduce
Please use minimal reproduction project
Minimal reproduction project
demo.zip
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