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Crash in rasterizer_canvas_gles3 due to memory corruption #17305
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Right after filing the issue I realized this doesn't actually matter for 3.1, as this is GLES3-specific :/ And this is likely very hard to track down. |
Well GLES3 bugs should still be fixed in 3.1 too. |
I don't know if it the same bug or not. But on android project crashes if you have any 3d object in scene. You can export project with disabled object, and it will run. If you have scene sync enabled, you can enable this object, and in few seconds project will crash. So there some problem with 3d render. |
3D rendering in general does work on Android (with Godot 3.0 stable at least). There might be a problem specific to your project or device, so better file a separate issue with your project and other details attached. |
I have fired an issue #17770 |
Is it still reproducible in the current master branch? Does it also happen with GLES2, or only GLES3? |
No answer, so assuming fixed. We can reopen if anyone can still reproduce it in recent builds. |
Godot version:
Godot 3.0 stable
OS/device including version:
Android 5.0, Android 7.0, different devices, different GPUs (Mali and Adreno)
Issue description:
There is an intermittent crash at https://github.com/godotengine/godot/blob/3.0-stable/drivers/gles3/rasterizer_canvas_gles3.cpp#L215. The crash is
SIGSEGV 0x0000000000000097
, which means the first byte oftexture->render_target
address was set to 0x11 by some code (used_in_frame
field has 0x86 offset, 0x97 is accessed), which makes theif (texture->render_target)
check pass and the crash happen.Steps to reproduce:
Reproduces rarely after invoking
change_scene
on a SceneTree with a large active tree.The text was updated successfully, but these errors were encountered: