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Seems to happen more frequently with larger pixel sizes.
May also happen in RasterizerStorageGLES3::texture_set_data (called from ImageTexture:::create_from_image())
Maybe related to background loading of resources.. combined with 'material precaching' logic (adding all materials from a scene onto MeshInstances in front of the camera before adding the scene to the tree, after loading it in the background)
Godot version
3.5.1-stable
System information
Intel(R) Graphics (ADL GT2), Linux VAN-200937-LT0 5.15.0-58-generic #64~20.04.1-Ubuntu,Ubuntu 20.04.5 LTS, GLES3
Issue description
WORKAROUND:
Removing my 'precaching' logic seems to prevent the lockup in my application (see repro
_precache_shaders()
)Main thread locks up during call to
glTexImage2D(target, i, internalformat, width, height, 0, format, type, nullptr);
Similar issue on GLES2 for windows: #55395
Steps to reproduce
Multiple (> 32) Viewports of various sizes
Seems to happen more frequently with larger pixel sizes.
May also happen in RasterizerStorageGLES3::texture_set_data (called from ImageTexture:::create_from_image())
Maybe related to background loading of resources.. combined with 'material precaching' logic (adding all materials from a scene onto MeshInstances in front of the camera before adding the scene to the tree, after loading it in the background)
Minimal reproduction project
Reproduces by randomly setting the window size until it locks up
repro-intel-gles3-lockup.zip
This does not reproduce the issue, but has a bunch of suspicious code :) I ran out of time trying to reproduce it.
repro-intel-gles3-xe-linux-driver-vp-lock.zip
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