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Vulkan BadDrawable #43714
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Does it work if you leave out |
No, it's the same error. |
This is an error from one of X extensions, opcodes are dynamically assigned. |
The output is |
It's request from the sync mechanism between X server and kernel, not sure it's gonna help much, seems like a driver issue. Full failed request info:
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this problem exists on Linux in Nvidia for all Vulkan apps (all apps that draw more than 6 triangles) for some reason after closing Vulkan app it can not be launched again, it reproduced even on Khronos samples(their HDR demos and compute shader demo can not be launched again before reboot) I had a similar problem there DiligentGraphics/DiligentSamples#25 (this "bug" randomly fixes by launching OpenGL app, for me most of times X11 error on Vulkan app launch is gone after 2-3 mins using other OpenGL app, and Vulkan start working again) I do not have this problem with Godot 4.0 on Linux (Nvidia 750, latest drivers), but it "startup" after first time takes minutes... |
I tried running Godot 4.0 using my CPU(i5-8250U) and it worked. So that confirms it's an Nvidia driver issue. But somehow CS:GO, which is using Vulkan works perfectly. Should I also open an issue on Nvidia's page? |
games under DXVK work correctly when they "simple" like CS:GO that do not use complex graphic
you can try... I did not report it to Nvidia (using their forum) because this bug very complex, and ... no one will debug "your app"(Godot), even if you recreate this bug in Khronos samples, that "longer" than a single triangle code... no one gonna waste hours to debug it (in DXVK they do bug-dodge fixes in the DXVK code, DXVK already include alot of Nvidia "dodge bugs" fixes) reporting bugs in Vulkan is problematic due to the size of code to analyze/debug |
CS:GO uses OpenGL (translated from Direct3D using Valve's ToGL library). Like all games translated using ToGL, it has notorious performance issues on Linux. It's especially noticeable in CS:GO due to the use of more detailed shaders, models and textures compared to all other Valve-made Source 1 games. Running it via WINE/Proton used to be an option (which effectively let you use D9VK to translate Direct3D 9 to Vulkan), but now that VAC no longer works in WINE, it's not really an option anymore. Actual Vulkan support will only come if CS:GO is ported to Source 2. |
Didn't know that.
well said After all, what do I do? I wait for Nvidia Drivers update or this bug can be fixed from Godot's side? |
it can be launched from Windows version(in Linux steam), that will use Proton with DXVK as I know, I thought it launched this way
use Windows, or get new 2xxx/3xxx video card(there this bug does not work as I know), or get AMD videocard (amdgpu driver opensource with active development and live bugfixes for all supported videocards), or try other Linux (I use OpenSuse) this bug exists for 3+ years for sure, first time I saw this bug in Dota2 Vulkan version like 3 years ago, 2 years ago Dota2 Vulkan stop workin on Nvidia at all, and never works again after that(last time I tested in 2019), I do not think they "will fix it" more realistic-they will drop Vulkan support for old cards or something like that |
not an option
I would love to, but I am on a laptop.
Most probably they would do that (because Nvidia is trash, at least on Linux), but the 10' series is not old yet. There are still a lot of new laptops and builds that come with 10' series cards.
You reminded me of the fact that there is an open-source driver for Nvidia too, and I should check if there is the same problem. |
The Nouveau driver does not support reclocking on Maxwell 2 and newer GPUs, which means you will get very low performance (5× slower than the proprietary driver). |
I have similar error but when creating 2D Node with Godot with GLES 2 (#44399) on Laptop with Intel HD 3000 and Mesa 21.0.0-devel (git-9d59c84e31),
With DRI3 it crash in different place
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Just seen this - I'm not sure this is related to the original issue. It is highly likely to be me doing something wrong in the X code, I've only tested GLES2 on my own machine so far, and there's been a lot of guesswork involved especially with multi-window. It will have to go through some testing / bug fixing. Sorry been a little delay, I've been temporarily working on BVH as it will help reduz with the rendering server rewrite. |
tested today latest Godot 4 Vulkan build (just build), with latest Nvidia Linux driver 455.45.01 Godot 4 freeze on any "text editing", also on opening any menu(popup), Godot 4 even freeze in startup window on creating "new project"(because it has editable text line) in Godot case I not sure if it Nvidia driver problem or is Godot problem full log pastebin link |
NVidia driver 455 has problems that were already reported in another issue, and at least two recent dupes - and since rolling back fixes them, I think they are on NVidia side. |
This unblocks launching on Linux laptops that default to the integrated GPU which can not handle Vulkan in many instances. Ideally a manual device selection, or an option for the optimal selection strategy should be provided via CLI or config, but for the time being this will unblock the Linux devs. Partially addresses godotengine#42348 and godotengine#43714
Update: It still does not start. But this time is a new output:
The interesting part is the selected device, because I have my profile set on NVIDIA (performance mode), yet the selected device is the integrated graphics. Also if I set the profile on Intel, Godot starts without a problem so the integrated graphics support Vulkan. Godot version: 4.0 from master - 9539e4e Also, I don't think this is a driver issue(or at least entirely) because Unreal Engine 5 and others run perfectly. Just wanted to let you know. Sorry for my English. |
@rares45 Can you test this pull request by compiling it locally? Note that it's based on a commit from February 2021, so I suggest to rebase it against the latest |
Yes, it works. Now it starts and runs. This seems to solve my issue. |
Now when trying to create a new sky the Editor freezes. That didn't happen when running with Intel. Is this a known bug or a result of #46070? |
Did you create a ProceduralSky, PanoramaSky or PhysicalSky resource? These all work locally here on NVIDIA. I'd recommend opening a new issue for that. |
It freezes when trying to create the Sky component, right before pressing |
This unblocks launching on Linux laptops that default to the integrated GPU which can not handle Vulkan in many instances. Ideally a manual device selection, or an option for the optimal selection strategy should be provided via CLI or config, but for the time being this will unblock the Linux devs. Partially addresses godotengine#42348 and godotengine#43714
According to https://gioui.org/issue/347 and godotengine/godot#43714 choosing the integrated Intel GPU on a multi-GPU system with NVIDIA doesn't work well in X11. According to Godot, forcing the use of the discrete (NVIDIA) GPU works around the problem. This change disables Vulkan on X11 instead, which is a more conservative and targeted fix. Disabling Vulkan on X11 will reduce testing of Vulkan, but - Pierre is making Wayland the default driver on Linux, where Vulkan is enabled. - The OpenGL driver will be exercized more. Fixes: https://todo.sr.ht/~eliasnaur/gio/347 Signed-off-by: Elias Naur <mail@eliasnaur.com>
Godot version: v4.0.dev from master -6a683f8
OS/device including version:
Linux Mint 20 Cinnamon
GeForce GTX 1050/PCIe/SSE2
Issue description:
When I try to open Godot it fails. The output:
I know there are more issues like this, but they are solved by restarting the os, using Wayland, or ensuring that you run on the GPU, but I did all of this, excepting using Wayland because I can't. If you can not help me please tell me how to debug the app, because I am willing to contribute.
Steps to reproduce:
scons -j 8 platform=linuxbsd tools=yes target=release_debug
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