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Game quits after rendering calls on main rendering device if multithreaded rendering is enabled #78786
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I can confirm this on 4.1.dev d95b516 (Linux, GeForce RTX 4090 with NVIDIA 535.54.03). Backtrace:
With V-Sync disabled in the project settings, the exact log can be different:
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This was referenced Jun 28, 2023
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Godot version
v4.1.beta3.official [ada712e]
System information
Godot v4.1.beta3 - Windows 10.0.22621 - Vulkan (Mobile) - dedicated NVIDIA GeForce RTX 2080 with Max-Q Design (NVIDIA; 31.0.15.3161) - Intel(R) Core(TM) i9-8950HK CPU @ 2.90GHz (12 Threads)
Issue description
I am using the main renderingdevice to do offscreen drawing to a texture. If I use the same code on a local rendering device created using
RenderingServer.create_local_rendering_device()
, it works fine, but the moment I do anything on the main rendering device (from RenderingServer.get_rendering_device() ), my code will run for one or two frames, then the game quits silently.I've narrowed it down with a passthrough shader and no actual draw calls - just any call to
draw_list_begin
anddraw_list_end
, and it dies.If you use single threaded renderingdevice, it works.
I feel like this is a good test of the stability of the vulkan multithreading ( see godotengine/godot-proposals#7163 ) - if we want to allow multithreaded use of a single renderingdevice, then this should work.
Steps to reproduce
Hit play on the project below. It will hopefully print out before, inside, after, then silently quit. Does on mine at least, on dev builds and on 4.1b3. If you set rendering to single-threaded (safe or unsafe), then it works happily.
Minimal reproduction project
crashtest.zip
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