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Crash with SDFGI and very large znear or zfar #99967

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Tracked by #55327
Flarkk opened this issue Dec 3, 2024 · 0 comments
Open
Tracked by #55327

Crash with SDFGI and very large znear or zfar #99967

Flarkk opened this issue Dec 3, 2024 · 0 comments

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@Flarkk
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Flarkk commented Dec 3, 2024

Tested versions

4.4.dev (893bbdf)
4.4-dev5

System information

Godot v4.4.dev (b09b8ef1a) - Ubuntu 24.04.1 LTS 24.04 on X11 - X11 display driver, Multi-window, 1 monitor - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3050 (nvidia; 535.183.01) - Intel(R) Core(TM) i7-4770 CPU @ 3.40GHz (8 threads)

Issue description

Crash when SDFGI is active and the camera's znear or zfar is set to a very high value (above 1E20 or so).
A VK_ERROR_DEVICE_LOST is raised here :
https://github.com/godotengine/godot/blob/5f7dab636a2dfcf054412fa028474773e5ea61b9/drivers/vulkan/rendering_device_driver_vulkan.cpp#L2525-L2528

Steps to reproduce

In Editor : New scene > Add Camera3D > Add Environment > Enable SDFGI.
Set the camera's znear or zfar to anything above 1e20.

I'm aware such large far / near values can't be used in practice right now, but I'm currently working on making this possible.

Minimal reproduction project (MRP)

crash_sdfgi.zip
Open scene "crash_sdfgi".
Godot will crash as soon as you preview the camera.

@Flarkk Flarkk changed the title Crash with SDFGI with very large znear or zfar Crash with SDFGI and very large znear or zfar Dec 3, 2024
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