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Author Topic: [solved] AMD/ATI graphics driver crash  (Read 4672 times)

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adeadrat

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[solved] AMD/ATI graphics driver crash
« on: July 17, 2013, 02:35:02 am »
Ok so I know there is some known bug that makes the drivers for AMD/ATI graphics card crash if you doesnt staticly link sfml, but heres the thing.. We have SFML2 staticly linked so that should not happend.

I have not been able to debug this as im using a geeforce card. And my friends computer is not a laptop.
as far as we have tested this far the problem has only occured on 2 computers and we have tested  on more computers  with AMD/ATI cards so its not something that happends for everyone.

All I have to go on this far is the screenshot I have attached..
The text in screenshot is swedish but it says something like: "Graphics drivers have stopped and has been restored"
Anyone got any ideas about what is causing this just like that or should I try to get some debug version onto their computers and see what I can find?

EDIT: solved it by downloading new SFML2 version here: http://sfml.my-gate.net/nightly/
« Last Edit: July 18, 2013, 02:27:41 am by adeadrat »

eXpl0it3r

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Re: AMD/ATI graphics driver crash
« Reply #1 on: July 17, 2013, 02:38:51 am »
The issue with AMD cards was fixed in the past.
Have you updated your driver to the latest version?
Also when the graphics driver itself crashes, then there's some seriouse driver issue that's not directly bound to SFML.
Do other OpenGL games also crash the driver?
« Last Edit: July 17, 2013, 02:44:18 am by eXpl0it3r »
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adeadrat

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Re: AMD/ATI graphics driver crash
« Reply #2 on: July 17, 2013, 03:08:31 am »
Will do some research and get back.
It is my friends computer that it crashes on so I will check as soon as he wakes up tomorrow.
Thanks for fast reply

adeadrat

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Re: AMD/ATI graphics driver crash
« Reply #3 on: July 17, 2013, 11:26:38 pm »
So an update I went and got my old ATI HD6950 just to se if I could narrow this down to what the actual problem is. And this is what I have found out this far:

  • The drivers does NOT crash with ATI HD4870.
  • The driver crash when sf::Window::display() is being called. Not allways, only after that the following code has run:
   float time = static_cast<float>(mTimer.restart().asMilliseconds()) / 10.f;

   std::vector<parallaxTexture*> positionSorted;
   int viewX = MathHelper::getViewOffset().x;
   float deltaX = (viewX - mOldX + (mAlwaysDeltaX * time)) * mDepthMultiplier + (mAlwaysDeltaX * time);

   //first place the position of the layer tiles
   size_t leftmost = 0;
   for (size_t i = 0; i < pTextures.size(); ++i)
   {

      pTextures[i].position = sf::Vector2f(pTextures[i].position.x + deltaX * mScale.x, pTextures[i].position.y);

      float left = pTextures[i].position.x;
      float viewRight = viewX + mDisplay->GetWindow()->getView().getSize().x;
      float moveX = pTextures.size() * mDesiredSize.x;
         
      float right = pTextures[i].position.x + mDesiredSize.x;
      float viewLeft = viewX;

      if (left > viewRight && (deltaX > 0 || mOldX > (viewX - deltaX)))
      {
         pTextures[i].position = sf::Vector2f(pTextures[i].position.x - moveX, pTextures[i].position.y);
         pTextures[i].effects.doReset();
      }

      else if (right < viewLeft && (deltaX < 0 || mOldX < (viewX - deltaX)))
      {
         pTextures[i].position = sf::Vector2f(pTextures[i].position.x + moveX, pTextures[i].position.y);
         pTextures[i].effects.doReset();
      }

      //push the sprite into a new vector that will be sorted.
      positionSorted.push_back(&pTextures[i]);
   }
   
   //sort the positionSorted vector (this sorts the sprites by position, with the left most being at the first position)
   std::sort(positionSorted.begin(), positionSorted.end(), sortByPosition);
   
   sf::FloatRect window(MathHelper::getViewOffset().x, MathHelper::getViewOffset().y, 1600, 900);
   
   //new code, doesn't work yet, waiting for fix.
   sf::VertexArray vArray(sf::Quads);
   
   for (size_t i = 0; i < positionSorted.size(); ++i)
   {
      sf::Vector2f position((positionSorted.front()->position.x) + (mTexture->getSize().x * i * mScale.x), positionSorted[i]->position.y);
      sf::FloatRect spriteRect((position.x), (position.y), mDesiredSize.x, mDesiredSize.y);
      sf::FloatRect intersection;

      if (window.intersects(spriteRect, intersection))
      {
         intersection.top = position.y;
         sf::FloatRect textureRect;
         textureRect.top = 0;
         textureRect.height = mTexture->getSize().y;
         if (position.x - window.left < 0)
         {
            textureRect.left = MathHelper::getInRangeFloat(-(position.x  - window.left) / mScale.x, mTexture->getSize().x);
            textureRect.width = intersection.width / mScale.x;
         }
         else
         {
            textureRect.left = MathHelper::getInRange(0 , mTexture->getSize().x);
            textureRect.width = intersection.width / mScale.x;
         }

         vArray.append(
            sf::Vertex(
               sf::Vector2f(intersection.left, intersection.top),
               sf::Vector2f(textureRect.left, textureRect.top)
               ));
                 
         vArray.append(
            sf::Vertex(
               sf::Vector2f(intersection.left + intersection.width, intersection.top),
               sf::Vector2f(textureRect.left + textureRect.width, textureRect.top)
               ));

         vArray.append(
            sf::Vertex(
               sf::Vector2f(intersection.left + intersection.width, intersection.top + intersection.height),
               sf::Vector2f(textureRect.left + textureRect.width, textureRect.top + textureRect.height)
               ));

         vArray.append(
            sf::Vertex(
               sf::Vector2f(intersection.left, intersection.top + intersection.height),
               sf::Vector2f(textureRect.left, textureRect.top + textureRect.height)
            ));

         positionSorted[i]->effects.render(*canvas, mLayer+1, positionSorted[i]->position);
      }
   }      
   
   sf::RenderStates state;

   state.shader = mShader;
   state.texture = mTexture;
   canvas->addVertexArray(vArray, state, mLayer+1);
   
   mOldX = viewX;

 


And yes, it is the latest available drivers

EDIT: This is the only place in the whole game that uses sf::VertexArray might have something to do with that?
EDIT2: Tried the only game I have installed that I know uses OpenGL, Amnesia.. And it does not crash the drivers
« Last Edit: July 17, 2013, 11:40:46 pm by adeadrat »

eXpl0it3r

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Re: AMD/ATI graphics driver crash
« Reply #4 on: July 17, 2013, 11:40:19 pm »
Can you narrow it down further. That's quite a huge piece of code right there.
Personally it would surprise me, if you can crash the driver with just a vertex array, I'd much rather take a look at the shader, since it's well know that AMD cards have problems with them where Nvidia cards are more forgiving.
Have you made sure that the vertex array matches the number you put give the draw function? Does it still crash without the shader?
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adeadrat

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Re: AMD/ATI graphics driver crash
« Reply #5 on: July 18, 2013, 12:07:54 am »
So yea you are right, it is a shader problem.

So yea here is our vertex shader:
//Vertex Program
void main( void )
{
        // transform the vertex position
    gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;

    // transform the texture coordinates
    gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;

    // forward the vertex color
    gl_FrontColor = gl_Color;
}
 

And then we have 3 difrent shader fragment shaders depending on how much we scale the textures.
//Fragment Program
uniform sampler2D texture;

void main (void)
{
        vec4 textColor = texture2D( texture, gl_TexCoord[0].st);                       

        gl_FragColor = textColor;
}
 

The last shader does the exact same thing as this one just another 10times or so..
//Fragment Program
uniform sampler2D texture;
uniform vec2 texelSize;

void main (void)
{      
        vec4 textColor;

                textColor += texture2D( texture, gl_TexCoord[0].st + vec2(0.0 * texelSize.x, 0.0 * texelSize.y)) * 0.2;
                textColor += texture2D( texture, gl_TexCoord[0].st + vec2(-1.0 * texelSize.x, -1.0 * texelSize.y)) * 0.125;
                textColor += texture2D( texture, gl_TexCoord[0].st + vec2(1.0 * texelSize.x, -1.0 * texelSize.y)) * 0.125;
                textColor += texture2D( texture, gl_TexCoord[0].st + vec2(-1.0 * texelSize.x, 1.0 * texelSize.y)) * 0.125;
                textColor += texture2D( texture, gl_TexCoord[0].st + vec2(1.0 * texelSize.x, 1.0 * texelSize.y)) * 0.125;
                textColor += texture2D( texture, gl_TexCoord[0].st + vec2(0.0 * texelSize.x, -1.0 * texelSize.y)) * 0.125;
                textColor += texture2D( texture, gl_TexCoord[0].st + vec2(1.0 * texelSize.x, 0.0 * texelSize.y)) * 0.125;
                textColor += texture2D( texture, gl_TexCoord[0].st + vec2(-1.0 * texelSize.x, 0.0 * texelSize.y)) * 0.125;
                textColor += texture2D( texture, gl_TexCoord[0].st + vec2(1.0 * texelSize.x, 0.0 * texelSize.y)) * 0.125;              

                               
    gl_FragColor = textColor;
}
 

If I comment out "state.shader = mShader;" it runs ok and doesnt crash how ever if I set it to load any of the above fragment shader it crashes


EDIT: I'll just update with the code loading the shader incase that is the problem.
Also, have tested the shader in RenderMonkey.. works fine there without any warnings
        mShader = new sf::Shader();
        mShader->loadFromFile("filtering.vert", sf::Shader::Type::Vertex);

        float totalScale = (mScale.x + mScale.y) / 2;
        if (totalScale < 1.1f)
        {
                mShader->loadFromFile("filtering_0.frag", sf::Shader::Type::Fragment);
        }
        else if (totalScale < 2.1f)
        {
                mShader->loadFromFile("filtering_1.frag", sf::Shader::Type::Fragment);
                mShader->setParameter("texelSize", mTexelSize);
        }
        else
        {
                mShader->loadFromFile("filtering_2.frag", sf::Shader::Type::Fragment);
                mShader->setParameter("texelSize", mTexelSize);
        }

        mShader->setParameter("texture", *mTexture);


LAST EDIT: I updated SFML to the nightly build I found on eXpl0it3r's homepage and now it works..
So I have actually no idea what was wrong :)
Thx expl0it3r!
link if you have same problem: http://sfml.my-gate.net/nightly/
« Last Edit: July 18, 2013, 02:44:25 am by adeadrat »

 

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