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MangoHud Causing synchronization read-after-write validation error and segfault on exit #1214
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Tacodiva
changed the title
MangoHud Causing synchronization read-after-write validation error
MangoHud Causing synchronization read-after-write validation error and segfault on exit
Jan 27, 2024
I'm seeing the same behaviour using Bevy - even minimal examples result in $ git checkout v0.15.0 # using Bevy 0.15
$ MANGOHUD=1 cargo run --example 2d_shapes
[...]
2025-01-03T21:45:22.179605Z INFO bevy_render::renderer: AdapterInfo { name: "AMD Radeon RX 7600 (RADV NAVI33)", vendor: 4098, device: 29824, device_type: DiscreteGpu, driver: "radv", driver_info: "Mesa 25.0.0-devel (git-30d9166d80)", backend: Vulkan }
[...]
2025-01-03T21:45:30.142219Z ERROR present_frames: wgpu_hal::vulkan::instance: objects: (type: RENDER_PASS, hndl: 0x7675b400000000eb, name: ?)
2025-01-03T21:45:30.159109Z ERROR present_frames: wgpu_hal::vulkan::instance: VALIDATION [SYNC-HAZARD-READ-AFTER-WRITE (0xe4d96472)]
Validation Error: [ SYNC-HAZARD-READ-AFTER-WRITE ] Object 0: handle = 0x7675b400000000eb, type = VK_OBJECT_TYPE_RENDER_PASS; | MessageID = 0xe4d96472 | vkCmdBeginRenderPass(): Hazard READ_AFTER_WRITE in subpass 0 for attachment 0 aspect color during load with loadOp VK_ATTACHMENT_LOAD_OP_LOAD. Access info (usage: SYNC_COLOR_ATTACHMENT_OUTPUT_COLOR_ATTACHMENT_READ, prior_usage: SYNC_IMAGE_LAYOUT_TRANSITION, write_barriers: SYNC_COLOR_ATTACHMENT_OUTPUT_COLOR_ATTACHMENT_WRITE, command: vkCmdPipelineBarrier, seq_no: 1, reset_no: 556).
2025-01-03T21:45:30.159155Z ERROR present_frames: wgpu_hal::vulkan::instance: objects: (type: RENDER_PASS, hndl: 0x7675b400000000eb, name: ?)
2025-01-03T21:45:30.175621Z ERROR present_frames: wgpu_hal::vulkan::instance: VALIDATION [SYNC-HAZARD-READ-AFTER-WRITE (0xe4d96472)]
Validation Error: [ SYNC-HAZARD-READ-AFTER-WRITE ] Object 0: handle = 0x7675b400000000eb, type = VK_OBJECT_TYPE_RENDER_PASS; | MessageID = 0xe4d96472 | vkCmdBeginRenderPass(): Hazard READ_AFTER_WRITE in subpass 0 for attachment 0 aspect color during load with loadOp VK_ATTACHMENT_LOAD_OP_LOAD. Access info (usage: SYNC_COLOR_ATTACHMENT_OUTPUT_COLOR_ATTACHMENT_READ, prior_usage: SYNC_IMAGE_LAYOUT_TRANSITION, write_barriers: SYNC_COLOR_ATTACHMENT_OUTPUT_COLOR_ATTACHMENT_WRITE, command: vkCmdPipelineBarrier, seq_no: 1, reset_no: 558). Disabling the overlay with a keybind stops the error spam. GPU: AMD Radeon RX 7600 $ pacman -Q mesa-tkg-git mangohud vulkan-validation-layers
mesa-tkg-git 25.0.0_devel.197487.30d9166d803-1
mangohud 0.7.2-2
vulkan-validation-layers 1.3.296.0-1 |
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Describe the bug
When I try to use MangoHud with my game engine, it causes a validation warning and error message every frame:
It still seems to work fine on my drivers despite the validation error. When I close the window in my engine, I get a segfault only when using mangohud. GDB reported the following (probably not very helpful) stacktrace:
I was not able to determine what Vulkan command was causing the segfault, but it happens when I close the window and the engine tries to exit so probably one of the
vkDestroy...
commands. I'm also not sure if the segfault is happening in the driver due to incorrect usage of the API or if it's MangoHud itself.List relevant hardware/software information
To Reproduce
I assume this is something strange I'm doing within my engine, but I'm not sure what that could be. Without MangoHud, it works fine without validation issues. I would prefer not to release my engine at this time, though I'm happy to answer any questions if need be.
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