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GLES3 Texture - malloc_consolidate(): invalid chunk size / corrupted size vs. prev_size in fastbins #74562
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Running the editor through Otherwise building the editor with Address Sanitizer ( |
I've tried through gdb. Not sure if this is helpful at all, but this was the console output:
As you can see, the message is quite bland. I'm not sure if I'll be able to build with Address Sanitizer on this computer, the dev build was strainful enough. But I'll look into it |
You should run a project directly with gdb, here you likely ran the project manager, and then lost the handle on the process when editing a project. Run it with |
Thanks, I was wondering about that... Some more info from "bt" after a crash:
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Another crash, in same spot in game:
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The second crash is the same as #74233 (and is fixed by #74566), but the first one is in a slightly different spot. Can you try adding the follow two lines to
They should be added right after
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Thanks @clayjohn I rebuilt from master with those two lines added. I've tested half a dozen times and the crashes cannot be reproduced now! |
I'm not surre it is the same error, but it crashes now on my ci-pr workflow It works on Godot 4.0.1, 4.0.2 and 4.0.3 but fails now on v4.1.stable.official [9704596] running on Total test suites: 90
Total test cases: 1142
Total time: 3min 40s 913ms
Open Report at: file:///home/runner/work/gdUnit4/gdUnit4/reports/report_1/index.html
Exit code: 0
corrupted size vs. prev_size while consolidating
Aborted (core dumped)
Error: Process completed with exit code 134. |
@MikeSchulze Oh god no... Hopefully this isn't the same error! I haven't experienced it with 4.1 but I know what a nightmare it is when it starts occurring. You'll have to create a dev build of godot and debug with gdb to get a track stace. |
no i use the godot built from https://downloads.tuxfamily.org/godotengine/4.1/ |
To debug it you'd need to build your own Godot from source with dev flag on, then run it through GDB. Sorry it's not fun and the dev build is close to 1GB. But that's the only way I know how to get the stack trace. Plus the instructions at the top of this thread... |
I will give a try tomorrow, feel free to fork my repo too ;) |
I actually don't have time to go deeper here as I am working on the C# API for this right now . at runtime, a lot of ERROR: Condition "!texture_allocs_cache.has(p_id)" is true.
at: texture_free_data (drivers/gles3/storage/utilities.h:111)
ERROR: Condition "!texture_allocs_cache.has(p_id)" is true.
at: texture_free_data (drivers/gles3/storage/utilities.h:111)
ERROR: Condition "!texture_allocs_cache.has(p_id)" is true.
at: texture_free_data (drivers/gles3/storage/utilities.h:111)
ERROR: Condition "!texture_allocs_cache.has(p_id)" is true.
at: texture_free_data (drivers/gles3/storage/utilities.h:111)
...
at cleanup ERROR: Attempting to use an uninitialized RID
at: get_or_null (./core/templates/rid_owner.h:199)
ERROR: Condition "!t" is true.
at: texture_free (drivers/gles3/storage/texture_storage.cpp:705) here a simple project to reproduce the error malloc_texture $GODOT_BIN --path . -s -d res://test.gd --audio-driver Dummy --rendering-driver opengl3 --continue
Godot Engine v4.1.stable.official.970459615 - https://godotengine.org
OpenGL API 4.1 ATI-4.4.17 - Compatibility - Using Device: ATI Technologies Inc. - AMD Radeon Pro 5300M OpenGL Engine
run test
ERROR: Condition "!texture_allocs_cache.has(p_id)" is true.
at: texture_free_data (drivers/gles3/storage/utilities.h:111)
Finallize ..
-Orphan nodes report-----------------------
-SceneTree report-----------------------
┖╴root
Finallize .. done
|
I'll re-open this issue, although I do recommend making a new issue with your project so that it gets proper attention |
hi @naturally-intelligent no problem i can create a new issue if you want, and link this issue. |
Yes a new issue would be better, this one was fixed by #74566. |
Godot version
4.0-stable and master
System information
Ubuntu 20.04 LTS
Issue description
When switching away from a certain scene for the second time, (after running from Godot a second time), I get this message, the game quits, and returns to editor:
corrupted size vs. prev_size in fastbins
Or, sometimes this message instead (at the same point):
malloc_consolidate(): invalid chunk size
Usually it happens after running the game once after opening the editor, quitting, then running again, then switching scenes, then the second time the scene switches, it crashes. (There is a third message I've seen, but it doesn't happen as often and I didn't copy it.) The same game does not crash in Godot 3.4/3.5, and although a lot of changes were done in the conversion, no new features/behaviors were added.
How do I debug this? I've tried --verbose and using a debug build, but all I get is the one line.
Also mentioned in this Q+A: https://godotengine.org/qa/148717/malloc_consolidate-invalid-corrupted-prev_size-fastbins
Steps to reproduce
Usually it happens after running the game once after opening the editor, switching scenes over and over, quitting, then running again, then switching scenes, then the second time it switches, it crashes.
Minimal reproduction project
First I would like help debugging this. Then I will try to create an MRP. It would take a lot of effort and I don't know if it would even end up reproducing it, so I'd like some advice first
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