-
-
Notifications
You must be signed in to change notification settings - Fork 21.1k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
OpenGL backend (e.g. in Project Manager) shows blank screen / corrupted visuals due to invalid shader cache (e.g. after driver upgrade) #77136
Comments
Looks like I can resolve this issue by deleting |
In my case same issue a bit more problematic, because it is introduced when I switch between integrated and dedicated GPUs (both AMD). Deleting |
I've seen it too on Linux after my distro upgraded Mesa from 23.0 to 23.1, and it's indeed related to the shader cache added in #76092 (CC @ChibiDenDen). The shader cache is only valid for a given GPU + driver combination, so it needs to be invalidated / ignored whenever the GPU or drivers change. We discussed this with @clayjohn on RC a couple of days ago:
|
I think it should be enough to verify that glProgramBinary succeeds and fail loading otherwise (recompilation and overwrite for the shader cache should happen automatically) |
Yes, I think so. It should not be too difficult to fix. We just need to check if the link was successful before returning from load_from_cache. We should instead return false if the link fails |
Godot version
v4.1.dev.custom_build.1c7a62d2c
System information
Windows 10, OpenGL API 3.3.0 NVIDIA 531.79 - Compatibility - Using Device: NVIDIA Corporation - NVIDIA GeForce GTX 1070
Issue description
I build Godot from the
master
branch nightly on Windows. For a while the Project Manager has been displaying corrupted visuals as below:I went back through the commits from the past month and determined that it first appears when compiling PR #76092 with the commit ID of 1c7a62d.
For now I can work around the issue by starting Godot with my project directly. In doing this I've not noticed any other issues beyond the Project Manager.
Steps to reproduce
No, sample code. Just building Godot on Windows 10.
Minimal reproduction project
No project needed.
The text was updated successfully, but these errors were encountered: