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Editor is blinking with strange color lines in Compatibility mode #96943

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jackycute opened this issue Sep 13, 2024 · 15 comments · Fixed by #98327
Closed

Editor is blinking with strange color lines in Compatibility mode #96943

jackycute opened this issue Sep 13, 2024 · 15 comments · Fixed by #98327

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@jackycute
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Tested versions

  • Reproduce in Godot v4.4.dev2 - Windows 10.0.22631 - OpenGL 3 (Compatibility) - Intel(R) UHD Graphics (Intel Corporation; 32.0.101.5972) - 12th Gen Intel(R) Core(TM) i5-1240P (16 Threads)

System information

Godot v4.4.dev2 - Windows 10.0.22631 - OpenGL 3 (Compatibility) - Intel(R) UHD Graphics (Intel Corporation; 32.0.101.5972) - 12th Gen Intel(R) Core(TM) i5-1240P (16 Threads)

Issue description

I tried to open my previous project and the editor shows strange color lines on 2D scene UI and AnimationPlayer tracks.
Those line color changes whenever I move my mouse.
Screenshot 2024-09-13 111855
Screenshot 2024-09-13 112144

Steps to reproduce

Open any new project in Godot 4.4 dev-dev2 can reproduce this.

Minimal reproduction project (MRP)

Open any new project in Godot 4.4 dev-dev2 can reproduce this.

@akien-mga
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Can you reproduce the issue in 4.3.stable?

@jackycute
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Can you reproduce the issue in 4.3.stable?

No, 4.3 stable doesn't have this issue.

@AThousandShips AThousandShips added this to the 4.4 milestone Sep 13, 2024
@akien-mga
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This is most likely a bug with ANGLE, which was enabled by default for old Intel processors after the 4.3 release. CC @bruvzg @clayjohn

@clayjohn
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It could also have been introduced by #96413 (or a combination of both)

@clayjohn
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@jackycute Can you try disabling the rendering/gl_compatibility/fallback_to_angle project setting?

@jackycute
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jackycute commented Sep 14, 2024

@jackycute Can you try disabling the rendering/gl_compatibility/fallback_to_angle project setting?

Thanks for the reply.
I tried to disable rendering/gl_compatibility/fallback_to_angle in project settings then restart but the blinking color lines are still there.
But if I choose to use opengl3_angle for rendering/gl_compatibility/driver.windows then restart, the blinking color lines are gone, but the project re-imports every assets again and again (maybe that is another issue?).

@bruvzg
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bruvzg commented Sep 14, 2024

UHD Graphics

None of UHD Graphics cards should be in the ANGLE fallback list, so it should not be ANGLE related.

@Maran23
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Maran23 commented Sep 15, 2024

Is it also reproducable at 4.4 dev1?

@jackycute
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Is it also reproducable at 4.4 dev1?

No, I can't reproduce this at 4.4 dev1, only reproducable at 4.4 dev2.

@Maran23
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Maran23 commented Sep 15, 2024

Hm, this really sound like it is caused by #96413.
I wonder if we should rather not overwrite any of that shader methods at all.
Only do that for the broken adreno devices, if that is possible.

Or something is broken that uses the methods beforehand. But does not look like that.

@clayjohn
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clayjohn commented Sep 16, 2024

I can't reproduce with Godot v4.4.dev2 - Windows 10.0.22631 - OpenGL 3 (Compatibility) - Intel(R) UHD Graphics 620 (Intel Corporation; 27.20.100.8681) - Intel(R) Core(TM) i5-8265U CPU @ 1.60GHz (8 Threads)

So this seems to be a problem with that specific device/driver version.

edit: I updated my GPU driver to 31.0.101.2115 and I still can't reproduce the issue

@oxygen
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oxygen commented Oct 2, 2024

Upgraded to same Godot version as OP.

Strange colored blinking squares for the 3D world on iOS 18 on gl_compatibility (forward+ works; mobile doesn't show 3D world at all). 2D works fine (iPad M1 Pro).

iOS 17 works fine on gl_compatibility (iPhone XS Max), both godot 4.3-stable and 4.4-dev

Confirmed issue with 4.4dev as 4.3-stable works fine on gl_compatibility on the new iOS 18 (max fps for my project) (iPad M1 Pro)

@clayjohn
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clayjohn commented Oct 2, 2024

Upgraded to same Godot version as OP.

Strange colored blinking squares for the 3D world on iOS 18 on gl_compatibility (forward+ works; mobile doesn't show 3D world at all). 2D works fine.

iOS 17 works fine on gl_compatibility.

I'm not super sure but the fps seems much lower too (iOS 17 XS Max) on gl_compatibility than godot 4.3. I'll do more t tests.

Confirmed issue with 4.4 as 4.3dev5 works fine on gl_compatibility on the new iOS 18 (max fps for my project).

A few follow up questions:

  1. What devices are you testing with?
  2. Have you compared to 4.3 stable? 4.3 dev 5 is from back in March. So it doesn't help us narrow things down

@oxygen
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oxygen commented Oct 4, 2024

@clayjohn
I edited the comment you replied to. Let me know if you think a separate bug with a repro project is needed for this one

@kisg
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kisg commented Oct 16, 2024

We can also confirm this issue with iOS 18 on iPad Pro M2 and iPad Pro M4. Reverting #96413 fixed the issue.

cc @konczg

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