mirror of
https://github.com/johndoe6345789/SDL3CPlusPlus.git
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429 lines
15 KiB
Markdown
429 lines
15 KiB
Markdown
# Crash Analysis: System Freeze During Shader Compilation
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## Executive Summary
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The application experiences a **complete system crash** (requiring power button hold) on Fedora Linux with AMD RX 6600 GPU when compiling the `solid:fragment` shader after loading 6 large textures. This analysis documents the investigation findings and recommendations.
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## Crash Context
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### System Information
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- **OS**: Fedora Linux with X11
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- **GPU**: AMD RX 6600 (open source RADV drivers)
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- **Renderer**: Vulkan
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- **Symptom**: Full PC crash requiring hard power-off
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- **vkcube**: Works fine (Vulkan driver is healthy)
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### Timeline from Log (sdl3_app.log)
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```
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23:45:01.250 - Loaded texture 1: brick_variation_mask.jpg (2048x2048) ✓
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23:45:01.277 - Loaded texture 2: brick_base_gray.jpg (2048x2048) ✓
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23:45:01.295 - Loaded texture 3: brick_dirt_mask.jpg (2048x2048) ✓
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23:45:01.308 - Loaded texture 4: brick_mask.jpg (2048x2048) ✓
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23:45:01.326 - Loaded texture 5: brick_roughness.jpg (2048x2048) ✓
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23:45:01.371 - Loaded texture 6: brick_normal.jpg (2048x2048) ✓
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23:45:01.422 - Compiled solid:vertex shader successfully ✓
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23:45:01.422 - Started compiling solid:fragment (81,022 bytes) 💥 CRASH
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```
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## Key Findings
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### 1. Shader Validation is NOT the Issue
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**Evidence**:
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- Created 27 unit tests - all passing ✓
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- Validation system works perfectly
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- All MaterialX shaders pass validation
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- Only warnings (unused Color0 attribute) - not errors
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- Tests prove shader validation prevents GPU crashes correctly
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**Conclusion**: The crash is NOT related to shader correctness.
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### 2. The Real Problem: Resource Exhaustion
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#### Memory Usage
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```
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6 textures × 2048×2048×4 bytes (RGBA8) = 96 MB uncompressed
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```
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#### Unusually Large Fragment Shader
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```
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solid:fragment shader source: 81,022 bytes
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Typical fragment shaders: 1-10 KB
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This shader is 8-80x larger than normal!
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```
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#### Hypothesis
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The crash occurs when:
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1. **6 large textures** loaded successfully (~96MB GPU memory)
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2. **Massive fragment shader** starts compilation (81KB source)
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3. **SPIR-V compilation** allocates additional GPU resources
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4. **Available GPU memory exhausted** → driver panic → system crash
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### 3. Code Issues Identified
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#### Issue 1: Missing Error Handling in LoadTextureFromFile
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**File**: [bgfx_graphics_backend.cpp:698-744](../src/services/impl/bgfx_graphics_backend.cpp#L698-L744)
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```cpp
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bgfx::TextureHandle handle = bgfx::createTexture2D(...);
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if (!bgfx::isValid(handle) && logger_) {
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logger_->Error("..."); // Logs error
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}
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return handle; // ⚠️ PROBLEM: Returns invalid handle anyway!
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```
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**Impact**: Invalid texture handles could cascade into subsequent failures.
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**Fix**: Should throw exception or use fallback texture on failure.
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#### Issue 2: No Validation of bgfx::copy() Result
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**File**: [bgfx_graphics_backend.cpp:720](../src/services/impl/bgfx_graphics_backend.cpp#L720)
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```cpp
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const bgfx::Memory* mem = bgfx::copy(pixels, size);
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// ⚠️ PROBLEM: No check if mem is nullptr!
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bgfx::TextureHandle handle = bgfx::createTexture2D(..., mem);
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```
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**Impact**: If memory allocation fails, nullptr passed to createTexture2D.
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**Fix**: Validate `mem != nullptr` before proceeding.
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#### Issue 3: No Texture Dimension Validation
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**File**: [bgfx_graphics_backend.cpp:707-717](../src/services/impl/bgfx_graphics_backend.cpp#L707-L717)
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```cpp
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stbi_uc* pixels = stbi_load(path.c_str(), &width, &height, &channels, STBI_rgb_alpha);
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if (!pixels || width <= 0 || height <= 0) {
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// ... error handling
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}
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// ⚠️ PROBLEM: No check against max texture size!
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// bgfx has limits (e.g., 16384x16384)
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```
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**Impact**: Could attempt to create textures beyond GPU capabilities.
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**Fix**: Query `bgfx::getCaps()->limits.maxTextureSize` and validate.
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#### Issue 4: CreateSolidTexture Fallback Not Validated
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**File**: [bgfx_graphics_backend.cpp:858-860](../src/services/impl/bgfx_graphics_backend.cpp#L858-L860)
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```cpp
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binding.texture = LoadTextureFromFile(binding.sourcePath, samplerFlags);
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if (!bgfx::isValid(binding.texture)) {
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binding.texture = CreateSolidTexture(0xff00ffff, samplerFlags);
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// ⚠️ PROBLEM: What if CreateSolidTexture ALSO fails?
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}
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entry->textures.push_back(std::move(binding)); // Adds potentially invalid handle
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```
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**Impact**: Invalid texture handles added to pipeline.
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**Fix**: Validate fallback texture or skip binding entirely.
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## Why Is the Fragment Shader So Large?
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The `solid:fragment` shader is **81KB** - abnormally large for a fragment shader.
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### Likely Causes:
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1. **MaterialX node graph expansion** - Complex material node tree generates extensive GLSL
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2. **Many uniform declarations** - Standard Surface material has ~50+ parameters
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3. **PBR lighting calculations** - Full physically-based rendering code inline
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4. **No shader optimization** - MaterialX may generate verbose, unoptimized code
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### Comparison:
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- Typical fragment shader: 1-10 KB
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- Simple textured surface: ~2-5 KB
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- This shader: **81 KB** (8-80x larger!)
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## Recommendations
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### Immediate Actions
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#### 1. Add Robust Error Handling
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Fix the texture loading code to properly handle failures:
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```cpp
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bgfx::TextureHandle BgfxGraphicsBackend::LoadTextureFromFile(...) {
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// ... existing stbi_load code ...
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const bgfx::Memory* mem = bgfx::copy(pixels, size);
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stbi_image_free(pixels);
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if (!mem) {
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if (logger_) {
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logger_->Error("bgfx::copy() failed - out of memory");
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}
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return BGFX_INVALID_HANDLE;
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}
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bgfx::TextureHandle handle = bgfx::createTexture2D(..., mem);
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if (!bgfx::isValid(handle)) {
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if (logger_) {
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logger_->Error("createTexture2D failed for " + path);
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}
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// Don't throw - let caller handle with fallback
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}
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return handle; // Could be invalid - caller must check!
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}
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```
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#### 2. Add Texture Dimension Validation
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```cpp
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const bgfx::Caps* caps = bgfx::getCaps();
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if (caps && (width > caps->limits.maxTextureSize ||
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height > caps->limits.maxTextureSize)) {
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logger_->Error("Texture " + path + " exceeds max size: " +
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std::to_string(caps->limits.maxTextureSize));
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return BGFX_INVALID_HANDLE;
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}
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```
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#### 3. Limit Texture Sizes
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Add option to downscale large textures:
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```cpp
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// If texture > 1024x1024, downscale to prevent memory exhaustion
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if (width > 1024 || height > 1024) {
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// Use stb_image_resize or similar
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}
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```
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#### 4. Add Memory Budget Tracking
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Track total GPU memory usage:
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```cpp
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class TextureMemoryTracker {
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size_t totalBytes_ = 0;
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const size_t maxBytes_ = 256 * 1024 * 1024; // 256MB limit
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public:
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bool CanAllocate(size_t bytes) const {
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return (totalBytes_ + bytes) <= maxBytes_;
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}
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void Allocate(size_t bytes) { totalBytes_ += bytes; }
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void Free(size_t bytes) { totalBytes_ -= bytes; }
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};
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```
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### Long-term Solutions
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#### 1. Investigate MaterialX Shader Size
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- Profile why solid:fragment is 81KB
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- Enable MaterialX shader optimization flags
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- Consider splitting large shaders into multiple passes
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- Use shader includes for common code
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#### 2. Implement Shader Caching
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- Cache compiled SPIR-V binaries to disk
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- Avoid recompiling same shaders on every run
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- Reduce compilation overhead
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#### 3. Implement Texture Streaming
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- Load high-res textures progressively
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- Start with low-res placeholder
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- Upgrade to high-res when memory available
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#### 4. Add GPU Memory Profiling
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- Log total VRAM usage
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- Track per-resource allocations
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- Warn when approaching limits
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## Test Results
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### Unit Tests Created: 3 Test Suites
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1. **shader_pipeline_validator_test.cpp** - 22 tests ✓
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2. **materialx_shader_generator_integration_test.cpp** - 5 tests ✓
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3. **bgfx_texture_loading_test.cpp** - 7 tests (6 passed, 1 expected failure)
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### Key Test Findings
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**Memory Analysis**:
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```
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Memory per texture: 16 MB (2048x2048x4)
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Total GPU memory (6 textures): 96 MB
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Fragment shader source: 81,022 bytes
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```
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**Code Review Tests Documented**:
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- 4 potential issues identified in LoadTextureFromFile
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- Resource cleanup ordering verified correct
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- Pipeline creation fallback handling verified
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## Conclusion
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The crash is **NOT caused by invalid shaders** (validation proves they're correct).
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The crash is most likely caused by:
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1. **Resource exhaustion** - 96MB textures + 81KB shader compilation
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2. **GPU driver panic** when SPIR-V compiler runs out of resources
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3. **Missing error handling** allowing cascading failures
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**Priority**: Fix error handling in texture loading first, then investigate shader size optimization.
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## Files Modified
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- [tests/bgfx_texture_loading_test.cpp](../tests/bgfx_texture_loading_test.cpp) - New investigation tests
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- [CMakeLists.txt:521-530](../CMakeLists.txt#L521-L530) - Added test target
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## References
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- Log analysis: [sdl3_app.log:580-611](../sdl3_app.log#L580-L611)
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- Texture loading: [bgfx_graphics_backend.cpp:698-744](../src/services/impl/bgfx_graphics_backend.cpp#L698-L744)
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- Pipeline creation: [bgfx_graphics_backend.cpp:804-875](../src/services/impl/bgfx_graphics_backend.cpp#L804-L875)
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- Shader validation: [shader_pipeline_validator.cpp](../src/services/impl/shader_pipeline_validator.cpp)
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▶ Running: build-ninja/sdl3_app -j config/seed_runtime.json
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2026-01-08 15:37:11.675 [INFO] JsonConfigService initialized from config file: /home/rewrich/Documents/GitHub/SDL3CPlusPlus/config/seed_runtime.json
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2026-01-08 15:37:11.675 [INFO] ServiceBasedApp::ServiceBasedApp: Setting up SDL
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2026-01-08 15:37:11.675 [INFO] ServiceBasedApp::ServiceBasedApp: Registering services
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2026-01-08 15:37:11.675 [INFO] JsonConfigService initialized with explicit configuration
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2026-01-08 15:37:11.773 [INFO] CrashRecoveryService::SetupSignalHandlers: Signal handlers installed
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2026-01-08 15:37:11.773 [INFO] CrashRecoveryService::Initialize: Crash recovery service initialized
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2026-01-08 15:37:11.773 [INFO] ServiceBasedApp::ServiceBasedApp: Resolving lifecycle services
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2026-01-08 15:37:11.773 [INFO] ServiceBasedApp::ServiceBasedApp: constructor completed
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2026-01-08 15:37:11.773 [INFO] Application starting
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2026-01-08 15:37:11.774 [INFO] LifecycleService::InitializeAll: Initializing all services
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2026-01-08 15:37:11.785 [INFO] SDL audio service initialized successfully
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2026-01-08 15:37:11.789 [INFO] Playing background audio: /home/rewrich/Documents/GitHub/SDL3CPlusPlus/scripts/piano.ogg (loop: 1)
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2026-01-08 15:37:11.791 [INFO] Script engine service initialized
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2026-01-08 15:37:11.794 [INFO] Physics service initialized
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2026-01-08 15:37:11.794 [INFO] LifecycleService::InitializeAll: All services initialized
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2026-01-08 15:37:11.811 [INFO] PlatformService::FeatureTable
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feature value
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platform.pointerBits 64
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platform.name Linux
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platform.sdl.version 3002020
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platform.sdl.version.major 3
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platform.sdl.version.minor 2
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platform.sdl.version.micro 20
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platform.sdl.revision release-3.2.20-0-g96292a5b4
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platform.cpu.count 12
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platform.cpu.cacheLineSize 64
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platform.systemRamMB 64198
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platform.cpu.hasSSE true
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platform.cpu.hasSSE2 true
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platform.cpu.hasSSE3 true
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platform.cpu.hasSSE41 true
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platform.cpu.hasSSE42 true
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platform.cpu.hasAVX true
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platform.cpu.hasAVX2 true
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platform.cpu.hasAVX512F false
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platform.cpu.hasNEON false
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platform.cpu.hasARMSIMD false
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platform.cpu.hasAltiVec false
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platform.cpu.hasLSX false
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platform.cpu.hasLASX false
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env.xdgSessionType x11
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env.waylandDisplay unset
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env.x11Display :0
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env.desktopSession mate
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env.xdgCurrentDesktop MATE
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env.xdgRuntimeDir /run/user/1000
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env.sdlVideoDriver unset
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env.sdlRenderDriver unset
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sdl.hint.videoDriver unset
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sdl.hint.renderDriver unset
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sdl.hint.waylandPreferLibdecor unset
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sdl.videoDriverCount 5
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sdl.videoDrivers wayland, x11, offscreen, dummy, evdev
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sdl.videoInitialized true
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sdl.videoBackend.supportsWayland true
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sdl.videoBackend.supportsX11 true
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sdl.videoBackend.supportsKmsdrm false
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sdl.videoBackend.supportsWindows false
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sdl.videoBackend.supportsCocoa false
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sdl.videoBackend.isWayland false
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sdl.videoBackend.isX11 true
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sdl.videoBackend.isKmsdrm false
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sdl.videoBackend.isWindows false
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sdl.videoBackend.isCocoa false
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sdl.currentVideoDriver x11
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sdl.systemTheme unknown
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sdl.renderDriverCount 5
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sdl.renderDrivers opengl, opengles2, vulkan, gpu, software
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sdl.render.supportsOpenGL true
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sdl.render.supportsOpenGLES2 true
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sdl.render.supportsDirect3D11 false
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sdl.render.supportsDirect3D12 false
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sdl.render.supportsMetal false
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sdl.render.supportsSoftware true
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sdl.displayCount 1
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sdl.primaryDisplayId 1
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sdl.displaySummary 0:Odyssey G40B 27"@1920x1080+0+0
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sdl.displayError none
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platform.uname.sysname Linux
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platform.uname.release 6.17.12-300.fc43.x86_64
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platform.uname.version #1 SMP PREEMPT_DYNAMIC Sat Dec 13 05:06:24 UTC 2025
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platform.uname.machine x86_64
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2026-01-08 15:37:11.871 [INFO] SdlWindowService: Mouse grab config: enabled=true, grabOnClick=true, grabMouseButton=1, releaseKey=27
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2026-01-08 15:37:11.954 [INFO] ApplicationLoopService::Run: Starting main loop
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2026-01-08 15:37:12.022 [WARN] [MaterialX Pipeline: standard_surface_wood_tiled.mtlx] ⚠ Vertex layout provides unused attribute at location 4 (Color0)
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2026-01-08 15:37:12.074 [WARN] [MaterialX Pipeline: standard_surface_brick_procedural.mtlx] ⚠ Vertex layout provides unused attribute at location 4 (Color0)
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2026-01-08 15:37:12.125 [WARN] [MaterialX Pipeline: standard_surface_marble_solid.mtlx] ⚠ Vertex layout provides unused attribute at location 3 (TexCoord0)
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2026-01-08 15:37:12.126 [WARN] [MaterialX Pipeline: standard_surface_marble_solid.mtlx] ⚠ Vertex layout provides unused attribute at location 4 (Color0)
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2026-01-08 15:37:12.171 [WARN] [MaterialX Pipeline: standard_surface_brass_tiled.mtlx] ⚠ Vertex layout provides unused attribute at location 4 (Color0)
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2026-01-08 15:37:12.229 [INFO] BgfxShaderCompiler: created shader ceiling:vertex (binSize=2553, renderer=Vulkan)
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2026-01-08 15:37:12.546 [INFO] BgfxShaderCompiler: created shader ceiling:fragment (binSize=78632, renderer=Vulkan)
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2026-01-08 15:37:12.591 [INFO] BgfxShaderCompiler: created shader wall:vertex (binSize=2835, renderer=Vulkan)
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2026-01-08 15:37:12.893 [INFO] BgfxShaderCompiler: created shader wall:fragment (binSize=78866, renderer=Vulkan)
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2026-01-08 15:37:13.079 [INFO] BgfxShaderCompiler: created shader solid:vertex (binSize=2675, renderer=Vulkan)
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2026-01-08 15:37:13.363 [INFO] BgfxShaderCompiler: created shader solid:fragment (binSize=68326, renderer=Vulkan)
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2026-01-08 15:37:13.497 [INFO] BgfxShaderCompiler: created shader floor:vertex (binSize=2675, renderer=Vulkan)
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2026-01-08 15:37:13.784 [INFO] BgfxShaderCompiler: created shader floor:fragment (binSize=68414, renderer=Vulkan)
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2026-01-08 15:37:13.905 [INFO] BgfxShaderCompiler: created shader gui_vertex (binSize=1646, renderer=Vulkan)
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2026-01-08 15:37:13.953 [INFO] BgfxShaderCompiler: created shader gui_fragment (binSize=846, renderer=Vulkan)
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radv/amdgpu: The CS has been cancelled because the context is lost. This context is guilty of a hard recovery.
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radv: GPUVM fault detected at address 0x8001000000.
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GCVM_L2_PROTECTION_FAULT_STATUS: 0x401431
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CLIENT_ID: (SQC (data)) 0xa
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MORE_FAULTS: 1
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WALKER_ERROR: 0
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PERMISSION_FAULTS: 3
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MAPPING_ERROR: 0
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RW: 0
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2026-01-08 15:37:41.954 [WARN] CrashRecoveryService::ExecuteWithTimeout: Operation 'Main Application Loop' timed out after 30000ms
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⏸ Stopping process...
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❌ Process exited with code 9
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