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Description
Description of the crash:
The game sometimes just randomly crashes, e.g. it shuts off and I get a log report saying it has crashed. I have been trying to find a pattern if it happens while in a certain area or doing a certain action, but haven't been able to find anything. So far it has happened while in clocktown, in the swamp temple, and running around at terminus field. I can play for a few hours at a time and then it happens, there also aren't any warning signs like the game slowing down or lagging right before it happens.
Can you reproduce? If so please list the steps:
- No, I cannot reproduce this crash
Logs:
<Application Information
Application: 2s2h (2 Ship 2 Harkinian)
Version: 3.0.1
Bundle ID: com.2ship2harkinian.2s2h
Code Type: X86-64 (Native)
System Information
OS Version: macOS 13.7.7 (22H722)
Hardware: MacBook Pro (13-inch, 2017, Two Thunderbolt 3 ports)
Processor: Dual-Core Intel Core i5, 2.3 GHz
Memory: 16 GB LPDDR3 2133 MHz
Graphics: Intel Iris Plus Graphics 640
Crash Summary
Exception Type: EXC_BAD_ACCESS (SIGSEGV)
Exception Codes: KERN_INVALID_ADDRESS at 0x00000000000000a6
Termination Signal: Segmentation fault: 11
Crashed Thread: Thread 3 (Dispatch queue: CA::Context)
Critical Information:
The crash occurs in the Intel graphics driver when attempting to access an invalid memory address during Metal rendering operations.
Stack Trace - Crashed Thread 3
Thread 3 Crashed:: Dispatch queue: CA::Context
0 IOSurface IOSurfaceClientGetID + 9
1 QuartzCore layer_composited + 566
2 QuartzCore CAImageQueueDidComposite + 216
3 QuartzCore _XImageQueueDidComposite + 36
4 QuartzCore invocation function for block in CA::Context::client_port() + 275
5 libdispatch.dylib _dispatch_client_callout + 8
6 libdispatch.dylib _dispatch_continuation_pop + 463
7 libdispatch.dylib _dispatch_source_invoke + 2184
8 libdispatch.dylib _dispatch_lane_serial_drain + 393
9 libdispatch.dylib _dispatch_lane_invoke + 366
10 libdispatch.dylib _dispatch_workloop_worker_thread + 765
11 libsystem_pthread.dylib _pthread_wqthread + 327
12 libsystem_pthread.dylib start_wqthread + 15
Stack Trace - Main Thread (Thread 0)
Thread 0:: Dispatch queue: com.apple.main-thread
0 AppleIntelKBLGraphicsMTLDriver IGAccelRenderCommandEncoder::initializeHWState(bool, MTLIGAccelDevice*) + 1059
1 AppleIntelKBLGraphicsMTLDriver IGAccelRenderCommandEncoder::initialize(MTLIGAccelDevice*, MTLRenderPassDescriptor*, MTLIOAccelCommandBuffer*) + 493
2 AppleIntelKBLGraphicsMTLDriver -[MTLIGAccelRenderCommandEncoder initWithCommandBuffer:descriptor:stateDescriptor:] + 230
3 AppleIntelKBLGraphicsMTLDriver -[MTLIGAccelCommandBuffer renderCommandEncoderWithDescriptor:] + 96
4 2s2h Fast::GfxRenderingAPIMetal::StartDrawToFramebuffer(int, float) + 430
5 2s2h Fast::Interpreter::Run + 1959
6 2s2h Fast::Fast3dWindow::DrawAndRunGraphicsCommands + 152
7 2s2h RunCommands + 206
8 2s2h Graph_ProcessGfxCommands + 941
9 2s2h Graph_ExecuteAndDraw + 982
10 2s2h Graph_Update + 72
11 2s2h RunFrame + 527
12 2s2h Graph_ThreadEntry + 32
13 2s2h main + 265
Thread State at Crash
rax: 0x0000000000000008
rdi: 0x0000000000000026
cr2: 0x00000000000000a6 (attempted to access this invalid address)
rip: 0x00007ff81bd25ee3
Error Code: 0x00000004 (no mapping for user data read)
VM Region Info
0xa6 is not in any region. Bytes before following region: 140737486389082
REGION TYPE START - END [ VSIZE] PRT/MAX SHRMOD REGION DETAIL
UNUSED SPACE AT START
shared memory 7fffffe20000-7fffffe21000 [ 4K] r-x/r-x SM=SHM
Key Libraries Involved
AppleIntelKBLGraphicsMTLDriver (20.7.3) - Intel Graphics Metal Driver
IOSurface (336.60.1) - Graphics surface management
QuartzCore (1.11 / 1045.26) - Core Animation framework
Metal (306.7.5) - Apple's graphics API
libSDL2-2.0.0.dylib - SDL2 framework
Technical Notes
The crash is deterministic (happens at same point in code)
Multiple threads are running but only Thread 3 crashes
Memory regions show no unusual allocations
All system libraries are at expected versions for macOS 13.7.7
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System Information:
- OS: macOS 13.7.7 (22H722)
- GFX Backend: Metal
- Game Version: 3.0.1
- Rom Version: N64 USA, Big Endian (.z64)
Additional Information:
I've tried some different graphics settings like fps rate to see if that changes anything, but it doesn't. But I have a pretty solid graphics card which should be able to handle N64 graphics just fine.