Description
Tested versions
- Happens in 4.4.1 stable
System information
Godot v4.4.1.stable (c9ccebc92) - Linux Mint 22 (Wilma) on X11 - X11 display driver, Multi-window, 2 monitors - Vulkan (Forward+) - integrated Intel(R) HD Graphics 520 (SKL GT2) - Intel(R) Core(TM) i3-6006U CPU @ 2.00GHz (4 threads)
Issue description
On my laptop with Intel integrated graphics if Godot is unfocused, it will crash with SIGILL and the backtrace:
ERROR: Condition "err != VK_SUCCESS" is true. Returning: FAILED
at: fence_wait (drivers/vulkan/rendering_device_driver_vulkan.cpp:2439)
ERROR: Printing last known breadcrumbs in reverse order (last executed first).
Some of them might be inaccurate. Try running with --accurate-breadcrumbs for precise information.
at: print_lost_device_info (drivers/vulkan/rendering_device_driver_vulkan.cpp:5613)
ERROR: Searching last breadcrumb. We've sent up to ID: 694
ERROR: Last breadcrumb ID found: 685
ERROR: Last known breadcrumb: UI_PASS
ERROR: Last known breadcrumb: BLIT_PASS
ERROR: Last known breadcrumb: UI_PASS
ERROR: Last known breadcrumb: BLIT_PASS
ERROR: Last known breadcrumb: UI_PASS
ERROR: Last known breadcrumb: UI_PASS
ERROR: Last known breadcrumb: BLIT_PASS
ERROR: Last known breadcrumb: UI_PASS
ERROR: VK_EXT_device_fault not available.
at: on_device_lost (drivers/vulkan/rendering_device_driver_vulkan.cpp:5531)
ERROR: Vulkan device was lost.
at: command_queue_execute_and_present (drivers/vulkan/rendering_device_driver_vulkan.cpp:2653)
================================================================
handle_crash: Program crashed with signal 4
Engine version: Godot Engine v4.4.1.stable.custom_build (89e491547b7a6da0872844e0f98676a26ef63322)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[1] /lib/x86_64-linux-gnu/libc.so.6(+0x45330) [0x7d1c4a245330] (??:0)
[2] godot.x11.opt.tools.64(+0x4449d08) [0x5b20d1531d08] (drivers/vulkan/rendering_device_driver_vulkan.cpp:2653 (discriminator 2))
[3] godot.x11.opt.tools.64(+0x68b4ea2) [0x5b20d399cea2] (servers/rendering/rendering_device.cpp:5693)
[4] godot.x11.opt.tools.64(+0x68d9ebc) [0x5b20d39c1ebc] (servers/rendering/rendering_device.cpp:5637 (discriminator 1))
[5] godot.x11.opt.tools.64(+0x68db300) [0x5b20d39c3300] (servers/rendering/rendering_device.cpp:1442)
[6] godot.x11.opt.tools.64(+0x68fec58) [0x5b20d39e6c58] (servers/rendering/rendering_device.cpp:1069 (discriminator 3))
[7] godot.x11.opt.tools.64(+0x6c3267c) [0x5b20d3d1a67c] (servers/rendering/renderer_rd/storage_rd/texture_storage.cpp:835 (discriminator 1))
[8] godot.x11.opt.tools.64(+0x6956a1c) [0x5b20d3a3ea1c] (servers/rendering/rendering_server_default.h:187 (discriminator 10))
[9] godot.x11.opt.tools.64(+0x5ff1389) [0x5b20d30d9389] (scene/resources/image_texture.cpp:93 (discriminator 1))
[10] godot.x11.opt.tools.64(+0x5ff1648) [0x5b20d30d9648] (core/object/ref_counted.h:159)
[11] godot.x11.opt.tools.64(+0x3966c36) [0x5b20d0a4ec36] (modules/text_server_adv/text_server_adv.cpp:3828 (discriminator 1))
[12] godot.x11.opt.tools.64(+0x37c029b) [0x5b20d08a829b] (modules/text_server_adv/text_server_adv.h:904)
[13] godot.x11.opt.tools.64(+0x57e8d3b) [0x5b20d28d0d3b] (core/object/ref_counted.h:198)
[14] godot.x11.opt.tools.64(+0x57f5ce8) [0x5b20d28ddce8] (scene/gui/rich_text_label.cpp:1999 (discriminator 1))
[15] godot.x11.opt.tools.64(+0x57f5f45) [0x5b20d28ddf45] (scene/gui/rich_text_label.h:44 (discriminator 14))
[16] godot.x11.opt.tools.64(+0x7321a96) [0x5b20d4409a96] (core/object/object.cpp:914)
[17] godot.x11.opt.tools.64(+0x54789c9) [0x5b20d25609c9] (scene/main/canvas_item.cpp:145 (discriminator 1))
[18] godot.x11.opt.tools.64(+0x487910f) [0x5b20d196110f] (core/variant/binder_common.h:320)
[19] godot.x11.opt.tools.64(+0x4879135) [0x5b20d1961135] (core/variant/binder_common.h:430)
[20] godot.x11.opt.tools.64(+0x4888ccb) [0x5b20d1970ccb] (core/object/callable_method_pointer.h:109)
[21] godot.x11.opt.tools.64(+0x710e05a) [0x5b20d41f605a] (core/variant/callable.cpp:57)
[22] godot.x11.opt.tools.64(+0x7332d9c) [0x5b20d441ad9c] (core/object/message_queue.cpp:221)
[23] godot.x11.opt.tools.64(+0x734f157) [0x5b20d4437157] (core/object/message_queue.cpp:284)
[24] godot.x11.opt.tools.64(+0x5508a06) [0x5b20d25f0a06] (scene/main/scene_tree.cpp:536)
[25] godot.x11.opt.tools.64(+0x37ff0da) [0x5b20d08e70da] (main/main.cpp:4485 (discriminator 2))
[26] godot.x11.opt.tools.64(+0x3791280) [0x5b20d0879280] (platform/linuxbsd/os_linuxbsd.cpp:980 (discriminator 1))
[27] godot.x11.opt.tools.64(+0x379b13e) [0x5b20d088313e] (platform/linuxbsd/godot_linuxbsd.cpp:89)
[28] /lib/x86_64-linux-gnu/libc.so.6(+0x2a1ca) [0x7d1c4a22a1ca] (??:0)
[29] /lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0x8b) [0x7d1c4a22a28b] (??:0)
[30] godot.x11.opt.tools.64(+0x365c461) [0x5b20d0744461] (/builddir/glibc-2.39/csu/../sysdeps/x86_64/start.S:117)
-- END OF BACKTRACE --
================================================================
It has only ever happened either while tabbing out, or while another window is focused. For the most part the question is not if it will crash but when it will crash, as Godot on my laptop has become somewhat unusable due to how many times this happens in one session. I tried the gpu validation and accurate breadcrumbs flags, but they didn't seem to do anything. I also do not have this issue on my desktop with a dedicated Nvidia gpu.
Steps to reproduce
- Open project in editor
- Tab out
- Do other things on my laptop
Minimal reproduction project (MRP)
N/A