Sample_Postprocessing crash

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123iamking
Gremlin
Posts: 152
Joined: Sat Aug 12, 2017 4:16 pm
x 4

Sample_Postprocessing crash

Post by 123iamking »

I am taking a quick look through Ogre 2.1 Samples and I see that the sample Postprocessing get crash.
Here is the full log:

Code: Select all

'Sample_Postprocessing.exe' (Win32): Loaded 'E:\Source\_build\OgreSDK\bin\debug\Sample_Postprocessing.exe'. Symbols loaded.
'Sample_Postprocessing.exe' (Win32): Loaded 'C:\Windows\System32\ntdll.dll'. Cannot find or open the PDB file.
'Sample_Postprocessing.exe' (Win32): Loaded 'C:\Windows\System32\kernel32.dll'. Cannot find or open the PDB file.
'Sample_Postprocessing.exe' (Win32): Loaded 'C:\Windows\System32\KernelBase.dll'. Cannot find or open the PDB file.
'Sample_Postprocessing.exe' (Win32): Loaded 'C:\Windows\System32\user32.dll'. Cannot find or open the PDB file.
'Sample_Postprocessing.exe' (Win32): Loaded 'E:\Source\_build\OgreSDK\bin\debug\OgreOverlay_d.dll'. Symbols loaded.
'Sample_Postprocessing.exe' (Win32): Loaded 'E:\Source\_build\OgreSDK\bin\debug\OgreHlmsPbs_d.dll'. Symbols loaded.
'Sample_Postprocessing.exe' (Win32): Loaded 'E:\Source\_build\OgreSDK\bin\debug\OgreHlmsUnlit_d.dll'. Symbols loaded.
'Sample_Postprocessing.exe' (Win32): Loaded 'E:\Source\_build\OgreSDK\bin\debug\OgreMain_d.dll'. Symbols loaded.
'Sample_Postprocessing.exe' (Win32): Loaded 'C:\Windows\System32\msvcp140d.dll'. Cannot find or open the PDB file.
'Sample_Postprocessing.exe' (Win32): Loaded 'C:\Windows\System32\vcruntime140d.dll'. Cannot find or open the PDB file.
'Sample_Postprocessing.exe' (Win32): Loaded 'C:\Windows\System32\ucrtbased.dll'. Cannot find or open the PDB file.
'Sample_Postprocessing.exe' (Win32): Loaded 'C:\Windows\System32\gdi32.dll'. Cannot find or open the PDB file.
'Sample_Postprocessing.exe' (Win32): Loaded 'C:\Windows\System32\shell32.dll'. Cannot find or open the PDB file.
'Sample_Postprocessing.exe' (Win32): Loaded 'C:\Windows\System32\ole32.dll'. Cannot find or open the PDB file.
'Sample_Postprocessing.exe' (Win32): Loaded 'C:\Windows\System32\oleaut32.dll'. Cannot find or open the PDB file.
'Sample_Postprocessing.exe' (Win32): Loaded 'C:\Windows\System32\winmm.dll'. Cannot find or open the PDB file.
'Sample_Postprocessing.exe' (Win32): Loaded 'C:\Windows\System32\imm32.dll'. Cannot find or open the PDB file.
'Sample_Postprocessing.exe' (Win32): Loaded 'C:\Windows\System32\version.dll'. Cannot find or open the PDB file.
'Sample_Postprocessing.exe' (Win32): Loaded 'C:\Windows\System32\msvcrt.dll'. Cannot find or open the PDB file.
'Sample_Postprocessing.exe' (Win32): Loaded 'C:\Windows\System32\combase.dll'. Cannot find or open the PDB file.
'Sample_Postprocessing.exe' (Win32): Loaded 'C:\Windows\System32\shlwapi.dll'. Cannot find or open the PDB file.
'Sample_Postprocessing.exe' (Win32): Loaded 'C:\Windows\System32\rpcrt4.dll'. Cannot find or open the PDB file.
'Sample_Postprocessing.exe' (Win32): Loaded 'C:\Windows\System32\sechost.dll'. Cannot find or open the PDB file.
'Sample_Postprocessing.exe' (Win32): Loaded 'C:\Windows\System32\winmmbase.dll'. Cannot find or open the PDB file.
'Sample_Postprocessing.exe' (Win32): Loaded 'C:\Windows\System32\msctf.dll'. Cannot find or open the PDB file.
'Sample_Postprocessing.exe' (Win32): Loaded 'C:\Windows\System32\cfgmgr32.dll'. Cannot find or open the PDB file.
'Sample_Postprocessing.exe' (Win32): Loaded 'C:\Windows\System32\devobj.dll'. Cannot find or open the PDB file.
'Sample_Postprocessing.exe' (Win32): Loaded 'C:\Windows\System32\uxtheme.dll'. Cannot find or open the PDB file.
'Sample_Postprocessing.exe' (Win32): Loaded 'C:\Windows\System32\dwmapi.dll'. Cannot find or open the PDB file.
'Sample_Postprocessing.exe' (Win32): Loaded 'C:\Windows\System32\SHCore.dll'. Cannot find or open the PDB file.
'Sample_Postprocessing.exe' (Win32): Loaded 'C:\Windows\System32\kernel.appcore.dll'. Cannot find or open the PDB file.
'Sample_Postprocessing.exe' (Win32): Loaded 'C:\Windows\System32\cryptbase.dll'. Cannot find or open the PDB file.
'Sample_Postprocessing.exe' (Win32): Loaded 'C:\Windows\System32\bcryptprimitives.dll'. Cannot find or open the PDB file.
'Sample_Postprocessing.exe' (Win32): Loaded 'C:\Windows\System32\clbcatq.dll'. Cannot find or open the PDB file.
'Sample_Postprocessing.exe' (Win32): Loaded 'C:\Windows\System32\dinput8.dll'. Cannot find or open the PDB file.
'Sample_Postprocessing.exe' (Win32): Loaded 'C:\Windows\System32\advapi32.dll'. Cannot find or open the PDB file.
'Sample_Postprocessing.exe' (Win32): Loaded 'C:\Windows\System32\hid.dll'. Cannot find or open the PDB file.
'Sample_Postprocessing.exe' (Win32): Loaded 'C:\Windows\System32\setupapi.dll'. Cannot find or open the PDB file.
'Sample_Postprocessing.exe' (Win32): Loaded 'C:\Windows\System32\wintrust.dll'. Cannot find or open the PDB file.
'Sample_Postprocessing.exe' (Win32): Loaded 'C:\Windows\System32\crypt32.dll'. Cannot find or open the PDB file.
'Sample_Postprocessing.exe' (Win32): Loaded 'C:\Windows\System32\msasn1.dll'. Cannot find or open the PDB file.
'Sample_Postprocessing.exe' (Win32): Loaded 'C:\Windows\System32\XInput1_4.dll'. Cannot find or open the PDB file.
Creating resource group General
Creating resource group Internal
Creating resource group Autodetect
SceneManagerFactory for type 'DefaultSceneManager' registered.
Registering ResourceManager for type Material
Registering ResourceManager for type Mesh
Registering ResourceManager for type Mesh2
Registering ResourceManager for type OldSkeleton
MovableObjectFactory for type 'ParticleSystem' registered.
ArchiveFactory for archive type FileSystem registered.
ArchiveFactory for archive type Zip registered.
ArchiveFactory for archive type EmbeddedZip registered.
DDS codec registering
FreeImage version: 3.15.3
This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
Supported formats: bmp,ico,jpg,jif,jpeg,jpe,jng,koa,iff,lbm,mng,pbm,pbm,pcd,pcx,pgm,pgm,png,ppm,ppm,ras,tga,targa,tif,tiff,wap,wbmp,wbm,psd,cut,xbm,xpm,gif,hdr,g3,sgi,exr,j2k,j2c,jp2,pfm,pct,pict,pic
ETC codec registering
Registering ResourceManager for type HighLevelGpuProgram
MovableObjectFactory for type 'Entity' registered.
MovableObjectFactory for type 'Item' registered.
MovableObjectFactory for type 'Light' registered.
MovableObjectFactory for type 'BillboardSet' registered.
MovableObjectFactory for type 'ManualObject2' registered.
MovableObjectFactory for type 'BillboardChain' registered.
MovableObjectFactory for type 'RibbonTrail' registered.
MovableObjectFactory for type 'WireAabb' registered.
Loading library .\RenderSystem_Direct3D11_d
Installing plugin: D3D11 RenderSystem
D3D11 : Direct3D11 Rendering Subsystem created.
D3D11: Driver Detection Starts
D3D11: Driver Detection Ends
Plugin successfully installed
Loading library .\RenderSystem_GL3Plus_d
Installing plugin: GL 3+ RenderSystem
OpenGL 3+ Rendering Subsystem created.
Plugin successfully installed
Loading library .\Plugin_ParticleFX_d
Installing plugin: ParticleFX
Particle Emitter Type 'Point' registered
Particle Emitter Type 'Box' registered
Particle Emitter Type 'Ellipsoid' registered
Particle Emitter Type 'Cylinder' registered
Particle Emitter Type 'Ring' registered
Particle Emitter Type 'HollowEllipsoid' registered
Particle Affector Type 'LinearForce' registered
Particle Affector Type 'ColourFader' registered
Particle Affector Type 'ColourFader2' registered
Particle Affector Type 'ColourImage' registered
Particle Affector Type 'ColourInterpolator' registered
Particle Affector Type 'Scaler' registered
Particle Affector Type 'Rotator' registered
Particle Affector Type 'DirectionRandomiser' registered
Particle Affector Type 'DeflectorPlane' registered
Plugin successfully installed
*-*-* OGRE Initialising
*-*-* Version 2.1.0unstable ('B')
D3D11 : RenderSystem Option: Allow NVPerfHUD = No
D3D11 : RenderSystem Option: Backbuffer Count = Auto
D3D11 : RenderSystem Option: Driver type = Hardware
D3D11 : RenderSystem Option: FSAA = 1
D3D11 : RenderSystem Option: Fast Shader Build Hack = Yes
D3D11 : RenderSystem Option: Floating-point mode = Fastest
D3D11 : RenderSystem Option: Full Screen = No
D3D11 : RenderSystem Option: Information Queue Exceptions Bottom Level = Info (exception on any message)
D3D11 : RenderSystem Option: Max Requested Feature Levels = 11.1
D3D11 : RenderSystem Option: Min Requested Feature Levels = 9.1
D3D11 : RenderSystem Option: Rendering Device = Intel(R) HD Graphics 4600_0
D3D11 : RenderSystem Option: VSync = No
D3D11 : RenderSystem Option: VSync Interval = 1
D3D11 : RenderSystem Option: Video Mode = 800 x 600 @ 32-bit colour
'Sample_Postprocessing.exe' (Win32): Loaded 'E:\Source\_build\OgreSDK\bin\debug\RenderSystem_Direct3D11_d.dll'. Symbols loaded.
'Sample_Postprocessing.exe' (Win32): Loaded 'C:\Windows\System32\d3d11.dll'. Cannot find or open the PDB file.
'Sample_Postprocessing.exe' (Win32): Loaded 'C:\Windows\System32\dxgi.dll'. Cannot find or open the PDB file.
'Sample_Postprocessing.exe' (Win32): Loaded 'C:\Windows\System32\D3DCompiler_47.dll'. Cannot find or open the PDB file.
'Sample_Postprocessing.exe' (Win32): Loaded 'C:\Windows\System32\cryptsp.dll'. Cannot find or open the PDB file.
'Sample_Postprocessing.exe' (Win32): Loaded 'C:\Windows\System32\nvinitx.dll'. Cannot find or open the PDB file.
'Sample_Postprocessing.exe' (Win32): Loaded 'C:\Windows\System32\igd10iumd64.dll'. Cannot find or open the PDB file.
'Sample_Postprocessing.exe' (Win32): Loaded 'C:\Windows\System32\d3d10_1.dll'. Cannot find or open the PDB file.
'Sample_Postprocessing.exe' (Win32): Loaded 'C:\Windows\System32\bcrypt.dll'. Cannot find or open the PDB file.
'Sample_Postprocessing.exe' (Win32): Loaded 'C:\Windows\System32\ncrypt.dll'. Cannot find or open the PDB file.
'Sample_Postprocessing.exe' (Win32): Loaded 'C:\Windows\System32\d3d10_1core.dll'. Cannot find or open the PDB file.
'Sample_Postprocessing.exe' (Win32): Loaded 'C:\Windows\System32\ntasn1.dll'. Cannot find or open the PDB file.
'Sample_Postprocessing.exe' (Win32): Unloaded 'C:\Windows\System32\nvinitx.dll'
The thread 0x27b4 has exited with code 0 (0x0).
'Sample_Postprocessing.exe' (Win32): Loaded 'C:\Windows\System32\igdusc64.dll'. Cannot find or open the PDB file.
'Sample_Postprocessing.exe' (Win32): Loaded 'E:\Source\_build\OgreSDK\bin\debug\RenderSystem_GL3Plus_d.dll'. Symbols loaded.
'Sample_Postprocessing.exe' (Win32): Loaded 'C:\Windows\System32\opengl32.dll'. Cannot find or open the PDB file.
'Sample_Postprocessing.exe' (Win32): Loaded 'C:\Windows\System32\glu32.dll'. Cannot find or open the PDB file.
'Sample_Postprocessing.exe' (Win32): Loaded 'C:\Windows\System32\ddraw.dll'. Cannot find or open the PDB file.
'Sample_Postprocessing.exe' (Win32): Loaded 'C:\Windows\System32\dciman32.dll'. Cannot find or open the PDB file.
'Sample_Postprocessing.exe' (Win32): Loaded 'C:\Windows\System32\ig75icd64.dll'. Cannot find or open the PDB file.
'Sample_Postprocessing.exe' (Win32): Loaded 'C:\Windows\System32\wtsapi32.dll'. Cannot find or open the PDB file.
'Sample_Postprocessing.exe' (Win32): Loaded 'C:\Windows\System32\powrprof.dll'. Cannot find or open the PDB file.
The thread 0x1bfc has exited with code 0 (0x0).
The thread 0x17c4 has exited with code 0 (0x0).
The thread 0x3478 has exited with code 0 (0x0).
The thread 0x21b8 has exited with code 0 (0x0).
'Sample_Postprocessing.exe' (Win32): Loaded 'E:\Source\_build\OgreSDK\bin\debug\Plugin_ParticleFX_d.dll'. Symbols loaded.
D3D11 : RenderSystem Option: sRGB Gamma Conversion = No
'Sample_Postprocessing.exe' (Win32): Loaded 'C:\Windows\WinSxS\amd64_microsoft.windows.common-controls_6595b64144ccf1df_6.0.9600.18006_none_623f33d3ecbe86e8\comctl32.dll'. Cannot find or open the PDB file.
D3D11 : RenderSystem Option: sRGB Gamma Conversion = Yes
CPU Identifier & Features
-------------------------
 *   CPU ID: GenuineIntel: Intel(R) Core(TM) i5-4200H CPU @ 2.80GHz
 *   Logical cores: 4
 *      SSE: yes
 *     SSE2: yes
 *     SSE3: yes
 *      MMX: yes
 *   MMXEXT: yes
 *    3DNOW: no
 * 3DNOWEXT: no
 *     CMOV: yes
 *      TSC: yes
 *      FPU: yes
 *      PRO: yes
 *       HT: no
-------------------------
D3D11 : Subsystem Initialising
'Sample_Postprocessing.exe' (Win32): Unloaded 'C:\Windows\System32\ncrypt.dll'
'Sample_Postprocessing.exe' (Win32): Unloaded 'C:\Windows\System32\ntasn1.dll'
'Sample_Postprocessing.exe' (Win32): Unloaded 'C:\Windows\System32\bcrypt.dll'
'Sample_Postprocessing.exe' (Win32): Unloaded 'C:\Windows\System32\d3d10_1.dll'
'Sample_Postprocessing.exe' (Win32): Unloaded 'C:\Windows\System32\d3d10_1core.dll'
'Sample_Postprocessing.exe' (Win32): Unloaded 'C:\Windows\System32\igd10iumd64.dll'
'Sample_Postprocessing.exe' (Win32): Loaded 'C:\Windows\System32\dxgidebug.dll'. Cannot find or open the PDB file.
'Sample_Postprocessing.exe' (Win32): Loaded 'C:\Windows\System32\igd10iumd64.dll'. Cannot find or open the PDB file.
'Sample_Postprocessing.exe' (Win32): Loaded 'C:\Windows\System32\d3d10_1.dll'. Cannot find or open the PDB file.
'Sample_Postprocessing.exe' (Win32): Loaded 'C:\Windows\System32\bcrypt.dll'. Cannot find or open the PDB file.
'Sample_Postprocessing.exe' (Win32): Loaded 'C:\Windows\System32\ncrypt.dll'. Cannot find or open the PDB file.
'Sample_Postprocessing.exe' (Win32): Loaded 'C:\Windows\System32\d3d10_1core.dll'. Cannot find or open the PDB file.
'Sample_Postprocessing.exe' (Win32): Loaded 'C:\Windows\System32\ntasn1.dll'. Cannot find or open the PDB file.
'Sample_Postprocessing.exe' (Win32): Loaded 'C:\Windows\System32\d3d11_2sdklayers.dll'. Cannot find or open the PDB file.
***************************************
*** D3D11 : Subsystem Initialized OK ***
***************************************
D3D11RenderSystem::_createRenderWindow "Postprocessing Sample", 800x600 windowed  miscParams: FSAA=1 externalWindowHandle=198142 gamma=true title=Postprocessing Sample vsync=No 
D3D11 : WARNING - disabling VSync in windowed mode can cause timing issues at lower frame rates, turn VSync on if you observe this problem.
D3D11 : Created D3D11 Rendering Window 'Postprocessing Sample' : 800x600, 32bpp
Registering ResourceManager for type Texture
Registering ResourceManager for type GpuProgram
RenderSystem capabilities
-------------------------
RenderSystem Name: Direct3D11 Rendering Subsystem
GPU Vendor: intel
Device Name: Intel(R) HD Graphics 4600_0
Driver Version: 10.18.14.4170
 * Fixed function pipeline: no
 * Hardware generation of mipmaps: yes
 * Texture blending: yes
 * Anisotropic texture filtering: yes
 * Dot product texture operation: yes
 * Cube mapping: yes
 * Hardware stencil buffer: yes
   - Stencil depth: 8
   - Two sided stencil support: yes
   - Wrap stencil values: yes
 * Hardware vertex / index buffers: yes
 * 32-bit index buffers: yes
 * Vertex programs: yes
 * Number of floating-point constants for vertex programs: 512
 * Number of integer constants for vertex programs: 16
 * Number of boolean constants for vertex programs: 16
 * Fragment programs: yes
 * Number of floating-point constants for fragment programs: 512
 * Number of integer constants for fragment programs: 16
 * Number of boolean constants for fragment programs: 16
 * Geometry programs: yes
 * Number of floating-point constants for geometry programs: 512
 * Number of integer constants for geometry programs: 16
 * Number of boolean constants for geometry programs: 16
 * Tessellation Hull programs: yes
 * Number of floating-point constants for tessellation hull programs: 512
 * Number of integer constants for tessellation hull programs: 16
 * Number of boolean constants for tessellation hull programs: 16
 * Tessellation Domain programs: yes
 * Number of floating-point constants for tessellation domain programs: 512
 * Number of integer constants for tessellation domain programs: 16
 * Number of boolean constants for tessellation domain programs: 16
 * Compute programs: yes
 * Number of floating-point constants for compute programs: 512
 * Number of integer constants for compute programs: 16
 * Number of boolean constants for compute programs: 16
 * Supported Shader Profiles: cs_4_0 cs_4_1 cs_5_0 ds_5_0 gs_4_0 gs_4_1 gs_5_0 hlsl hs_5_0 ps_4_0 ps_4_0_level_9_1 ps_4_0_level_9_3 ps_4_1 ps_5_0 vs_4_0 vs_4_0_level_9_1 vs_4_0_level_9_3 vs_4_1 vs_5_0
 * Texture Compression: yes
   - DXT: yes
   - VTC: no
   - PVRTC: no
   - ATC: no
   - ETC1: no
   - ETC2: no
   - BC4/BC5: yes
   - BC6H/BC7: yes
   - ASTC: no
 * Hardware Occlusion Query: yes
 * User clip planes: yes
 * VET_UBYTE4 vertex element type: yes
 * Infinite far plane projection: yes
 * Hardware render-to-texture: yes
 * Floating point textures: yes
 * Non-power-of-two textures: yes
 * 1d textures: yes
 * Volume textures: yes
 * Max Texture resolution (2D) 16384
 * Max Texture resolution (3D) 2048
 * Max Texture resolution (Cubemaps) 16384
 * Multiple Render Targets: 8
   - With different bit depths: yes
 * Point Sprites: yes
 * Extended point parameters: yes
 * Max Point Size: 256
 * Vertex texture fetch: yes
 * Number of world matrices: 0
 * Number of texture units: 16
 * Stencil buffer depth: 8
 * Number of vertex blend matrices: 0
   - Max vertex textures: 4
   - Vertex textures shared: no
 * Render to Vertex Buffer : yes
 * Hardware Atomic Counters: no
DefaultWorkQueue('Root') initialising on thread main.
Particle Renderer Type 'billboard' registered
OverlayElementFactory for type Panel registered.
OverlayElementFactory for type BorderPanel registered.
OverlayElementFactory for type TextArea registered.
Registering ResourceManager for type Font
Creating resource group Essential
Added resource location 'E:/Source/OgreSDK/Samples/Media/packs/DebugPack.zip' of type 'Zip' to resource group 'Essential'
Added resource location 'E:/Source/OgreSDK/Samples/Media/2.0/scripts/materials/Common' of type 'FileSystem' to resource group 'General'
Added resource location 'E:/Source/OgreSDK/Samples/Media/2.0/scripts/materials/Common/GLSL' of type 'FileSystem' to resource group 'General'
Added resource location 'E:/Source/OgreSDK/Samples/Media/2.0/scripts/materials/Common/HLSL' of type 'FileSystem' to resource group 'General'
Added resource location 'E:/Source/OgreSDK/Samples/Media/2.0/scripts/materials/Common/Metal' of type 'FileSystem' to resource group 'General'
Creating resource group Popular
Added resource location 'E:/Source/OgreSDK/Samples/Media/2.0/scripts/Compositors' of type 'FileSystem' to resource group 'Popular'
Added resource location 'E:/Source/OgreSDK/Samples/Media/models' of type 'FileSystem' to resource group 'Popular'
Added resource location 'E:/Source/OgreSDK/Samples/Media/materials/textures' of type 'FileSystem' to resource group 'Popular'
Added resource location 'E:/Source/OgreSDK/Samples/Media/materials/textures/Cubemaps' of type 'FileSystem' to resource group 'Popular'
Added resource location 'E:/Source/OgreSDK/Samples/Media/packs/cubemapsJS.zip' of type 'Zip' to resource group 'General'
Added resource location 'E:/Source/OgreSDK/Samples/Media/2.0/scripts/materials/TutorialSky_Postprocess' of type 'FileSystem' to resource group 'General'
Added resource location 'E:/Source/OgreSDK/Samples/Media/2.0/scripts/materials/Postprocessing' of type 'FileSystem' to resource group 'General'
Added resource location 'E:/Source/OgreSDK/Samples/Media/2.0/scripts/materials/Postprocessing/GLSL' of type 'FileSystem' to resource group 'General'
Added resource location 'E:/Source/OgreSDK/Samples/Media/2.0/scripts/materials/Postprocessing/HLSL' of type 'FileSystem' to resource group 'General'
Added resource location 'E:/Source/OgreSDK/Samples/Media/2.0/scripts/materials/Postprocessing/Metal' of type 'FileSystem' to resource group 'General'
Added resource location 'E:/Source/OgreSDK/Samples/Media/2.0/scripts/materials/Postprocessing/SceneAssets' of type 'FileSystem' to resource group 'General'
Parsing scripts for resource group Autodetect
Finished parsing scripts for resource group Autodetect
Creating resources for group Autodetect
All done
Parsing scripts for resource group Essential
Parsing script Materials.material
Parsing script DebugFont.fontdef
Finished parsing scripts for resource group Essential
Creating resources for group Essential
All done
Parsing scripts for resource group General
Parsing script Quad.program
'Sample_Postprocessing.exe' (Win32): Loaded 'C:\Windows\System32\rsaenh.dll'. Cannot find or open the PDB file.
Parsing script Copyback.material
Parsing script DepthUtils.material
Parsing script DPSM.material
Parsing script EsmGaussianBlurLogFilter.material
Parsing script SkyPostprocess.material
Parsing script ASCII.material
Parsing script BlackAndWhite.material
Parsing script Bloom.material
Parsing script Dither.material
Parsing script Embossed.material
Parsing script Glass.material
Parsing script Halftone.material
Parsing script Invert.material
Parsing script Laplace.material
Parsing script MotionBlur.material
Parsing script NightVision.material
Parsing script OldMovie.material
Exception thrown at 0x00007FF82B0CB1D6 (igdusc64.dll) in Sample_Postprocessing.exe: 0xC0000005: Access violation reading location 0x0000000000000038.

I see the code get crash at:

Code: Select all

\OgreMain\src\OgreResourceGroupManager.cpp
  void ResourceGroupManager::parseResourceGroupScripts(ResourceGroup* grp)
  {
      su->parseScript(cachedCopy, grp->name);
...Deep inside parseScript()...
\OgreMain\src\OgreScriptCompiler.cpp
  bool ScriptCompiler::compile(const ConcreteNodeListPtr &nodes, const String &group)
  {
      for(AbstractNodeList::iterator i = ast->begin(); i != ast->end(); ++i)
        {
            //logAST(0, *i);
            if((*i)->type == ANT_OBJECT && static_cast<ObjectAbstractNode*>((*i).get())->abstract)
                continue;
            //LogManager::getSingleton().logMessage(static_cast<ObjectAbstractNode*>((*i).get())->name);
            ScriptTranslator *translator = ScriptCompilerManager::getSingleton().getTranslator(*i);
            if(translator)
                translator->translate(this, *i); //Crash at this point
        }
Am I doing something wrong?

P.S: I'd like to ask a another question: In sample Sample_Forward3D, I got Avg FPS about 9. Is this sample supposed to be laggy?
User avatar
dark_sylinc
OGRE Team Member
OGRE Team Member
Posts: 5296
Joined: Sat Jul 21, 2007 4:55 pm
Location: Buenos Aires, Argentina
x 1278
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Re: Sample_Postprocessing crash

Post by dark_sylinc »

Ugh, inside the Intel driver.

Could you upload the callstack? What script was it parsing? (Walk up the callstack and find the name of the file), it looks like it's OldMovie.material but could be the one after it.

What Windows version?
What commit version are you using? Did you try a clean build?
Did you try updating your drivers?
rsaenh.dll is getting loaded while we parse scripts. That's a cryptographic dll according to Google which should have no place in our app. Sounds like your system could have a mad antivirus, a rogue hook (like Plays.tv, Mumble), or is infected with malware.

I will try to run it tomorrow as I've made a small change yesterday that may have affected this.
Edit: OK just tested before going to sleep. Working fine here. If you updated the repository, it's possible some files didn't get recompiled correctly. Try a clean build. Otherwise check the rest of the things I mentioned.

About the 9 fps in Forward3D sample: if you're running in Debug, yes. Release is much faster. By default it runs in forward clustered mode despite the sample's name (which is the fastest in multicore cpus in release, but is slower in debug plus by default Debug runs single threaded for easier debugging and these two things combined hurt F. Clustered a lot). Forward3D mode runs faster in Debug single threaded, which you can toggle with the hotkey (I think it was spacebar?)

Nonetheless... your card is low end, and the sample shows a lot of lights, purposedly taxing on the GPU. It runs at 70 fps on a Radeon HD 7770 and at 150 on a Radeon RX 560.
Don't expect a lot of framerate on an Intel HD 4600. Screen resolution plays a big role as well.
123iamking
Gremlin
Posts: 152
Joined: Sat Aug 12, 2017 4:16 pm
x 4

Re: Sample_Postprocessing crash

Post by 123iamking »

dark_sylinc wrote:Ugh, inside the Intel driver.
Thank you dark_sylinc :) I have successfully run this sample by using the NVidia Graphic card instead of the Intel one. Maybe because the Intel can't handle this sample. I can see the Process Memory in Visual Studio used up to 376 MB.
Here is the capture image: https://imgur.com/a/pZ7OQ
dark_sylinc wrote: Could you upload the callstack? What script was it parsing? (Walk up the callstack and find the name of the file), it looks like it's OldMovie.material but could be the one after it.
The callstack when the exception throw said something like this

Code: Select all

>	igdusc64.dll!00007ff82b0cb1d6()	Unknown
 	igdusc64.dll!00007ff82b0cb24e()	Unknown
 	igdusc64.dll!00007ff82b0c21f5()	Unknown
 	igdusc64.dll!00007ff82b0c23d0()	Unknown
 	igdusc64.dll!00007ff82b0c2b98()	Unknown
 	igdusc64.dll!00007ff82b0c35f1()	Unknown
 	igdusc64.dll!00007ff82b0be9bf()	Unknown
 	igdusc64.dll!00007ff82b15946d()	Unknown
 	igdusc64.dll!00007ff82ad80aa4()	Unknown
 	igdusc64.dll!00007ff82ad80f99()	Unknown
 	igdusc64.dll!00007ff82ad82cc0()	Unknown
 	igdusc64.dll!00007ff82ad833e3()	Unknown
 	igdusc64.dll!00007ff82ad83614()	Unknown
 	igdusc64.dll!00007ff82b0ec2a1()	Unknown
 	igdusc64.dll!00007ff82acb7607()	Unknown
 	igdusc64.dll!00007ff82acbf56b()	Unknown
 	igdusc64.dll!00007ff82acc176f()	Unknown
 	igdusc64.dll!00007ff82acbd364()	Unknown
 	igd10iumd64.dll!00007ff82c07f209()	Unknown
 	ntdll.dll!00007ff832aea9d7()	Unknown
 	ntdll.dll!00007ff832ae8df7()	Unknown
 	kernel32.dll!00007ff8325613d2()	Unknown
 	ntdll.dll!00007ff832ac54e4()	Unknown
Yes, I know the callstack above pretty useless, so I paste the callstack right before it.

Code: Select all

>	OgreMain_d.dll!Ogre::ScriptCompiler::compile(const Ogre::SharedPtr<std::list<Ogre::SharedPtr<Ogre::ConcreteNode>,Ogre::STLAllocator<Ogre::SharedPtr<Ogre::ConcreteNode>,Ogre::CategorisedAllocPolicy<0> > > > & nodes, const std::basic_string<char,std::char_traits<char>,std::allocator<char> > & group) Line 379	C++
 	OgreMain_d.dll!Ogre::ScriptCompiler::compile(const std::basic_string<char,std::char_traits<char>,std::allocator<char> > & str, const std::basic_string<char,std::char_traits<char>,std::allocator<char> > & source, const std::basic_string<char,std::char_traits<char>,std::allocator<char> > & group) Line 289	C++
 	OgreMain_d.dll!Ogre::ScriptCompilerManager::parseScript(Ogre::SharedPtr<Ogre::DataStream> & stream, const std::basic_string<char,std::char_traits<char>,std::allocator<char> > & groupName) Line 1775	C++
 	OgreMain_d.dll!Ogre::ResourceGroupManager::parseResourceGroupScripts(Ogre::ResourceGroupManager::ResourceGroup * grp) Line 1122	C++
 	OgreMain_d.dll!Ogre::ResourceGroupManager::initialiseAllResourceGroups(bool changeLocaleTemporarily) Line 182	C++
 	Sample_Postprocessing.exe!Demo::GraphicsSystem::loadResources() Line 554	C++
 	Sample_Postprocessing.exe!Demo::GraphicsSystem::initialize(const std::basic_string<char,std::char_traits<char>,std::allocator<char> > & windowTitle) Line 245	C++
 	Sample_Postprocessing.exe!Demo::MainEntryPoints::mainAppSingleThreaded(HINSTANCE__ * hInst, HINSTANCE__ * hPrevInstance, char * strCmdLine, int nCmdShow) Line 63	C++
 	Sample_Postprocessing.exe!WinMainApp(HINSTANCE__ * hInst, HINSTANCE__ * hPrevInstance, char * strCmdLine, int nCmdShow) Line 23	C++
 	Sample_Postprocessing.exe!WinMain(HINSTANCE__ * hInst, HINSTANCE__ * hInst2, char * strCmdLine, int intParam) Line 32	C++
 	[External Code]	
I think if it's the one after OldMovie.material, then the log should print that script's name. So it should be OldMovie.material.
dark_sylinc wrote: What Windows version?
I'm using Windows 8.1
dark_sylinc wrote: What commit version are you using? Did you try a clean build?
Did you try updating your drivers?
Since the NVidia graphic works, I think it's not really the code's fault.
Anyway, I'm using commit: Saturday, September 30, 2017 10:44:40 AM : Added Overlays to profiling. They were occupying a considerable chunk of time (a hole in Remotery).
dark_sylinc wrote:
rsaenh.dll is getting loaded while we parse scripts. That's a cryptographic dll according to Google which should have no place in our app. Sounds like your system could have a mad antivirus, a rogue hook (like Plays.tv, Mumble), or is infected with malware.
I'm using Kaspersky Internet Security 2017.
dark_sylinc wrote: I will try to run it tomorrow as I've made a small change yesterday that may have affected this.
Since it's the graphic card's fault. I think there should be a way to detect if a graphic card can handle the sample.
dark_sylinc wrote: About the 9 fps in Forward3D sample: if you're running in Debug, yes. Release is much faster. By default it runs in forward clustered mode despite the sample's name (which is the fastest in multicore cpus in release, but is slower in debug plus by default Debug runs single threaded for easier debugging and these two things combined hurt F. Clustered a lot). Forward3D mode runs faster in Debug single threaded, which you can toggle with the hotkey (I think it was spacebar?)

Nonetheless... your card is low end, and the sample shows a lot of lights, purposedly taxing on the GPU. It runs at 70 fps on a Radeon HD 7770 and at 150 on a Radeon RX 560.
Don't expect a lot of framerate on an Intel HD 4600. Screen resolution plays a big role too.
Thank you dark_sylinc, when I press F10 to switch between Forward3D and Clustered Forward --> It does improve the performance. But even with my NVidia Geforce GTX 950M, the Avg FPS is about 25-30. Am I the only one got laggy? Edit: Oh, it got to 40 now. But Is there a way to push the performance to 100 (I see other sample has 100 FPS)

Sorry but I want to ask another non-related question, the help text in the project Sample_StereoRendering is
This tutorial demonstrates the most basic rendering loop: Variable framerate.
Which is very similar to the project Sample_Tutorial02_VariableFramerate. Is this a mistake?
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dark_sylinc
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Re: Sample_Postprocessing crash

Post by dark_sylinc »

Well, I'm glad it sort of worked out for you.

I have that same card, and it was working fine, but I haven't tested in a long time. I have now transformed that PC to do something else, so I'll have to install Windows on it again to test it.

Perhaps your drivers are old, or it broke in that version. Or there's third-party/malware causing trouble.
Thank you dark_sylinc, when I press F10 to switch between Forward3D and Clustered Forward --> It does improve the performance. But even with my NVidia Geforce GTX 950M, the Avg FPS is about 25-30. Am I the only one got laggy? Edit: Oh, it got to 40 now. But Is there a way to push the performance to 100 (I see other sample has 100 FPS)
If that's Release, for that card something is fishy. What resolution did you test?
Sorry but I want to ask another non-related question, the help text in the project Sample_StereoRendering is
This tutorial demonstrates the most basic rendering loop: Variable framerate.
Which is very similar to the project Sample_Tutorial02_VariableFramerate. Is this a mistake?
Oops, yeah copy-paste error.
It's supposed to show one of the several ways on how to setup a workspace for stereo rendering.
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Re: Sample_Postprocessing crash

Post by 123iamking »

dark_sylinc wrote: If that's Release, for that card something is fishy. What resolution did you test?
I run it in Debug mode. And here is some information that I collect :)

Code: Select all

Full screen: No
Rendering device: NVIDIA GeForce GTX 950M_1
video mode: 800x600 @32 bit colour

Avg FPS: 39
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Re: Sample_Postprocessing crash

Post by dark_sylinc »

**sigh** as I mentioned, try Release mode. There's a huge difference.
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Re: Sample_Postprocessing crash

Post by 123iamking »

dark_sylinc wrote:**sigh** as I mentioned, try Release mode. There's a huge difference.
Sorry, I miss that important keyword :oops: Anyway, I try it on Release mode, the Avg FPS does increase. It's about 50 now :D In release mode, Cluster is faster than F3D (F3D's Avg FPS is about 30) - So it is totally opposite with Debug mode (In debug mode F3D is faster than cluster). That's the record for my Intel graphic card.

For NVIDIA Geforce GTX 950M - it's about 300 FPS - Amazing - Totally unbelievable! :shock: Thank dark_sylinc.

That's the report for project Sample_Forward3D.

About project Sample_Postprocessing, when I build and run it in Release mode, it surprise me even more :shock:
for my Intel card: in Release mode, it no longer crashes and the avg FPS is 100 - so it's totally ok!
for my NVIDIA card: in Release mode, the avg FPS is 900-1000 - Amazing! :shock:
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