godot: Godot 4 is crashing to a white screen immediately on startup
Godot version
4.0.dev.custom_build.12e0f10c7
System information
Windows 64bit , GeForce GTX 765M
Issue description
I’ve been trying to get the Godot 4.0 master Windows artifact builds to run (from https://github.com/godotengine/godot/commits/master) for a couple weeks now, but they always crash immediately and all I see is a white window and crash report.
I have the same issue with Nightly builds from Calinou and iFire.
Also I had no problem running Godot 4 Win artifacts and nightly builds a few months back. I did not keep any of those unfortunately so it is really hard for me to tell exactly when it stopped working. My drivers are all up to date and my graphics card supports Vulkan I also tried set various optimus settings (by default I always run Godot with the dedicated GPU), but this made no difference either.
The console window unfortunately is behind the other windows that appear during startup, and quickly disappears, but I’ve managed to screen record at least some of it and stitch it together in a single png:

By looking through other crash issues I’ve stumbled upon a tip by Calinou saying to rename The Godot folder in APPDATA, which I tried, but made no difference.
Also in this issue Calinou commented with a technique to copy the error text, so I can also finally fully post it here:
Godot Engine v4.0.dev.custom_build.12e0f10c7 - https://godotengine.org
Vulkan API 1.2.162
WARNING: GENERAL - Message Id Number: 0 | Message Id Name: Loader Message
ReadDataFilesInRegistry: Registry lookup failed to get layer manifest files.
Objects - 1
Object[0] - VK_OBJECT_TYPE_INSTANCE, Handle 56088144
at: VulkanContext::_debug_messenger_callback (drivers\vulkan\vulkan_context.cpp:154)
Using Vulkan Device #0: NVIDIA - GeForce GTX 765M
- Vulkan multiview supported:
max view count: 32
max instances: 134217727
- Vulkan subgroup:
size: 32
stages: STAGE_VERTEX, STAGE_TESSELLATION_CONTROL, STAGE_TESSELLATION_EVALUATION, STAGE_GEOMETRY, STAGE_FRAGMENT, STAGE_COMPUTE
supported ops: FEATURE_BASIC, FEATURE_VOTE, FEATURE_ARITHMETIC, FEATURE_BALLOT, FEATURE_SHUFFLE, FEATURE_SHUFFLE_RELATIVE, FEATURE_CLUSTERED, FEATURE_QUAD, FE
ATURE_PARTITIONED_NV
quad operations in all stages
ERROR: Condition "!variants_enabled[p_variant]" is true. Returning: RID()
at: ShaderRD::version_get_shader (.\servers/rendering/renderer_rd/shader_rd.h:142)
ERROR: Condition "p_shader.is_null()" is true.
at: PipelineCacheRD::setup (servers\rendering\renderer_rd\pipeline_cache_rd.cpp:67)
ERROR: Condition "!variants_enabled[p_variant]" is true. Returning: RID()
at: ShaderRD::version_get_shader (.\servers/rendering/renderer_rd/shader_rd.h:142)
ERROR: Condition "p_shader.is_null()" is true.
at: PipelineCacheRD::setup (servers\rendering\renderer_rd\pipeline_cache_rd.cpp:67)
ERROR: Condition "!variants_enabled[p_variant]" is true. Returning: RID()
at: ShaderRD::version_get_shader (.\servers/rendering/renderer_rd/shader_rd.h:142)
ERROR: Condition "p_shader.is_null()" is true.
at: PipelineCacheRD::setup (servers\rendering\renderer_rd\pipeline_cache_rd.cpp:67)
ERROR: Condition "!variants_enabled[p_variant]" is true. Returning: RID()
at: ShaderRD::version_get_shader (.\servers/rendering/renderer_rd/shader_rd.h:142)
ERROR: Condition "p_shader.is_null()" is true.
at: PipelineCacheRD::setup (servers\rendering\renderer_rd\pipeline_cache_rd.cpp:67)
ERROR: Condition "!variants_enabled[p_variant]" is true. Returning: RID()
at: ShaderRD::version_get_shader (.\servers/rendering/renderer_rd/shader_rd.h:142)
ERROR: Condition "p_shader.is_null()" is true.
at: PipelineCacheRD::setup (servers\rendering\renderer_rd\pipeline_cache_rd.cpp:67)
ERROR: Condition "!variants_enabled[p_variant]" is true. Returning: RID()
at: ShaderRD::version_get_shader (.\servers/rendering/renderer_rd/shader_rd.h:142)
ERROR: Condition "p_shader.is_null()" is true.
at: PipelineCacheRD::setup (servers\rendering\renderer_rd\pipeline_cache_rd.cpp:67)
ERROR: Condition "!variants_enabled[p_variant]" is true. Returning: RID()
at: ShaderRD::version_get_shader (.\servers/rendering/renderer_rd/shader_rd.h:142)
ERROR: Condition "p_shader.is_null()" is true.
at: PipelineCacheRD::setup (servers\rendering\renderer_rd\pipeline_cache_rd.cpp:67)
ERROR: Condition "!variants_enabled[p_variant]" is true. Returning: RID()
at: ShaderRD::version_get_shader (.\servers/rendering/renderer_rd/shader_rd.h:142)
ERROR: Condition "p_shader.is_null()" is true.
at: PipelineCacheRD::setup (servers\rendering\renderer_rd\pipeline_cache_rd.cpp:67)
ERROR: Condition "!variants_enabled[p_variant]" is true. Returning: RID()
at: ShaderRD::version_get_shader (.\servers/rendering/renderer_rd/shader_rd.h:142)
ERROR: Condition "p_shader.is_null()" is true.
at: PipelineCacheRD::setup (servers\rendering\renderer_rd\pipeline_cache_rd.cpp:67)
ERROR: Condition "!variants_enabled[p_variant]" is true. Returning: RID()
at: ShaderRD::version_get_shader (.\servers/rendering/renderer_rd/shader_rd.h:142)
ERROR: Condition "p_shader.is_null()" is true.
at: PipelineCacheRD::setup (servers\rendering\renderer_rd\pipeline_cache_rd.cpp:67)
CrashHandlerException: Program crashed
Dumping the backtrace. Please include this when reporting the bug on https://github.com/godotengine/godot/issues
[0] <couldn't map PC to fn name>
[1] <couldn't map PC to fn name>
[2] <couldn't map PC to fn name>
[3] <couldn't map PC to fn name>
[4] <couldn't map PC to fn name>
[5] <couldn't map PC to fn name>
[6] <couldn't map PC to fn name>
[7] <couldn't map PC to fn name>
[8] vk_optimusGetInstanceProcAddr
[9] vkGetInstanceProcAddr
[10] vk_optimusGetInstanceProcAddr
[11] vk_optimusGetInstanceProcAddr
[12] vkGetInstanceProcAddr
[13] vkGetInstanceProcAddr
[14] vkGetInstanceProcAddr
[15] vkGetInstanceProcAddr
[16] oidnUnmapBuffer
[17] oidnUnmapBuffer
[18] oidnUnmapBuffer
[19] oidnUnmapBuffer
[20] oidnUnmapBuffer
[21] <couldn't map PC to fn name>
[22] oidnUnmapBuffer
[23] <couldn't map PC to fn name>
[24] <couldn't map PC to fn name>
[25] <couldn't map PC to fn name>
[26] <couldn't map PC to fn name>
[27] <couldn't map PC to fn name>
[28] oidnUnmapBuffer
[29] BaseThreadInitThunk
-- END OF BACKTRACE --
Steps to reproduce
- Download any of the latest artifacts in the master commit or a nightly build.
- Run the .exe
Minimal reproduction project
No response
About this issue
- Original URL
- State: closed
- Created 3 years ago
- Comments: 15 (9 by maintainers)
I’ll try to enable debug symbols for editor builds permanently (but not for export templates). Given the current stability of the
masterbranch, it’s probably better to favor useful crash backtraces over small download sizes.Debug symbols can either be a separate file (MSVC
.pdb, MinGW.debug) or embedded within the binary (default behavior with MinGW). Theseparate_debug_symbolsSCons option controls this.