Kode/Kha

Crash on Windows with d3d11 target

posxposy opened this issue · 4 comments

Describe the bug
App crashing on d3d11 target when trying to render an image. Tested on Windows 11 and Windows 10 machines.
But runs fine with OpenGL renderer.

To Reproduce
Just load an image and try to draw it:

System.start({title: 'Playground', width: 1280, height: 720}, (_) -> {
	Assets.loadEverything(() -> {
		final img = Assets.images.items;

		System.notifyOnFrames((buffers) -> {
			final g2 = buffers[0].g2;

			g2.begin();
			g2.drawImage(img, 0, 0);
			g2.end();
		});
	});
});

Expected behavior
The app should not crash.

Screenshots
Exception when running in debug mode via VS2019:
image

Execution Environment:

  • Host system (where you compile your code): Windows 11
  • Target system (where you run your code): Windows 11
  • IDE used (if any): VSCode, VS2019
  • Kha revision: e161def
  • Kha build output (Using Kha...):
node Kha\make.js -g direct3d11 -t windows --run
Creating Kha project.
Exporting asset 1 of 11 (items.png).
Exporting asset 2 of 11 (fnt14.fnt).
Exporting asset 3 of 11 (fnt14.png).
Exporting asset 4 of 11 (fnt18.fnt).
Creating Windows project files.
Compiling...
**********************************************************************
** Visual Studio 2019 Developer Command Prompt v16.11.4
** Copyright (c) 2021 Microsoft Corporation
**********************************************************************
[vcvarsall.bat] Environment initialized for: 'x64'
Microsoft (R) Build Engine version 16.11.1+3e40a09f8 for .NET Framework
Copyright (C) Microsoft Corporation. All rights reserved.

Build time: 0m 10s
Starting Kinc
  • Application output (if it runs): no output

Additional context
Looks like this is the last commit which works for me fine:
bfc592f

Thank you!

Can't reproduce that. What shader is it that it's trying to parse?

I'm not sure how to check the name of the shader, because today it's crashing in a bit different place:

image

So, looks like it coming from ImageShaderPainter

That is a different issue which I fixed last night, not related to shaders at all.

Ah, did not see your latest commit. Looks like it works now 👍🏻
Not sure why it was crashing on a shaders stage yesterday. Probably, some kind of computers magic.

Thank you, sir!