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172
different users
360
total crashes
9/30/2026
first seen
11/6/2026
last seen


Stack Trace

Fatal Error: EXCEPTION_ACCESS_VIOLATION_WRITE / 0x0

rendersystemvulkan
CRenderThreadVulkan::GPUCrash renderthreadvulkan.cpp:1749
rendersystemvulkan
CRenderThreadVulkan::ExecuteQueuedCommandBuffers renderthreadvulkan.cpp:1978
rendersystemvulkan
CRenderThreadVulkan::PresentInternal renderthreadvulkan.cpp:1288
rendersystemvulkan
CRenderThreadVulkan::Execute renderthreadvulkan.cpp:812
rendersystemvulkan
RT_ExecuteCommandList renderthreadvulkan.cpp:973
rendersystemvulkan
CRenderThreadBase::Dispatch renderthreadbase.cpp:309
rendersystemvulkan
CRenderThreadBase::Run renderthreadbase.cpp:401
rendersystemvulkan
RunVKThread renderdevicevulkan.cpp:97
tier0
ThreadProcWrapped threadtools.cpp:541
tier0
ThreadProcConvert threadtools.cpp:593
KERNEL32
BaseThreadInitThunk :
ntdll
RtlUserThreadStart :


Discuss

It'd be helpful if you could describe what happened when you got this crash. Other users with the same crash will be able to discuss this too. This will help us diagnose and solve this problem.

edited one month ago#1
Potassium
Member
JoinedApr 2026 Posts5 Score1,153
I was busy with a outline shader. I'll just post the whole thing below, but this is the line that causes the crash

 
color.rgb = lerp( color.rgb, g_vLineColor, edge );

 
MODES
{
    Default();
    Forward();
}

COMMON
{
    #include "postprocess/shared.hlsl"
}

struct VertexInput
{
    float3 vPositionOs : POSITION < Semantic( PosXyz ); >;
    float2 vTexCoord : TEXCOORD0 < Semantic( LowPrecisionUv ); >;
};

struct PixelInput
{
    float2 uv : TEXCOORD0;

    #if ( PROGRAM == VFX_PROGRAM_VS )
        float4 vPositionPs : SV_Position;
    #endif

    #if ( PROGRAM == VFX_PROGRAM_PS )
        float4 vPositionSs : SV_Position;
    #endif
};

VS
{
    PixelInput MainVs( VertexInput i )
    {
        PixelInput o;
        o.vPositionPs = float4( i.vPositionOs.xy, 0.0f, 1.0f );
        o.uv = i.vTexCoord;
        return o;
    }
}

PS
{
    #include "postprocess/common.hlsl"
    #include "common/classes/Normals.hlsl"

    Texture2D g_tColorBuffer < Attribute( "ColorBuffer" ); SrgbRead( true ); >;

    float g_flLineWidth < Attribute("LineWidth"); Default(1.0); > ;
    float g_flNormalThreshold < Attribute("NormalThreshold"); Default(0.3); > ;
    float3 g_vLineColor < Attribute("LineColor"); Default3(0.05, 0.03, 0.08); > ;

    float4 MainPs( PixelInput i ) : SV_Target0
    {
        float2 uv = CalculateViewportUv( i.vPositionSs.xy );
        float4 color = g_tColorBuffer.Sample( g_sBilinearMirror, uv );

        float2 pixel = i.vPositionSs.xy - g_vViewportOffset.xy;

        float w = g_flLineWidth;

        float3 n = Normals::Sample(pixel);
        float3 nl = Normals::Sample(pixel + float2(-w, 0));
        float3 nr = Normals::Sample(pixel + float2(w, 0));
        float3 nd = Normals::Sample(pixel + float2(0, -w));
        float3 nu = Normals::Sample(pixel + float2(0, w));

        float turn = (1.0 - dot(n, nl)) + (1.0 - dot(n, nr))
           + (1.0 - dot(n, nd)) + (1.0 - dot(n, nu));

        float edge = smoothstep(g_flNormalThreshold, g_flNormalThreshold * 2.0, turn);
       
        color.rgb = lerp( color.rgb, g_vLineColor, edge );

        return color;
    }
}
 
edited:
Here is the c# code I had to apply the post process effect. 

    public sealed class ToonPost : BasePostProcess<ToonPost>
    {
        static Material Shader = Material.FromShader( "shaders/toonpost.shader" );

        public override void Render()
        {
            var blit = BlitMode.WithBackbuffer( Shader, Stage.AfterPostProcess, 100, false );
            Blit( blit, "ToonPost" );
        }
    }
edited:
I removed the Normals::Sample() and that seems to have fixed it for me. Best guess is the normal data gets lost at that stage of the pipeline or something
Potassium
Member
JoinedApr 2026 Posts5 Score1,153
I keep getting this error. This time it's on another completely separate project. I'll update this as soon as I can figure out what's crashing it
Space
Member
JoinedMar 2026 Posts2 Score2,210
crashed on Jumper after finishing the entrance area
people
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