Fatal Error: EXCEPTION_ACCESS_VIOLATION_WRITE / 0x0 - 7763483704

Started by Bot · one month ago · 3 replies · 33 views

Bot
Member
JoinedMay 2025 Posts487 Score0
Fatal Error: EXCEPTION_ACCESS_VIOLATION_WRITE / 0x0 - 7763483704 : crashes/83c2882b-ea2b-477a-9bc7-329e92b51b17
edited one month ago#2
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
Log in to reply
You can't reply if you're not logged in. That would be crazy.