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  1. Qt Automotive Suite
  2. AUTOSUITE-849

Re-test the circumstances of crashes on Windows when a Loader is not used in a 3D scene

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Details

    • Bug
    • Resolution: Done
    • P1: Critical
    • 5.13.0
    • 5.11
    • Neptune3
    • None
    • Windows

    Description

      In the AUTOSUITE-543, the below was reported. It was suspected to be a bug in Qt 3D. It turned out that using a Loader helps to avoid that crashes.  See commits linked to AUTOSUITE-543. I would like to know, if the actual cause is still a bug in Qt 3D or we did not use API in a right way.

       

      #####################

      • Start vehilce app
      • switch to settings app
      • switch to vehicle app
      • Ui crashes

      Following error output can be seen:

      [WARN | default] QQmlComponent: Created graphical object was not placed in the graphics scene.
      [WARN | am.qml] Unable to assign [undefined] to QObject*                                      [ApplicationInfo.qml:292]
      [WARN | default] QOpenGLShader::compile(Fragment): ERROR: 0:63: 'i' : Loop index cannot be compared with non-constant expression
      
      [WARN | default] *** Problematic Fragment shader source code ***
      #version 100
      #line 1
      
      varying highp vec3 worldPosition;
      uniform highp vec3 eyePosition;
      varying highp vec3 worldNormal;
      varying highp vec2 texCoord;
      uniform highp vec4 ka;
      uniform sampler2D diffuseTexture;
      uniform highp vec4 ks;
      uniform highp float shininess;
      /****************************************************************************
      **
      ** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB).
      ** Contact: https://www.qt.io/licensing/
      **
      ** This file is part of the Qt3D module of the Qt Toolkit.
      **
      ** $QT_BEGIN_LICENSE:BSD$
      ** Commercial License Usage
      ** Licensees holding valid commercial Qt licenses may use this file in
      ** accordance with the commercial license agreement provided with the
      ** Software or, alternatively, in accordance with the terms contained in
      ** a written agreement between you and The Qt Company. For licensing terms
      ** and conditions see https://www.qt.io/terms-conditions. For further
      ** information use the contact form at https://www.qt.io/contact-us.
      **
      ** BSD License Usage
      ** Alternatively, you may use this file under the terms of the BSD license
      ** as follows:
      **
      ** "Redistribution and use in source and binary forms, with or without
      ** modification, are permitted provided that the following conditions are
      ** met:
      **   * Redistributions of source code must retain the above copyright
      **     notice, this list of conditions and the following disclaimer.
      **   * Redistributions in binary form must reproduce the above copyright
      **     notice, this list of conditions and the following disclaimer in
      **     the documentation and/or other materials provided with the
      **     distribution.
      **   * Neither the name of The Qt Company Ltd nor the names of its
      **     contributors may be used to endorse or promote products derived
      **     from this software without specific prior written permission.
      **
      **
      ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
      ** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
      ** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
      ** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
      ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
      ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
      ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
      ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
      ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
      ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
      ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
      **
      ** $QT_END_LICENSE$
      **
      ****************************************************************************/
      
      #define FP highp
      
      const int MAX_LIGHTS = 8;
      const int TYPE_POINT = 0;
      const int TYPE_DIRECTIONAL = 1;
      const int TYPE_SPOT = 2;
      struct Light {
          int type;
          FP vec3 position;
          FP vec3 color;
          FP float intensity;
          FP vec3 direction;
          FP vec3 attenuation;
          FP float cutOffAngle;
      };
      uniform Light lights[MAX_LIGHTS];
      uniform int lightCount;
      
      #line 52
      
      void adsModel(const in FP vec3 vpos, const in FP vec3 vnormal, const in FP vec3 vview, const in FP float shininess,
                    out FP vec3 diffuseColor, out FP vec3 specularColor)
      {
          diffuseColor = vec3(0.0);
          specularColor = vec3(0.0);
      
          FP vec3 n = normalize( vnormal );
      
          FP vec3 s;
          Light light;
          for (int i = 0; i < lightCount; ++i) {
              if (i == 0)
                  light = lights[0];
              else if (i == 1)
                  light = lights[1];
              else if (i == 2)
                  light = lights[2];
              else if (i == 3)
                  light = lights[3];
              else if (i == 4)
                  light = lights[4];
              else if (i == 5)
                  light = lights[5];
              else if (i == 6)
                  light = lights[6];
              else if (i == 7)
                  light = lights[7];
      
              FP float att = 1.0;
              if ( light.type != TYPE_DIRECTIONAL ) {
                  s = light.position - vpos;
                  if (length( light.attenuation ) != 0.0) {
                      FP float dist = length(s);
                      att = 1.0 / (light.attenuation.x + light.attenuation.y * dist + light.attenuation.z * dist * dist);
                  }
                  s = normalize( s );
                  if ( light.type == TYPE_SPOT ) {
                      if ( degrees(acos(dot(-s, normalize(light.direction))) ) > light.cutOffAngle)
                          att = 0.0;
                  }
              } else {
                  s = normalize( -light.direction );
              }
      
              FP float diffuse = max( dot( s, n ), 0.0 );
      
              FP float specular = 0.0;
              if (diffuse > 0.0 && shininess > 0.0 && att > 0.0) {
                  FP vec3 r = reflect( -s, n );
                  FP float normFactor = ( shininess + 2.0 ) / 2.0;
                  specular = normFactor * pow( max( dot( r, vview ), 0.0 ), shininess );
              }
      
              diffuseColor += att * light.intensity * diffuse * light.color;
              specularColor += att * light.intensity * specular * light.color;
          }
      }
      
      FP vec4 phongFunction(const in FP vec4 ambient,
                            const in FP vec4 diffuse,
                            const in FP vec4 specular,
                            const in FP float shininess,
                            const in FP vec3 worldPosition,
                            const in FP vec3 worldView,
                            const in FP vec3 worldNormal)
      {
          // Calculate the lighting model, keeping the specular component separate
          FP vec3 diffuseColor, specularColor;
          adsModel(worldPosition, worldNormal, worldView, shininess, diffuseColor, specularColor);
      
          // Combine spec with ambient+diffuse for final fragment color
          FP vec3 color = (ambient.rgb + diffuseColor) * diffuse.rgb
                        + specularColor * specular.rgb;
      
          return vec4(color, diffuse.a);
      }
      
      #line 12
      
      void main()
      {
          highp vec3 v1 = eyePosition;
          highp vec3 v0 = worldPosition;
          highp vec2 v3 = texCoord;
          highp vec3 v2 = worldNormal;
          highp vec3 v8 = v1 - v0;
          highp float v7 = shininess;
          highp vec4 v6 = ks;
          highp vec4 v5 = texture2D(diffuseTexture, v3);
          highp vec4 v4 = ka;
          highp vec3 v10 = normalize(v2);
          highp vec3 v9 = normalize(v8);
          highp vec4 v13 = phongFunction(v4, v5, v6, v7, v0, v9, v10);
          gl_FragColor = v13;
      }
      
      ***
      [WARN | qt.network.ssl] QSslSocket: cannot call unresolved function SSLv23_client_method
      [WARN | qt.network.ssl] QSslSocket: cannot call unresolved function SSL_CTX_new
      [WARN | qt.network.ssl] QSslSocket: cannot call unresolved function SSL_library_init
      [WARN | qt.network.ssl] QSslSocket: cannot call unresolved function ERR_get_error
      [WARN | qt.network.ssl] QSslSocket: cannot call unresolved function ERR_get_error
      [WARN | am.qml] Unable to assign PrimaryWindow_QMLTYPE_137 to QQuickWindow                      [PrimaryWindow.qml:170]
      [WARN | default] QQmlComponent: Created graphical object was not placed in the graphics scene.
      [WARN | am.qml] Unable to assign [undefined] to QObject*                                      [ApplicationInfo.qml:292]
      [WARN | am.qml] TypeError: Cannot read property 'loaded' of null                                [Vehicle3DPanel.qml:63]
      

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              grigorii grigorii zimin
              vminenko Vladimir Minenko
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                Updated:
                Resolved:

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