ruffle-rs / ruffle-rs/ruffle

Crash on zombietrapper.swf

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bug panic wgpu-oom
Dominant language
Rust
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Forks
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Avg merge
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Merged PRs (30d)
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Description

Describe what you were doing

The game craches when I open it.
On the Linux version of Ruffle, the game is working though.
zombietrapper.zip

What does the crash message say?

panicked at C:\Users\runneradmin/.cargo\registry\src\index.crates.io-6f17d22bba15001f\wgpu-0.20.1\src\backend\wgpu_core.rs:2996:5:
wgpu error: Validation Error

Caused by:
In Device::create_bind_group
Not enough memory left.

Ruffle Version

0.1.0-nightly (2093d950e5f5c6820e33caf4dc14dac1920699dc 2024-07-02)

Affected platform

Desktop app

Operating system

Windows 10.0.22631 (Windows 11 Core) [64-bit]

Additional information

Filename: zombietrapper.swf

Render Info

Renderer: wgpu
Adapter Backend: Dx12
Adapter Name: "NVIDIA GeForce GTX 1650"
Adapter Device Type: DiscreteGpu
Adapter Driver Name: ""
Adapter Driver Info: ""
Enabled features: Features(TEXTURE_COMPRESSION_BC | FLOAT32_FILTERABLE | TEXTURE_ADAPTER_SPECIFIC_FORMAT_FEATURES)
Available features: Features(DEPTH_CLIP_CONTROL | DEPTH32FLOAT_STENCIL8 | TIMESTAMP_QUERY | INDIRECT_FIRST_INSTANCE | RG11B10UFLOAT_RENDERABLE | BGRA8UNORM_STORAGE | TEXTURE_FORMAT_16BIT_NORM | TIMESTAMP_QUERY_INSIDE_ENCODERS | TIMESTAMP_QUERY_INSIDE_PASSES | MAPPABLE_PRIMARY_BUFFERS | TEXTURE_BINDING_ARRAY | SAMPLED_TEXTURE_AND_STORAGE_BUFFER_ARRAY_NON_UNIFORM_INDEXING | UNIFORM_BUFFER_AND_STORAGE_TEXTURE_ARRAY_NON_UNIFORM_INDEXING | MULTI_DRAW_INDIRECT | MULTI_DRAW_INDIRECT_COUNT | PUSH_CONSTANTS | ADDRESS_MODE_CLAMP_TO_ZERO | ADDRESS_MODE_CLAMP_TO_BORDER | POLYGON_MODE_LINE | CONSERVATIVE_RASTERIZATION | VERTEX_WRITABLE_STORAGE | CLEAR_TEXTURE | TEXTURE_FORMAT_NV12 | SHADER_PRIMITIVE_INDEX | DUAL_SOURCE_BLENDING)
Current limits: Limits { max_texture_dimension_1d: 16384, max_texture_dimension_2d: 16384, max_texture_dimension_3d: 2048, max_texture_array_layers: 256, max_bind_groups: 4, max_bindings_per_bind_group: 1000, max_dynamic_uniform_buffers_per_pipeline_layout: 8, max_dynamic_storage_buffers_per_pipeline_layout: 0, max_sampled_textures_per_shader_stage: 16, max_samplers_per_shader_stage: 16, max_storage_buffers_per_shader_stage: 0, max_storage_textures_per_shader_stage: 0, max_uniform_buffers_per_shader_stage: 11, max_uniform_buffer_binding_size: 65536, max_storage_buffer_binding_size: 0, max_vertex_buffers: 8, max_buffer_size: 268435456, max_vertex_attributes: 16, max_vertex_buffer_array_stride: 255, min_uniform_buffer_offset_alignment: 256, min_storage_buffer_offset_alignment: 32, max_inter_stage_shader_components: 60, max_color_attachments: 8, max_color_attachment_bytes_per_sample: 32, max_compute_workgroup_storage_size: 0, max_compute_invocations_per_workgroup: 0, max_compute_workgroup_size_x: 0, max_compute_workgroup_size_y: 0, max_compute_workgroup_size_z: 0, max_compute_workgroups_per_dimension: 0, min_subgroup_size: 0, max_subgroup_size: 0, max_push_constant_size: 0, max_non_sampler_bindings: 1000000 }
Surface quality: low
Surface samples: 1
Surface size: (800, 600, 1)

Contributor guide

Open the contributing guide

First steps

  1. Read the whole issue, then the project's contributing guide.
  2. Comment on the issue to say you are picking it up — it saves two people doing the same work.
  3. Fork the repository and make your change on a branch.
  4. Open a pull request that references the issue number.

Research direction

Start by reproducing the crash with the attached zombietrapper.swf on the Windows desktop app using the wgpu renderer and DX12, then inspect the reported wgpu_core.rs create_bind_group validation path. Compare the Windows behavior with the working Linux version; done means the game opens without the Not enough memory left panic.

Written by the indexing model from the issue text.

Assessment

Tech stack
rust
Domain
computer-graphics, desktop
Issue type
Bug
Difficulty
4/5
Estimated time
3-5 days
Activity status
Stale
Clarity
Needs clarification
Newbie friendliness
30/100

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