[BUG-10302] Frequent Crashes in Mac OS X 10.11 El Capitan #647
Comments
Whirly Fizzle commented at 2015-09-22T00:26:36Z More info can be found on the Firestorm JIRA issue: http://jira.phoenixviewer.com/browse/FIRE-16821 |
Whirly Fizzle commented at 2015-09-22T00:44:18Z Stack from Soho's logs on Second Life Release 3.8.3.304115 Operating system: Mac OS X
10.11.0 15A282a
CPU: x86
GenuineIntel family 6 model 58 stepping 9
8 CPUs
Crash reason: EXC_BAD_ACCESS / KERN_INVALID_ADDRESS
Crash address: 0x34
Thread 0 (crashed)
0 GeForceGLDriver + 0x367e2f
1 libGPUSupportMercury.dylib + 0x6c5d
2 GeForceGLDriver + 0x24ffd9
3 GLEngine + 0x12d261
4 GLEngine + 0x1232cd
5 GLEngine + 0x6bb91
6 libGL.dylib + 0xdad6 |
Whirly Fizzle commented at 2015-09-22T17:10:30Z Soho updated to 10.11.1 El Capitan Public Beta & the viewers still frequently crash. |
Kyle Linden commented at 2015-09-24T19:09:23Z Hello Soho, Given that this is a pre-release version of Mac OS 10.11 and Apple controls driver updates for their products, we can do little but wait for Apple to update it. I'm going to mark this issue as Needs More Info for the time being. Please let us know if the official release of 10.11 fixes this issue and click Info Provided. Thank you, |
Spook Maroon commented at 2015-10-01T14:43:58Z Crash city. My info: Second Life 3.8.0 (302622) Jun 12 2015 14:09:59 (Second Life Release) You are at 97.4, 95.3, 25.2 in Dublin located at sim10055.agni.lindenlab.com (216.82.48.65:13009) CPU: Intel(R) Core(TM) i7-3615QM CPU @ 2.30GHz (2300 MHz) OpenGL Version: 2.1 NVIDIA-10.6.42 310.42.05f01 libcurl Version: libcurl/7.38.0 OpenSSL/1.0.1h zlib/1.2.8 Built with GCC version 40201 |
Spook Maroon commented at 2015-10-01T14:57:47Z For what it's worth, I just sat in world for about 15 minutes and no problems, not even chat lag. I didn't teleport anywhere, which may have made a difference. Last time it crashed, I had just teleported. The viewer downloaded an update that's being installed now. Will retest. |
Whirly Fizzle commented at 2015-10-01T15:03:04Z Those reporting this crash mainly reproduce it just after a teleport or when camming about. When many new textures come into the scene I guess? |
Soho SpiritWeaver commented at 2015-10-01T15:40:39Z I see the same thing as Spook - it is very stable as long as I am just standing around, however, if I cam or tp, it results in an immediate crash. This is now on OS X 10.11.1. I would install it on my iMac with a different graphics set, but I don't want to be locked out of SL! |
Kyle Linden commented at 2015-10-01T18:34:05Z Hi all, Thanks for the updates. We would love additional crash logs attached to this issue if you have them. |
Tamarsk commented at 2015-10-01T18:42:37Z, updated at 2015-10-01T18:51:32Z I updated to the latest public beta of 10.11.1 today and it seems more stable - went through a bunch of teleports and camera movements, but finally crashed - it is an improvement - I tried to install the NVIDIA web drivers, but they don't have one for the 10.11.1 only for 10.11. |
Einky commented at 2015-10-03T06:56:43Z I will try and get a crash report too, but having the same problems with the El Capitan Official release. in LL, FS and Singularity clients.. mainly on caming, sometimes after teleport. Could be lreated to Apple's switch to metal, but not sure.. |
Karlos Zero commented at 2015-10-04T15:31:23Z, updated at 2015-10-04T15:33:36Z Hi, Second Life 3.8.4 (305119) Sep 15 2015 17:12:40 (Second Life Release) You are at 129.7, 194.5, 23.0 in Builders Brewery located at sim10200.agni.lindenlab.com (216.82.49.66:13019) CPU: Intel(R) Core(TM) i7-3720QM CPU @ 2.60GHz (2600 MHz) OpenGL Version: 2.1 NVIDIA-10.6.42 310.42.05f01 libcurl Version: libcurl/7.38.0 OpenSSL/1.0.1h zlib/1.2.8 |
Whirly Fizzle commented at 2015-10-04T20:30:01Z, updated at 2015-10-04T20:31:00Z @KARLOS Zero |
Whirly Fizzle commented at 2015-10-11T18:36:18Z Some Firestorm users have reported that installing the Nvidia web drivers have fixed this problem.
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Soho SpiritWeaver commented at 2015-10-12T20:00:29Z I can echo Sapmaster's results - used Ingrid's link to install the Nvidia web drivers and it seems to have fixed everything (I had to back down from the 11.1 beta to 10.11 as the drivers would not install on 11.1) Second Life 3.8.4 (305119) Sep 15 2015 17:12:40 (Second Life Release) You are at 135.2, 69.2, 37.3 in Fashion located at sim10418.agni.lindenlab.com (216.82.51.68:13001) CPU: Intel(R) Core(TM) i7-3615QM CPU @ 2.30GHz (2300 MHz) OpenGL Version: 2.1 NVIDIA-10.7.42 346.03.02f02 libcurl Version: libcurl/7.38.0 OpenSSL/1.0.1h zlib/1.2.8 Built with GCC version 40201 |
Ingriddonovan commented at 2015-10-22T09:27:35Z The NVIDIA Web Driver for El Capitan 10.11.1 is out: http://us.download.nvidia.com/Mac/Quadro_Certified/346.03.03f01/WebDriver-346.03.03f01.pkg |
Kyle Linden commented at 2015-11-02T17:33:30Z Hi Soho, It sounds like all these issues have been resolved by using the web drivers and no new reported problems have come in about this exact issue since. We're closing out this issue now. Thank you |
Vix Linden commented at 2016-01-29T04:56:56Z, updated at 2016-01-29T05:03:12Z Re-opened report and changed to Needs More Info so resident can reply |
Blackfyr McBride commented at 2016-01-29T05:10:27Z I have a Mac Mini (early 2009) that until yesterday was running OS X 10.11.2 (El Capitan). Apple sent through the updater for 10.11.3 and it ran normally and everything looked like it was working fine. Until I got to Second Life. The latest SL Viewer (just downloaded and installed today) would start launching, draw in the basic window, then the rainbow beach ball would come up for a while and then the window would disappear and the app shut down. I am copying and pasting the log generated by this so you can see what happened. It is interesting to note that at the same time this happened to the SL viewer, slightly different but similarly debilitating problems have started happening with both the Firestorm and Singularity viewers. But with the, they don't ever get to the point of drawing in a window. They just bounce one in the dock and stop. ======================= SecondLife.log ========================== 2016-01-29T04:38:29Z WARNING:#MarkerFile initLoggingAndGetLastDuration: duration stat failure; start: 0 log: -1 // CPU General Information // CPU Configuration // CPU Extensions 2016-01-29T04:38:30Z INFO:#SystemInfo writeSystemInfo: Memory info: 2016-01-29T04:38:30Z INFO:#SystemInfo writeSystemInfo: OS: Mac OS X 10.11.3
2016-01-29T04:38:35Z INFO:#ShaderLoading setShaders: Using GLSL 1.20 2016-01-29T04:38:35Z INFO:#ShaderLoading dumpObjectLog: From Water Shader: 2016-01-29T04:38:35Z INFO:#ShaderLoading dumpObjectLog: From Underwater Shader: 2016-01-29T04:38:35Z INFO:#ShaderLoading dumpObjectLog: From Terrain Water Shader: 2016-01-29T04:38:35Z INFO:#ShaderLoading dumpObjectLog: From Windlight Sky Shader: 2016-01-29T04:38:35Z INFO:#ShaderLoading dumpObjectLog: From Windlight Cloud Program: 2016-01-29T04:38:35Z INFO:#ShaderLoading dumpObjectLog: From Glow Shader (Post): 2016-01-29T04:38:35Z INFO:#ShaderLoading dumpObjectLog: From Glow Extract Shader (Post): 2016-01-29T04:38:35Z INFO:#ShaderLoading dumpObjectLog: From Highlight Shader: 2016-01-29T04:38:35Z INFO:#ShaderLoading dumpObjectLog: From Highlight Normals Shader: 2016-01-29T04:38:35Z INFO:#ShaderLoading dumpObjectLog: From Highlight Spec Shader: 2016-01-29T04:38:35Z INFO:#ShaderLoading dumpObjectLog: From UI Shader: 2016-01-29T04:38:35Z INFO:#ShaderLoading dumpObjectLog: From Pathfinding Shader: 2016-01-29T04:38:35Z INFO:#ShaderLoading dumpObjectLog: From PathfindingNoNormals Shader: 2016-01-29T04:38:35Z INFO:#ShaderLoading dumpObjectLog: From Custom Alpha Shader: 2016-01-29T04:38:35Z INFO:#ShaderLoading dumpObjectLog: From Splat Texture Rect Shader: 2016-01-29T04:38:35Z INFO:#ShaderLoading dumpObjectLog: From Glow Combine Shader: 2016-01-29T04:38:35Z INFO:#ShaderLoading dumpObjectLog: From Glow CombineFXAA Shader: 2016-01-29T04:38:35Z INFO:#ShaderLoading dumpObjectLog: From Two Texture Add Shader: 2016-01-29T04:38:35Z INFO:#ShaderLoading dumpObjectLog: From One Texture No Color Shader: 2016-01-29T04:38:35Z INFO:#ShaderLoading dumpObjectLog: From Solid Color Shader: 2016-01-29T04:38:35Z INFO:#ShaderLoading dumpObjectLog: From Occlusion Shader: 2016-01-29T04:38:35Z INFO:#ShaderLoading dumpObjectLog: From Occlusion Cube Shader: 2016-01-29T04:38:35Z INFO:#ShaderLoading dumpObjectLog: From Debug Shader: 2016-01-29T04:38:35Z INFO:#ShaderLoading dumpObjectLog: From Clip Shader: 2016-01-29T04:38:35Z INFO:#ShaderLoading dumpObjectLog: From DownsampleDepth Shader: 2016-01-29T04:38:35Z INFO:#ShaderLoading dumpObjectLog: From Benchmark Shader: 2016-01-29T04:38:35Z INFO:#ShaderLoading dumpObjectLog: From DownsampleDepthRect Shader: 2016-01-29T04:38:35Z INFO:#ShaderLoading dumpObjectLog: From DownsampleDepthRect Shader: 2016-01-29T04:38:35Z INFO:#ShaderLoading dumpObjectLog: From Alpha Mask Shader: 2016-01-29T04:38:35Z INFO:#ShaderLoading dumpObjectLog: From Non indexed Shader: 2016-01-29T04:38:35Z INFO:#ShaderLoading dumpObjectLog: From Non indexed tex-gen Shader: 2016-01-29T04:38:35Z INFO:#ShaderLoading dumpObjectLog: From Non indexed Water Shader: 2016-01-29T04:38:35Z INFO:#ShaderLoading dumpObjectLog: From Non indexed tex-gen Water Shader: 2016-01-29T04:38:35Z INFO:#ShaderLoading dumpObjectLog: From Non indexed alpha mask Shader: 2016-01-29T04:38:35Z INFO:#ShaderLoading dumpObjectLog: From Non indexed alpha mask Water Shader: 2016-01-29T04:38:35Z INFO:#ShaderLoading dumpObjectLog: From No color alpha mask Shader: 2016-01-29T04:38:35Z INFO:#ShaderLoading dumpObjectLog: From No color alpha mask Water Shader: 2016-01-29T04:38:35Z INFO:#ShaderLoading dumpObjectLog: From Tree Shader: 2016-01-29T04:38:35Z INFO:#ShaderLoading dumpObjectLog: From Tree Water Shader: 2016-01-29T04:38:35Z INFO:#ShaderLoading dumpObjectLog: From Non Indexed Fullbright Shader: 2016-01-29T04:38:35Z INFO:#ShaderLoading dumpObjectLog: From Non Indexed Fullbright Water Shader: 2016-01-29T04:38:35Z INFO:#ShaderLoading dumpObjectLog: From Non Indexed Emissive Shader: 2016-01-29T04:38:35Z INFO:#ShaderLoading dumpObjectLog: From Non Indexed Emissive Water Shader: 2016-01-29T04:38:36Z INFO:#ShaderLoading dumpObjectLog: From Non Indexed no color Fullbright Shader: 2016-01-29T04:38:36Z INFO:#ShaderLoading dumpObjectLog: From Non Indexed no color Fullbright Water Shader: 2016-01-29T04:38:36Z INFO:#ShaderLoading dumpObjectLog: From Non Indexed Shiny Shader: 2016-01-29T04:38:36Z INFO:#ShaderLoading dumpObjectLog: From Non Indexed Shiny Water Shader: 2016-01-29T04:38:36Z INFO:#ShaderLoading dumpObjectLog: From Non Indexed Fullbright Shiny Shader: 2016-01-29T04:38:36Z INFO:#ShaderLoading dumpObjectLog: From Non Indexed Fullbright Shiny Water Shader: 2016-01-29T04:38:36Z INFO:#ShaderLoading dumpObjectLog: From Impostor Shader: 2016-01-29T04:38:36Z INFO:#ShaderLoading dumpObjectLog: From Simple Shader: 2016-01-29T04:38:36Z INFO:#ShaderLoading dumpObjectLog: From Simple Shader: 2016-01-29T04:38:36Z INFO:#ShaderLoading dumpObjectLog: From Simple Impostor Shader: 2016-01-29T04:38:36Z INFO:#ShaderLoading dumpObjectLog: From Simple Water Shader: 2016-01-29T04:38:36Z INFO:#ShaderLoading dumpObjectLog: From Bump Shader: 2016-01-29T04:38:36Z INFO:#ShaderLoading dumpObjectLog: From Simple Alpha Mask Shader: 2016-01-29T04:38:36Z INFO:#ShaderLoading dumpObjectLog: From Simple Water Alpha Mask Shader: 2016-01-29T04:38:36Z INFO:#ShaderLoading dumpObjectLog: From Fullbright Shader: 2016-01-29T04:38:36Z INFO:#ShaderLoading dumpObjectLog: From Fullbright Water Shader: 2016-01-29T04:38:36Z INFO:#ShaderLoading dumpObjectLog: From Emissive Shader: 2016-01-29T04:38:36Z INFO:#ShaderLoading dumpObjectLog: From Emissive Water Shader: 2016-01-29T04:38:36Z INFO:#ShaderLoading dumpObjectLog: From Fullbright Alpha Mask Shader: 2016-01-29T04:38:36Z INFO:#ShaderLoading dumpObjectLog: From Fullbright Water Shader: 2016-01-29T04:38:36Z INFO:#ShaderLoading dumpObjectLog: From Shiny Shader: 2016-01-29T04:38:36Z INFO:#ShaderLoading dumpObjectLog: From Shiny Water Shader: 2016-01-29T04:38:36Z INFO:#ShaderLoading dumpObjectLog: From Fullbright Shiny Shader: 2016-01-29T04:38:36Z INFO:#ShaderLoading dumpObjectLog: From Fullbright Shiny Water Shader: 2016-01-29T04:38:36Z INFO:#ShaderLoading dumpObjectLog: From Skinned Simple Shader: 2016-01-29T04:38:36Z INFO:#ShaderLoading dumpObjectLog: From Skinned Fullbright Shader: 2016-01-29T04:38:36Z INFO:#ShaderLoading dumpObjectLog: From Skinned Emissive Shader: 2016-01-29T04:38:36Z INFO:#ShaderLoading dumpObjectLog: From Skinned Emissive Water Shader: 2016-01-29T04:38:36Z INFO:#ShaderLoading dumpObjectLog: From Skinned Fullbright Shiny Shader: 2016-01-29T04:38:36Z INFO:#ShaderLoading dumpObjectLog: From Skinned Shiny Simple Shader: 2016-01-29T04:38:36Z INFO:#ShaderLoading dumpObjectLog: From Skinned Simple Water Shader: 2016-01-29T04:38:36Z INFO:#ShaderLoading dumpObjectLog: From Skinned Fullbright Water Shader: 2016-01-29T04:38:36Z INFO:#ShaderLoading dumpObjectLog: From Skinned Fullbright Shiny Water Shader: 2016-01-29T04:38:36Z INFO:#ShaderLoading dumpObjectLog: From Skinned Shiny Simple Water Shader: 2016-01-29T04:38:36Z INFO:#ShaderLoading dumpObjectLog: From Avatar Shader: 2016-01-29T04:38:36Z INFO:#ShaderLoading dumpObjectLog: From Avatar Water Shader: 2016-01-29T04:38:36Z INFO:#ShaderLoading dumpObjectLog: From Avatar Pick Shader: 2016-01-29T04:38:36Z INFO:#ShaderLoading dumpObjectLog: From Avatar Eyeball Program: 2016-01-29T04:38:36Z INFO:#ShaderLoading dumpObjectLog: From Deferred Diffuse Shader: 2016-01-29T04:38:37Z INFO:#ShaderLoading dumpObjectLog: From Deferred Diffuse Alpha Mask Shader: 2016-01-29T04:38:37Z INFO:#ShaderLoading dumpObjectLog: From Deferred Diffuse Non-Indexed Alpha Mask Shader: 2016-01-29T04:38:37Z INFO:#ShaderLoading dumpObjectLog: From Deferred Diffuse Non-Indexed Alpha Mask Shader: 2016-01-29T04:38:37Z INFO:#ShaderLoading dumpObjectLog: From Non Indexed Deferred Diffuse Shader: 2016-01-29T04:38:37Z INFO:#ShaderLoading dumpObjectLog: From Deferred Skinned Diffuse Shader: 2016-01-29T04:38:37Z INFO:#ShaderLoading dumpObjectLog: From Deferred Skinned Bump Shader: 2016-01-29T04:38:37Z INFO:#ShaderLoading dumpObjectLog: From Deferred Skinned Alpha Shader: 2016-01-29T04:38:37Z INFO:#ShaderLoading dumpObjectLog: From Deferred Bump Shader: 2016-01-29T04:38:37Z INFO:#ShaderLoading dumpObjectLog: From Deferred Material Shader 0: 2016-01-29T04:38:37Z INFO:#ShaderLoading dumpObjectLog: From Deferred Underwater Material Shader 0: 2016-01-29T04:38:37Z INFO:#ShaderLoading dumpObjectLog: From Deferred Material Shader 1: 2016-01-29T04:38:37Z INFO:#ShaderLoading dumpObjectLog: From Deferred Underwater Material Shader 1: 2016-01-29T04:38:37Z INFO:#ShaderLoading dumpObjectLog: From Deferred Material Shader 2: 2016-01-29T04:38:37Z INFO:#ShaderLoading dumpObjectLog: From Deferred Underwater Material Shader 2: 2016-01-29T04:38:37Z INFO:#ShaderLoading dumpObjectLog: From Deferred Material Shader 3: 2016-01-29T04:38:37Z INFO:#ShaderLoading dumpObjectLog: From Deferred Underwater Material Shader 3: 2016-01-29T04:38:37Z INFO:#ShaderLoading dumpObjectLog: From Deferred Material Shader 4: 2016-01-29T04:38:37Z INFO:#ShaderLoading dumpObjectLog: From Deferred Underwater Material Shader 4: 2016-01-29T04:38:37Z INFO:#ShaderLoading dumpObjectLog: From Deferred Material Shader 5: 2016-01-29T04:38:37Z INFO:#ShaderLoading dumpObjectLog: From Deferred Underwater Material Shader 5: 2016-01-29T04:38:37Z INFO:#ShaderLoading dumpObjectLog: From Deferred Material Shader 6: 2016-01-29T04:38:37Z INFO:#ShaderLoading dumpObjectLog: From Deferred Underwater Material Shader 6: 2016-01-29T04:38:37Z INFO:#ShaderLoading dumpObjectLog: From Deferred Material Shader 7: 2016-01-29T04:38:37Z INFO:#ShaderLoading dumpObjectLog: From Deferred Underwater Material Shader 7: 2016-01-29T04:38:38Z INFO:#ShaderLoading dumpObjectLog: From Deferred Material Shader 8: 2016-01-29T04:38:38Z INFO:#ShaderLoading dumpObjectLog: From Deferred Underwater Material Shader 8: 2016-01-29T04:38:38Z INFO:#ShaderLoading dumpObjectLog: From Deferred Material Shader 9: 2016-01-29T04:38:38Z INFO:#ShaderLoading dumpObjectLog: From Deferred Underwater Material Shader 9: 2016-01-29T04:38:38Z INFO:#ShaderLoading dumpObjectLog: From Deferred Material Shader 10: 2016-01-29T04:38:38Z INFO:#ShaderLoading dumpObjectLog: From Deferred Underwater Material Shader 10: 2016-01-29T04:38:38Z INFO:#ShaderLoading dumpObjectLog: From Deferred Material Shader 11: 2016-01-29T04:38:38Z INFO:#ShaderLoading dumpObjectLog: From Deferred Underwater Material Shader 11: 2016-01-29T04:38:38Z INFO:#ShaderLoading dumpObjectLog: From Deferred Material Shader 12: 2016-01-29T04:38:38Z INFO:#ShaderLoading dumpObjectLog: From Deferred Underwater Material Shader 12: 2016-01-29T04:38:38Z INFO:#ShaderLoading dumpObjectLog: From Deferred Material Shader 13: 2016-01-29T04:38:38Z INFO:#ShaderLoading dumpObjectLog: From Deferred Underwater Material Shader 13: 2016-01-29T04:38:38Z INFO:#ShaderLoading dumpObjectLog: From Deferred Material Shader 14: 2016-01-29T04:38:38Z INFO:#ShaderLoading dumpObjectLog: From Deferred Underwater Material Shader 14: 2016-01-29T04:38:38Z INFO:#ShaderLoading dumpObjectLog: From Deferred Material Shader 15: 2016-01-29T04:38:38Z INFO:#ShaderLoading dumpObjectLog: From Deferred Underwater Material Shader 15: 2016-01-29T04:38:38Z INFO:#ShaderLoading dumpObjectLog: From Deferred Material Shader 16: 2016-01-29T04:38:38Z INFO:#ShaderLoading dumpObjectLog: From Deferred Underwater Material Shader 16: 2016-01-29T04:38:38Z INFO:#ShaderLoading dumpObjectLog: From Deferred Material Shader 17: 2016-01-29T04:38:38Z INFO:#ShaderLoading dumpObjectLog: From Deferred Underwater Material Shader 17: 2016-01-29T04:38:39Z INFO:#ShaderLoading dumpObjectLog: From Deferred Material Shader 18: 2016-01-29T04:38:39Z INFO:#ShaderLoading dumpObjectLog: From Deferred Underwater Material Shader 18: 2016-01-29T04:38:39Z INFO:#ShaderLoading dumpObjectLog: From Deferred Material Shader 19: 2016-01-29T04:38:39Z INFO:#ShaderLoading dumpObjectLog: From Deferred Underwater Material Shader 19: 2016-01-29T04:38:39Z INFO:#ShaderLoading dumpObjectLog: From Deferred Material Shader 20: 2016-01-29T04:38:39Z INFO:#ShaderLoading dumpObjectLog: From Deferred Underwater Material Shader 20: 2016-01-29T04:38:39Z INFO:#ShaderLoading dumpObjectLog: From Deferred Material Shader 21: 2016-01-29T04:38:39Z INFO:#ShaderLoading dumpObjectLog: From Deferred Underwater Material Shader 21: 2016-01-29T04:38:39Z INFO:#ShaderLoading dumpObjectLog: From Deferred Material Shader 22: 2016-01-29T04:38:39Z INFO:#ShaderLoading dumpObjectLog: From Deferred Underwater Material Shader 22: 2016-01-29T04:38:39Z INFO:#ShaderLoading dumpObjectLog: From Deferred Material Shader 23: 2016-01-29T04:38:39Z INFO:#ShaderLoading dumpObjectLog: From Deferred Underwater Material Shader 23: 2016-01-29T04:38:39Z INFO:#ShaderLoading dumpObjectLog: From Deferred Material Shader 24: 2016-01-29T04:38:39Z INFO:#ShaderLoading dumpObjectLog: From Deferred Underwater Material Shader 24: 2016-01-29T04:38:39Z INFO:#ShaderLoading dumpObjectLog: From Deferred Material Shader 25: 2016-01-29T04:38:39Z INFO:#ShaderLoading dumpObjectLog: From Deferred Underwater Material Shader 25: 2016-01-29T04:38:39Z INFO:#ShaderLoading dumpObjectLog: From Deferred Material Shader 26: 2016-01-29T04:38:39Z INFO:#ShaderLoading dumpObjectLog: From Deferred Underwater Material Shader 26: 2016-01-29T04:38:39Z INFO:#ShaderLoading dumpObjectLog: From Deferred Material Shader 27: 2016-01-29T04:38:40Z INFO:#ShaderLoading dumpObjectLog: From Deferred Underwater Material Shader 27: 2016-01-29T04:38:40Z INFO:#ShaderLoading dumpObjectLog: From Deferred Material Shader 28: 2016-01-29T04:38:40Z INFO:#ShaderLoading dumpObjectLog: From Deferred Underwater Material Shader 28: 2016-01-29T04:38:40Z INFO:#ShaderLoading dumpObjectLog: From Deferred Material Shader 29: 2016-01-29T04:38:40Z INFO:#ShaderLoading dumpObjectLog: From Deferred Underwater Material Shader 29: 2016-01-29T04:38:40Z INFO:#ShaderLoading dumpObjectLog: From Deferred Material Shader 30: 2016-01-29T04:38:40Z INFO:#ShaderLoading dumpObjectLog: From Deferred Underwater Material Shader 30: 2016-01-29T04:38:40Z INFO:#ShaderLoading dumpObjectLog: From Deferred Material Shader 31: 2016-01-29T04:38:40Z INFO:#ShaderLoading dumpObjectLog: From Deferred Underwater Material Shader 31: 2016-01-29T04:38:40Z INFO:#ShaderLoading dumpObjectLog: From Deferred Tree Shader: 2016-01-29T04:38:40Z INFO:#ShaderLoading dumpObjectLog: From Deferred Tree Shadow Shader: 2016-01-29T04:38:40Z INFO:#ShaderLoading dumpObjectLog: From Deferred Impostor Shader: 2016-01-29T04:38:40Z INFO:#ShaderLoading dumpObjectLog: From Deferred Light Shader: 2016-01-29T04:38:40Z INFO:#ShaderLoading dumpObjectLog: From Deferred MultiLight Shader 0: 2016-01-29T04:38:40Z INFO:#ShaderLoading dumpObjectLog: From Deferred MultiLight Shader 1: 2016-01-29T04:38:40Z INFO:#ShaderLoading dumpObjectLog: From Deferred MultiLight Shader 2: 2016-01-29T04:38:40Z INFO:#ShaderLoading dumpObjectLog: From Deferred MultiLight Shader 3: 2016-01-29T04:38:40Z INFO:#ShaderLoading dumpObjectLog: From Deferred MultiLight Shader 4: 2016-01-29T04:38:40Z INFO:#ShaderLoading dumpObjectLog: From Deferred MultiLight Shader 5: 2016-01-29T04:38:40Z INFO:#ShaderLoading dumpObjectLog: From Deferred MultiLight Shader 6: 2016-01-29T04:38:40Z INFO:#ShaderLoading dumpObjectLog: From Deferred MultiLight Shader 7: 2016-01-29T04:38:40Z INFO:#ShaderLoading dumpObjectLog: From Deferred MultiLight Shader 8: 2016-01-29T04:38:40Z INFO:#ShaderLoading dumpObjectLog: From Deferred MultiLight Shader 9: 2016-01-29T04:38:40Z INFO:#ShaderLoading dumpObjectLog: From Deferred MultiLight Shader 10: 2016-01-29T04:38:40Z INFO:#ShaderLoading dumpObjectLog: From Deferred MultiLight Shader 11: 2016-01-29T04:38:40Z INFO:#ShaderLoading dumpObjectLog: From Deferred MultiLight Shader 12: 2016-01-29T04:38:40Z INFO:#ShaderLoading dumpObjectLog: From Deferred MultiLight Shader 13: 2016-01-29T04:38:40Z INFO:#ShaderLoading dumpObjectLog: From Deferred MultiLight Shader 14: 2016-01-29T04:38:40Z INFO:#ShaderLoading dumpObjectLog: From Deferred MultiLight Shader 15: 2016-01-29T04:38:40Z INFO:#ShaderLoading dumpObjectLog: From Deferred SpotLight Shader: 2016-01-29T04:38:40Z INFO:#ShaderLoading dumpObjectLog: From Deferred MultiSpotLight Shader: 2016-01-29T04:38:40Z INFO:#ShaderLoading dumpObjectLog: From Deferred Sun Shader: 2016-01-29T04:38:40Z INFO:#ShaderLoading dumpObjectLog: From Deferred Blur Light Shader: 2016-01-29T04:38:40Z INFO:#ShaderLoading dumpObjectLog: From Deferred Alpha Shader: 2016-01-29T04:38:41Z INFO:#ShaderLoading dumpObjectLog: From Deferred Alpha Shader: 2016-01-29T04:38:41Z INFO:#ShaderLoading dumpObjectLog: From Deferred Alpha Underwater Shader: 2016-01-29T04:38:41Z INFO:#ShaderLoading dumpObjectLog: From Deferred Avatar Eyes Shader: 2016-01-29T04:38:41Z INFO:#ShaderLoading dumpObjectLog: From Deferred Fullbright Shader: 2016-01-29T04:38:41Z INFO:#ShaderLoading dumpObjectLog: From Deferred Fullbright Alpha Masking Shader: 2016-01-29T04:38:41Z INFO:#ShaderLoading dumpObjectLog: From Deferred Fullbright Underwater Shader: 2016-01-29T04:38:41Z INFO:#ShaderLoading dumpObjectLog: From Deferred Fullbright Underwater Alpha Masking Shader: 2016-01-29T04:38:41Z INFO:#ShaderLoading dumpObjectLog: From Deferred FullbrightShiny Shader: 2016-01-29T04:38:41Z INFO:#ShaderLoading dumpObjectLog: From Skinned Fullbright Shader: 2016-01-29T04:38:41Z INFO:#ShaderLoading dumpObjectLog: From Skinned Fullbright Shiny Shader: 2016-01-29T04:38:41Z INFO:#ShaderLoading dumpObjectLog: From Deferred Emissive Shader: 2016-01-29T04:38:41Z INFO:#ShaderLoading dumpObjectLog: From Deferred Water Shader: 2016-01-29T04:38:41Z INFO:#ShaderLoading dumpObjectLog: From Deferred Under Water Shader: 2016-01-29T04:38:41Z INFO:#ShaderLoading dumpObjectLog: From Deferred Soften Shader: 2016-01-29T04:38:41Z INFO:#ShaderLoading dumpObjectLog: From Deferred Soften Underwater Shader: 2016-01-29T04:38:41Z INFO:#ShaderLoading dumpObjectLog: From Deferred Shadow Shader: 2016-01-29T04:38:41Z INFO:#ShaderLoading dumpObjectLog: From Deferred Shadow Cube Shader: 2016-01-29T04:38:41Z INFO:#ShaderLoading dumpObjectLog: From Deferred Shadow Alpha Mask Shader: 2016-01-29T04:38:41Z INFO:#ShaderLoading dumpObjectLog: From Deferred Avatar Shadow Shader: 2016-01-29T04:38:41Z INFO:#ShaderLoading dumpObjectLog: From Deferred Attachment Shadow Shader: 2016-01-29T04:38:41Z INFO:#ShaderLoading dumpObjectLog: WARNING: Could not find vertex shader attribute 'texcoord3' to match BindAttributeLocation request. 2016-01-29T04:38:41Z INFO:#ShaderLoading dumpObjectLog: From Avatar Shader: 2016-01-29T04:38:41Z INFO:#ShaderLoading dumpObjectLog: From Avatar Alpha Shader: 2016-01-29T04:38:41Z INFO:#ShaderLoading dumpObjectLog: From Deferred Gamma Correction Post Process: 2016-01-29T04:38:41Z INFO:#ShaderLoading dumpObjectLog: From FXAA Shader: 2016-01-29T04:38:41Z INFO:#ShaderLoading dumpObjectLog: From Deferred Post Shader: 2016-01-29T04:38:41Z INFO:#ShaderLoading dumpObjectLog: From Deferred CoF Shader: 2016-01-29T04:38:41Z INFO:#ShaderLoading dumpObjectLog: From Deferred DoFCombine Shader: 2016-01-29T04:38:41Z INFO:#ShaderLoading dumpObjectLog: From Deferred Post Shader: 2016-01-29T04:38:41Z INFO:#ShaderLoading dumpObjectLog: From Deferred Windlight Sky Shader: 2016-01-29T04:38:41Z INFO:#ShaderLoading dumpObjectLog: From Deferred Windlight Cloud Program: 2016-01-29T04:38:41Z INFO:#ShaderLoading dumpObjectLog: From Deferred Star Program: 2016-01-29T04:38:41Z INFO:#ShaderLoading dumpObjectLog: From Normal Map Generation Program: 2016-01-29T04:38:41Z INFO:#Settings LLControlGroup::saveToFile: Saved to /Users/bdaverin/Library/Application Support/SecondLife/user_settings/settings.xml |
Equen commented at 2016-01-29T05:45:38Z I have installed the latest Mac OS 10.11.4 Beta (15E33e) As an alternative solution I tried the Web-Drivers several times but they provided a very poor performance with very low fps. Now I am only running the default driver which gives a decent fps but very unstable. Personally I think this might be a texture/visual leak that overwhelms the system, and it could be a result of 'project interesting' since now the rendering priorities could be overwhelming the system resources or not. Just a thought for search. |
Tamarsk commented at 2016-01-29T21:02:16Z I also have 10.11.4 beta installed and am using the web driver, but likewise, the FPS is poor but it beats crashing all the time - here is my sys info Second Life 4.0.1 (310054) Jan 14 2016 18:36:06 (Second Life Release) You are at 134.4, 67.8, 45.7 in Fashion located at sim10727.agni.lindenlab.com (216.82.56.17:13021) CPU: Intel(R) Core(TM) i7-3615QM CPU @ 2.30GHz (2300 MHz) OpenGL Version: 2.1 NVIDIA-10.11.1 346.03.06b01 libcurl Version: libcurl/7.38.0 OpenSSL/1.0.1h zlib/1.2.8 Built with GCC version 40201 |
Gavin Hird commented at 2016-02-02T09:43:34Z I don't think Apple will update the driver as there are major changes in OS X 10.11 where the system is using Metal for rendering the desktop and other UI elements. LL needs to rewrite the viewer to the new guidelines for graphical applications, how memory management is done for the graphics in 10.11 and maybe even start to take active advantage of metal. The old deprecated gestalt function is still used in the system, so the viewer does not even know it is running on OS X 10.11, but thinks it is running on 10.9 Gestalt cannot represent higher numbers than 9 in the point release. Gestalt has been replaced by an updated framework. If the application does not know which system it is running on, it will possibly select the wrong system libraries during execution. https://developer.apple.com/videos/play/wwdc2015-603/ |
Gavin Hird commented at 2016-02-02T09:47:23Z, updated at 2017-06-12T18:02:51Z I have also reported this to Apple on Oct 10, 2015 and it has been accepted with Bug ID# 23206371. I can't seem to add new comments, so I'll add it here: The GPU crash is reproduced on macOS 10.12 beta 2 with the release version of the SL viewer. Second Life 4.0.6.316883 (Second Life Release) I am not able to test on other viewers as they will not run at all, or crash on keyboard input on the login screen. Since I am not able to add new comments, I'll update this one. Apple Product Engineering asked me to verify the GPU crashes on macOS 10.13 beta, and I have not been able to reproduce the issue. There was a distinct change in macOS 10.12.4 where changes made to the macOS Window manager for compositing the desktop, did not eliminate the crashes, but significantly reduced the frequency. On 10.13 additional changes have been done to the Window manager where Metal 2 with a number of improvements both architectural and performance wise is being used for the compositing. The issue has not been the driver but the Windows manager that started to use Metal in compositing the desktop in 10.11, and this imposed restriction in how OpenGL could use buffer space compared to pre 10.11. I obviously have limited access to hardware configurations to test on, so the issue needs to be tested on a wider base. |
Whirly Fizzle commented at 2016-07-10T11:02:28Z Does this crash still reproduce on Sierra? |
Whirly Fizzle commented at 2016-07-10T11:24:19Z
Yeah, you need to pull in this fix for the modifier keys crash: http://hg.phoenixviewer.com/phoenix-firestorm-lgpl/rev/2c27066e8167 |
Kyle Linden commented at 2017-06-13T17:02:19Z Hi Gavin, Thank you for all the help! I've set the issue to Needs More Information so that you can update this issue in the future. Please let us know if 10.13 does indeed fix this issue. Thanks! |
Gavin Hird commented at 2017-06-13T18:26:59Z The direct cause of the crash is the changes to the system code in macOS 10.11 when Apple started to use Metal to composite the macOS desktop on all hardware that supported it (such as the discrete NVIDIA graphics cards found in many configurations). Since macOS have double buffered frame buffers, the compositing happens after the viewer and other applications have rendered their own content, and the resulting frame is pushed to the screen. Before 10.11 OpenGL did the compositing. When Apple released support for OpenGL 3.2 they defined two OpenGl profiles, one supporting OpenGl 2.1 now called NSOpenGLProfileVersionLegacy, in addition to NSOpenGLProfileVersion3_2Core and later NSOpenGLProfileVersion4_1Core. These profiles define which OpenGL extensions are available for each profile, and if nothing is specified the OpenGL system will default to NSOpenGLProfileVersionLegacy. As is noted in a comment in the viewer's code llopenglview-objc.mm "// 10.7 and 10.8 don't really care if we're defining a profile or not." Which was true till 10.11 was released. If you don't specify a profile, NSOpenGLProfileVersionLegacy is the default. As is evident in log messages from all viewers (LL or TPV) the OpenGL extension GL_ARB_occlusion_query2 is not available in NSOpenGLProfileVersionLegacy, but before 10.11 you could work around that by addressing the hardware directly as the graphics hardware on most configurations supports it. This is still how the viewer code is set up. 2017-06-09T13:59:47Z INFO: #RenderInitinitExtensions: Couldn't initialize GL_ARB_occlusion_query2 Now the system will enforce the profiles as they need much better control of what happens on the GPU with two independent graphics systems, OpenGL and Metal driving the hardware. To provoke the crash caused by a GPU reset, the user only had to enable Ambient Occlusion and/or Shadows which would cause the code patch calling on GL_ARB_occlusion_query2 to become active, as the code still is under the assumption GL_ARB_occlusion_query2 is available (by calling directly on the hardware). Therefore the code sets up to load the GPU for using this extension for the next render pass, thereby trying to write to GPU memory that is no longer permitted. The result is a MMU violation and a GPU reset with a following viewer crash. What Apple did in 10.12.4 was to guard the GPU from a reset when code used the direct to hardware route of old. It does this successfully in many cases, where you will see the viewer drop multiple frames with flickering display when it happens. It is still possible to reset the GPU even on 10.12.4 and 10.12.5 as shown in the log when you throw sufficient mesh at it, but the threshold is much higher. (Crash is from the Kokua viewer, but the rendering code is identical to the LL code.) Mon Jun 12 21:57:51 2017 Event: GPU Reset Report Data: NVDA(Graphics): Channel exception! Exception type = 0xd Graphics Engine Error (GR Exception Error) Apple think they are able to trap the situation completely in 10.13 where there are significant changes to the graphics subsystem and the Window Manager compositor both with Metal version 2, but also with support for direct to screen output for full screen applications (single buffered output) in support of the VR development kit that was announced at WWDC 2017. So far I have not been able to reproduce the GPU reset on 10.13 beta with the same hardware and scenes that will provoke the crash up to and including 10.12.5. Regardless the rendering code needs to be fixed so that it takes into account that GL_ARB_occlusion_query2 is not available as long as NSOpenGLProfileVersionLegacy is used. We are all painfully aware that a rewrite to Metal or a higher version of OpenGl is a challenging task. |
Saeros Linden commented at 2017-07-07T00:35:33Z Our apologies, it appears this jira has been a victim of a spammer. We're cleaning up the offending comments, sorry for the mess! |
Steps to Reproduce
Teleport
Actual Behavior
I started seeing this in the Firestorm viewer and switched to the LL viewer and am still seeing frequent crashes on the GM Candidate for Mac OS X 10.11 El Capitan. The crashes occur on teleport and camming around - the attached logs are from a failed TP
Expected Behavior
Successful teleport - crashed in the process
Other information
Original Jira Fields
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