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Using the viewport stretch mode and resizing the window (or using "shrink" value other than 1) results in black screen if MSAA is forced on in NVIDIA or AMD settings #18320

@Calinou

Description

@Calinou

Godot version: Git 7d6f210

OS/device including version: Fedora 27, NVIDIA 390.48

Issue description: When the window scaling mode is set to 2d or viewport, setting the display/window/stretch/shrink project setting to a value other than 1 will cause the running project's rendering to break (it will appear to be frozen at the splash screen). If the window is resized by the user, it will turn into a black screen. No errors can be seen in the Debugger dock of the editor.

This also occurs when using the viewport stretch mode after resizing the window, even if display/window/stretch/shrink is set to 1.

Steps to reproduce: After making sure the window scaling mode is set to 2d or viewport, set display/window/stretch/shrink to a value other than 1 in the Project Settings then run the project.

Minimal reproduction project:
Resize the window diagonally after starting the project.


Update: I can still reproduce this as of 6110bde (Fedora 30, NVIDIA 418.74). When the bug occurs, this appears in the console when Godot is started with --verbose:

ERROR: _gl_debug_print: GL ERROR: Source: OpenGL        Type: Error     ID: 1282        Severity: High  Message: GL_INVALID_OPERATION error generated. Source and destination dimensions must be identical with the current filtering modes.
   At: drivers/gles3/rasterizer_gles3.cpp:123.

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