madshi bug tracker - madVR
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0000222madVRbugpublic2014-06-29 16:352015-03-22 12:10
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GTX 560Ti
0000222: Crash when using a large number of shaders.
Using a large number of shaders in MadVR causes a crash. The exact number seems to depend on MadVR settings, and to some degree on the shader. The number of shaders causing a crash seems to get lower by using more complex processing and seems to be at most 28. Render times seem to be irrelevant. Other renderers don't seem to have this issue. Sometimes causes the crash reporter to be called in an infinite loop, making it very hard to stop the program.
Using default settings, add the following shader
    sampler s0 : register(s0);
    float4 main(float2 tex : TEXCOORD0) : COLOR { return tex2D(s0, tex); }
compiled with either ps_2_0 or ps_3_0, pre or post resize. For 28 times if no resizing and 26 if upscaling/downscaling.
Attached a crash report of a reproduction using the steps described above, no resizing.
No tags attached.
zip madVR - crash (7,702) 2014-06-29 16:35
Issue History
2014-06-29 16:35ShiandowNew Issue
2014-06-29 16:35ShiandowFile Added: madVR - crash
2014-06-29 16:37madshiAssigned To => madshi
2014-06-29 16:37madshiStatusnew => assigned
2014-06-29 17:29ShiandowNote Added: 0000645
2014-06-29 20:37ShiandowNote Added: 0000646
2015-03-22 12:10madshiNote Added: 0000800
2015-03-22 12:10madshiStatusassigned => closed
2015-03-22 12:10madshiResolutionopen => fixed

2014-06-29 17:29   
Confirmed on Zoom PotPlayer 1.6.46971, MPC-HC 1.7.5 and MPC-BE 1.4.3 rev. 5025. Also happens when using MadVR 86.8, the first to add support for custom shaders, with the same number of shaders.
2014-06-29 20:37   
After a suggestion on the doom9 thread I tried to check if it was a memory issue, to do this I tried reproducing the issue with and without background applications, using custom settings for MadVR. The first time it crashed the GPU had a total memory usage of 369MB of 1GB and with other applications running it crashed with 533MB memory usage. In both cases it took 24 shaders.
2015-03-22 12:10   
Should be fixed in the next build.