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[BUG] Multithreading breaks particles in software renderers #2783

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sneakernets opened this issue Oct 22, 2024 · 0 comments
Open
1 task done

[BUG] Multithreading breaks particles in software renderers #2783

sneakernets opened this issue Oct 22, 2024 · 0 comments
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@sneakernets
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GZDoom version

g4.14pre-36-ga0b0db6f6

Which game are you running with GZDoom?

Doom 2

What Operating System are you using?

Windows 10

Please describe your specific OS version

Windows 10 Pro

Relevant hardware info

i3-10110U, UHD Graphics, Vulkan 1.3, D3D 12_1 feature level, Intel(R) Display Audio

Have you checked that no other similar issue already exists?

  • I have searched and not found similar issues.

A clear and concise description of what the bug is.

In any software renderer, when r_multithreaded is set to 1 as it is by default, particles render incorrectly in certain slices of the screen. I have attached two screenshots showing a blue particle fountain actor with r_multithreaded set to 1 and 0. notice how the particles seem to be "doubled" or "sliced"
Screenshot_Doom_20241022_112510
Screenshot_Doom_20241022_112515

Steps to reproduce the behaviour.

Explain how to reproduce

  1. use Software Renderer
  2. Summon or look at any particle effects
  3. toggle r_multithreaded and notice the change

Your configuration

stock config with options changed to show this bug.

Provide a Log

No log generated.

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