MuseScore
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White Screen after update
Issue type
Crash or freeze
Description with steps to reproduce
- Download Musescore 4.4 (.msi installer, MuseHub, Nightly builds).
- Launch the .exe file.
- It will show a blank screen.
Supporting files, videos and screenshots
https://github.com/user-attachments/assets/542c22d2-b28b-42b3-ba2b-333db765e173
What is the latest version of MuseScore Studio where this issue is present?
4.4.1
Regression
Yes, this used to work in a previous version of MuseScore 4.x
Operating system
Windows 10
Additional context
No response
Checklist
- [X] This report follows the guidelines for reporting bugs and issues
- [X] I have verified that this issue has not been logged before, by searching the issue tracker for similar issues
- [X] I have attached all requested files and information to this report
- [X] I have attempted to identify the root problem as concisely as possible, and have used minimal reproducible examples where possible
Ditto. Used to work fine. First it refused to come up, at all, then it came up with the big white window.
However if I minimize them maximize the window, then it renders properly
I have that problem too
We've received a few of these through the Muse Hub support channels as well (no crash logs, just generic reports)
I have the same issue. 4.3.2 was working fine.
There seems to be a workaround (https://musescore.org/en/comment/1254679#comment-1254679):
- WIN + R and type cmd, then press ENTER
- copy/paste: set QT_QUICK_BACKEND=software then press ENTER
- copy/paste: "C:\Program Files\MuseScore 4\bin\MuseScore4.exe" then press ENTER.
Can you test this build from https://github.com/musescore/MuseScore/pull/24313? It would also be very helpful if you could let us know what video card you have in your machine?
Can you test this build from #24313? It would also be very helpful if you could let us know what video card you have in your machine?
It also gave me a blank screen (I don't know if my antivirus played a role).
@T92G Can you try this build on your side? https://github.com/musescore/MuseScore/actions/runs/10634681512
I've tried the linked build (https://github.com/musescore/MuseScore/issues/24269#issuecomment-2321644856), but still get a blank screen.
Anything specific you need for debugging?
That's sad news. What you could do is:
- In Windows Explorer, enter
%LOCALAPPDATA%\MuseScorein the address bar - Create a ZIP archive of the
MuseScore4subfolder that you see there - Upload it here
Hopefully that gives us another clue. Thanks in advance!
Here are the files for release version 4.4.0 ms4.zip as well as for 4.4.1 development version ms4development.zip
I think developers need to know which backend was used. Can you attach zip once again?
- Go to development build (bin folder with MuseScore4.exe)
- CTRL+L (cursor will focus in address bar), then type
cmdand press ENTER - Copy/paste this string to opened terminal window and press ENTER:
set QSG_INFO=1&& "MuseScore4.exe" --debug
- Close Musescore and create zip archive as you did before and attach it here on github.
There should be string like
DEBUG | main_thread | Qt| Using QRhi with backend D3D11in log file.
Also you can try setting opengl backend and check if it works for you:
- copy/paste this string and press ENTER
set QSG_RHI_BACKEND=opengl&& "MuseScore4.exe" --debug
@T92G Can you also provide some details please?
- What is your environment? (connected monitor or internal display, display resolution, dpi scaling in Windows (100, 125,150..%))
- Are you using default location for 4.4 installation (Program Files) ?
- Does your user name in Windows contain some specific symbols (specific to Spanish) or space (you can find it here C:\Users\your user name)?
I think developers need to know which backend was used. Can you attach zip once again? set QSG_INFO=1&& "MuseScore4.exe" --debug
Here's a new zip after a run with --debug parameter. Quite a few error messages are included now:
ms4development2.zip
Also you can try setting opengl backend and check if it works for you: set QSG_RHI_BACKEND=opengl&& "MuseScore4.exe" --debug
This DOES work for me :-)
(BTW: Thanks for the detailed descriptions on how to run MuseScore with different parameters.)
Thank you! Based on provided logs I can assume that in your case backend D3D11 is used (this is default backend for qt6):
2024-08-31T11:59:37.150 | DEBUG | main_thread | Qt | Using QRhi with backend D3D11
Graphics API debug/validation layers: 0
QRhi profiling and debug markers: 0
Shader/pipeline cache collection: 0
2024-08-31T11:59:37.150 | DEBUG | main_thread | Qt | threaded render loop
2024-08-31T11:59:37.151 | DEBUG | main_thread | Qt | Using sg animation driver
2024-08-31T11:59:37.151 | DEBUG | main_thread | Qt | Animation Driver: using vsync: 16.68 ms
and this backend failed with ATI Radeon HD 4600 Series:
2024-08-31T11:59:37.415 | DEBUG | 3244 | Qt | Using sg animation driver
2024-08-31T11:59:37.415 | DEBUG | 3244 | Qt | Animation Driver: using vsync: 16.68 ms
2024-08-31T11:59:37.416 | DEBUG | 3244 | Qt | DXGI 1.2 = true, FLIP_DISCARD swapchain supported = true
2024-08-31T11:59:37.416 | DEBUG | 3244 | Qt | Adapter 0: 'ATI Radeon HD 4600 Series' (vendor 0x1002 device 0x9490 flags 0x0)
2024-08-31T11:59:37.416 | DEBUG | 3244 | Qt | using this adapter
2024-08-31T11:59:37.416 | DEBUG | 3244 | Qt | Adapter 1: 'Microsoft Basic Render Driver' (vendor 0x1414 device 0x8C flags 0x2)
2024-08-31T11:59:37.443 | DEBUG | 3244 | Qt | MSAA sample count for the swapchain is 1. Alpha channel requested = yes.
2024-08-31T11:59:37.443 | DEBUG | 3244 | Qt | rhi texture atlas dimensions: 2048x2048
2024-08-31T11:59:37.454 | WARN | 3244 | Qt | Failed to create vertex shader: Error 0x80070057: Falscher Parameter.
2024-08-31T11:59:37.454 | WARN | 3244 | Qt | Failed to build graphics pipeline state
2024-08-31T11:59:37.455 | WARN | 3244 | Qt | Failed to create vertex shader: Error 0x80070057: Falscher Parameter.
2024-08-31T11:59:37.455 | WARN | 3244 | Qt | Failed to build graphics pipeline state
...
I hope this information is useful for developers.
Also I wonder if there is any difference in using software backend or opengl.
Thank you very much for the information, it will help a lot! We have already added a detective error with graphics and automatic switching on the software. But it seems that it does not work as expected, it does not reproduce for us, so we cannot debug this solution ourselves. Your logs provide information on what the problem might be, on Monday we will continue to solve this problem.
Thanks for your dedicated work on it! Let me know when I shall test with a new build or when I can provide you further insights for analysis.
Just in case this is good to know, My system works fine without changes, but when I run the below command, MuseScore still starts as normal but I no longer get to see preview of the scores in the score dialog. The scores can still be opened as normal and the rest seems to work okay.
set QT_QUICK_BACKEND=software&&"C:\Program Files\MuseScore 4\bin\MuseScore4.exe"
@moving-bits please try this build https://github.com/musescore/MuseScore/actions/runs/10669249340?pr=24377
This build fixes the display of some elements (for example, plugins, avatar) in software mode. (except for floating panels) https://github.com/musescore/MuseScore/actions/runs/10669249340
@moving-bits please try this build musescore/MuseScore/actions/runs/10669249340?pr=24377
Good news: This build does start on my machine. From the logfile I guess it reverts to "software" backend after having detected some GS errors. Logfiles are here: ms4development.zip
We found that the software backend does not work perfectly, there is a issuess... so our research is not finished yet
@moving-bits please check this build https://github.com/musescore/MuseScore/actions/runs/10685193103?pr=24407
and add logs
In the previous solution, we immediately switched in the software. In the new solution, we go through the graphic APIs one by one
For Windows, the typical situation is as follows:
- Direct3D11 - default Api (there are problems)
- OpenGL - we are doing a check, maybe it will work for you..
- Software - used if others do not work
Thanks for the update. The build does work for me, it uses "OpenGL" on my system.
First program start takes "quite some time" (> 10s?), subsequent starts are significantly faster (more like 3-4s), both with --debug parameter applied.
Confirmed as fixed (here and on the forum)