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Assert trying to render the 2.80 splash image
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Description

System Information
Operating system: Windows-10-10.0.17134 64 Bits
Graphics card: GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 425.25

Blender Version
Broken: version: 2.80 (sub 74), branch: master (modified), commit date: 2019-07-10 15:05, hash: rBbb7b741d2f1c

Short description of error
Assert in Hair BVH code trying to render the 2.80 splash image.

Exact steps for others to reproduce the error
This is on a WIndows 10 system with 16GB of RAM, CPU rendering as setup in the .blend. I thought it was some sort of memory exhaustion that was causing Blender to silently exit about 20% through the rendering process as that happened every time I tried to render it. So I did a debug build and after an hour or so I got an assert (details below).

To try to reproduce, just get the splash image .blend from https://cloud.blender.org/p/gallery/5d2607ee6b3001d49bab798a open it and hit F12. For me the RC equivalent version here quits silently at ~20%-30% of the way through the render.

I don't know if the failure point is deterministic as I've only had time to run the debug build once. @Harley Acheson (harley) tried the same thing and got a failure after a similar time but wasn't able to get information out of his debugger.

The debug build hits the assert at ob_traversal.h:249:

          traversal_stack[stack_ptr].addr = c3;
          traversal_stack[stack_ptr].dist = d3;
          ++stack_ptr;
          kernel_assert(stack_ptr < BVH_OSTACK_SIZE);

(stack_ptr is 768 at the assert)

Here's the stack trace out of VS Code:

blender.exe!issue_debug_notification(const wchar_t * const message) Line 28 (c:\Users\Gavin\AppData\Local\Programs\Microsoft VS Code\minkernel\crts\ucrt\src\appcrt\internal\report_runtime_error.cpp:28)
blender.exe!__acrt_report_runtime_error(const wchar_t * message) Line 154 (c:\Users\Gavin\AppData\Local\Programs\Microsoft VS Code\minkernel\crts\ucrt\src\appcrt\internal\report_runtime_error.cpp:154)
blender.exe!abort() Line 61 (c:\Users\Gavin\AppData\Local\Programs\Microsoft VS Code\minkernel\crts\ucrt\src\appcrt\startup\abort.cpp:61)
blender.exe!common_assert_to_stderr_direct(const wchar_t * const expression, const wchar_t * const file_name, const unsigned int line_number) Line 161 (c:\Users\Gavin\AppData\Local\Programs\Microsoft VS Code\minkernel\crts\ucrt\src\appcrt\startup\assert.cpp:161)
blender.exe!common_assert_to_stderr<wchar_t>(const wchar_t * const expression, const wchar_t * const file_name, const unsigned int line_number) Line 179 (c:\Users\Gavin\AppData\Local\Programs\Microsoft VS Code\minkernel\crts\ucrt\src\appcrt\startup\assert.cpp:179)
blender.exe!common_assert<wchar_t>(const wchar_t * const expression, const wchar_t * const file_name, const unsigned int line_number, void * const return_address) Line 420 (c:\Users\Gavin\AppData\Local\Programs\Microsoft VS Code\minkernel\crts\ucrt\src\appcrt\startup\assert.cpp:420)
blender.exe!_wassert(const wchar_t * expression, const wchar_t * file_name, unsigned int line_number) Line 444 (c:\Users\Gavin\AppData\Local\Programs\Microsoft VS Code\minkernel\crts\ucrt\src\appcrt\startup\assert.cpp:444)
blender.exe!ccl::OBVH_bvh_intersect_hair(ccl::KernelGlobals * kg, const ccl::Ray * ray, ccl::Intersection * isect, const unsigned int visibility) Line 249 (g:\bdev\blender\intern\cycles\kernel\bvh\obvh_traversal.h:249)
blender.exe!ccl::bvh_intersect_hair(ccl::KernelGlobals * kg, const ccl::Ray * ray, ccl::Intersection * isect, const unsigned int visibility) Line 348 (g:\bdev\blender\intern\cycles\kernel\bvh\bvh_traversal.h:348)
blender.exe!ccl::scene_intersect(ccl::KernelGlobals * kg, const ccl::Ray ray, const unsigned int visibility, ccl::Intersection * isect) Line 220 (g:\bdev\blender\intern\cycles\kernel\bvh\bvh.h:220)
blender.exe!ccl::kernel_path_scene_intersect(ccl::KernelGlobals * kg, ccl::PathState * state, ccl::Ray * ray, ccl::Intersection * isect, ccl::PathRadiance * L) Line 68 (g:\bdev\blender\intern\cycles\kernel\kernel_path.h:68)
blender.exe!ccl::kernel_path_integrate(ccl::KernelGlobals * kg, ccl::PathState * state, ccl::float3 throughput, ccl::Ray * ray, ccl::PathRadiance * L, float * buffer, ccl::ShaderData * emission_sd) Line 533 (g:\bdev\blender\intern\cycles\kernel\kernel_path.h:533)
blender.exe!ccl::kernel_path_trace(ccl::KernelGlobals * kg, float * buffer, int sample, int x, int y, int offset, int stride) Line 675 (g:\bdev\blender\intern\cycles\kernel\kernel_path.h:675)
blender.exe!ccl::kernel_cpu_avx2_path_trace(ccl::KernelGlobals * kg, float * buffer, int sample, int x, int y, int offset, int stride) Line 93 (g:\bdev\blender\intern\cycles\kernel\kernels\cpu\kernel_cpu_impl.h:93)
blender.exe!ccl::CPUDevice::path_trace(ccl::DeviceTask & task, ccl::RenderTile & tile, ccl::KernelGlobals * kg) Line 846 (g:\bdev\blender\intern\cycles\device\device_cpu.cpp:846)
blender.exe!ccl::CPUDevice::thread_render(ccl::DeviceTask & task) Line 928 (g:\bdev\blender\intern\cycles\device\device_cpu.cpp:928)
blender.exe!ccl::CPUDevice::thread_run(ccl::DeviceTask * task) Line 506 (g:\bdev\blender\intern\cycles\device\device_cpu.cpp:506)
blender.exe!std::_Invoker_pmf_pointer::_Call<void (__cdecl ccl::CPUDevice::*)(ccl::DeviceTask *),ccl::CPUDevice * &,ccl::CPUDevice::CPUDeviceTask * &>(void(ccl::CPUDevice::*)(ccl::DeviceTask *) _Pmf, ccl::CPUDevice * & _Arg1, ccl::CPUDevice::CPUDeviceTask * & <_Args2_0>) (Unknown Source:0)
blender.exe!std::invoke<void (__cdecl ccl::CPUDevice::*&)(ccl::DeviceTask *),ccl::CPUDevice * &,ccl::CPUDevice::CPUDeviceTask * &>(void(ccl::CPUDevice::*)(ccl::DeviceTask *) & _Obj, ccl::CPUDevice * & <_Args_0>, ccl::CPUDevice::CPUDeviceTask * & <_Args_1>) (Unknown Source:0)
blender.exe!std::_Invoker_ret<std::_Unforced,0>::_Call<void (__cdecl ccl::CPUDevice::*&)(ccl::DeviceTask *),ccl::CPUDevice * &,ccl::CPUDevice::CPUDeviceTask * &>(void(ccl::CPUDevice::*)(ccl::DeviceTask *) & <_Vals_0>, ccl::CPUDevice * & <_Vals_1>, ccl::CPUDevice::CPUDeviceTask * & <_Vals_2>) (Unknown Source:0)

Event Timeline

I was able to render on GPU, on a CPU it did crash.


System Information
Operating system: Windows-10-10.0.16299 64 Bits
Procesor Intel(R) Core(TM) i7-7700K CPU @ 4.20GHz, 4201 MHz
Graphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.67
Blender Version
Broken: version: 2.80 (sub 74), branch: master, commit date: 2019-07-10 23:46, hash: rB676543d91f5c

I tested that scene file on my laptop and it renders fine. The memory consumption is about 20GB of RAM and 10GB of VRAM during the scene's rendering with tiles at 64x64, on a Windows 10 Pro 64bit OS, with Nvidia GeForce GTX 1070 (8GB VRAM), and Blender 2.80 (Hash: 12ceea04344a, 10/07/2019).

Brecht Van Lommel (brecht) lowered the priority of this task from Needs Triage by Developer to Confirmed, High.