Crash when playback preview rendering volume in cycles possibly due to overload #67076

Closed
opened 2019-07-16 20:06:51 +02:00 by Dont Want · 26 comments

System Information
Operating system: Windows-10-10.0.17763 64 Bits
Graphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86

Blender Version
Broken: version: 2.80 (sub 74), branch: master, commit date: 2019-07-11 13:50, hash: 06312c6d2d
Worked: (optional)

Short description of error
When I playback my smoke simulation in cycles preview rendered view it can't render the frames as fast as it needs to which leads to a crash.

Exact steps for others to reproduce the error

  1. open untitled.blend
  2. bake simulation/let it run into cache
  3. rendered view
  4. play
  5. crash happens around frame 150-200 (if this doesn't happen, zoom further into the smoke to generate more load)

blender.exe: EXCEPTION_ACCESS_VIOLATION at 0x00007FF7D69FXXXX (last digits are different every time)

**System Information** Operating system: Windows-10-10.0.17763 64 Bits Graphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86 **Blender Version** Broken: version: 2.80 (sub 74), branch: master, commit date: 2019-07-11 13:50, hash: `06312c6d2d` Worked: (optional) **Short description of error** When I playback my smoke simulation in cycles preview rendered view it can't render the frames as fast as it needs to which leads to a crash. **Exact steps for others to reproduce the error** 1. open [untitled.blend](https://archive.blender.org/developer/F7613395/untitled.blend) 2. bake simulation/let it run into cache 3. rendered view 4. play 5. crash happens around frame 150-200 (if this doesn't happen, zoom further into the smoke to generate more load) blender.exe: EXCEPTION_ACCESS_VIOLATION at 0x00007FF7D69FXXXX (last digits are different every time)
Author

Added subscriber: @McLP

Added subscriber: @McLP

Added subscriber: @dark999

Added subscriber: @dark999

this bug is not reproducible on OpenSUSe Tumbleweed linux CPU AMD FX8350, 16G ram, GPU Nvidia GTX690

System-Info_blender-2.80-af51988115d4.txt

i played simulation for more than 10 minute and it is not crash or error

.blend file was setting for CPU Cycles rendering, i test this file with GPU Cycles rendering, same result

this bug is not reproducible on OpenSUSe Tumbleweed linux CPU AMD FX8350, 16G ram, GPU Nvidia GTX690 [System-Info_blender-2.80-af51988115d4.txt](https://archive.blender.org/developer/F7613628/System-Info_blender-2.80-af51988115d4.txt) i played simulation for more than 10 minute and it is not crash or error .blend file was setting for CPU Cycles rendering, i test this file with GPU Cycles rendering, same result
Author

Tomorrow I'll try it myself on more PCs and systems. my cpu is a little older (FX6300 iirc) but I think it may have something to do with windows.

Tomorrow I'll try it myself on more PCs and systems. my cpu is a little older (FX6300 iirc) but I think it may have something to do with windows.

or maybe some kind of hardware problem like ram or power supply or a bad overclock configuration if you use it

or maybe some kind of hardware problem like ram or power supply or a bad overclock configuration if you use it

Added subscriber: @ZedDB

Added subscriber: @ZedDB

Let us know how it goes. (I can't reproduce this on my end either)

Let us know how it goes. (I can't reproduce this on my end either)
Author

I'd wonder if it was a hardware problem since I don't have any other issues. but I can't reproduce on my laptop either. but it is neither a ram nor a vram problem, they are doing just fine. can I get blender to output a more detailed crash report?

I'd wonder if it was a hardware problem since I don't have any other issues. but I can't reproduce on my laptop either. but it is neither a ram nor a vram problem, they are doing just fine. can I get blender to output a more detailed crash report?

You will have to compile blender yourself to get a debug build.

What CPU do you have? Does your CPU pass some stresstests?

You will have to compile blender yourself to get a debug build. What CPU do you have? Does your CPU pass some stresstests?
Author

my cpu/gpu/ram are passing stresstests (did prime95,FurMark,etc). when i run the blender_debug_gpu.cmd, the last lines are always similar to this (crash occurs when mapping memory (but not the first time, only later), always same address now):

GL API other: Buffer detailed info: Buffer object 2 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (1), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (2), and GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 2 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (1), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (2), and GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 2 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (1), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (2), and GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL GPUTexture: create : TEXTURE_2D, RGBA8, w : 1, h : 1, d : 0, comp : 4, size : 0.00 MiB
API other: Buffer detailed info: Buffer object 2 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (1), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (2), and GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 2 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (1), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (2), and GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 2 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (1), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (2), and GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 2 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (1), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (2), and GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 2 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 1 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 1 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
Error   : EXCEPTION_ACCESS_VIOLATION
Address : 0x00007FF6E0D839B3
Module  : D:\Downloads\blender-2.80rc1-windows64\blender-2.80rc1-windows64\blender.exe
my cpu/gpu/ram are passing stresstests (did prime95,FurMark,etc). when i run the blender_debug_gpu.cmd, the last lines are always similar to this (crash occurs when mapping memory (but not the first time, only later), always same address now): ``` GL API other: Buffer detailed info: Buffer object 2 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (1), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (2), and GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations. GL API other: Buffer detailed info: Buffer object 2 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (1), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (2), and GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations. GL API other: Buffer detailed info: Buffer object 2 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (1), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (2), and GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations. GL GPUTexture: create : TEXTURE_2D, RGBA8, w : 1, h : 1, d : 0, comp : 4, size : 0.00 MiB API other: Buffer detailed info: Buffer object 2 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (1), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (2), and GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations. GL API other: Buffer detailed info: Buffer object 2 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (1), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (2), and GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations. GL API other: Buffer detailed info: Buffer object 2 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (1), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (2), and GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations. GL API other: Buffer detailed info: Buffer object 2 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (1), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (2), and GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations. GL API other: Buffer detailed info: Buffer object 2 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations. GL API other: Buffer detailed info: Buffer object 1 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast). GL API other: Buffer detailed info: Buffer object 1 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast). Error : EXCEPTION_ACCESS_VIOLATION Address : 0x00007FF6E0D839B3 Module : D:\Downloads\blender-2.80rc1-windows64\blender-2.80rc1-windows64\blender.exe ```

Just to be sure, does this happen with the latest blender beta? https://builder.blender.org/download/

Just to be sure, does this happen with the latest blender beta? https://builder.blender.org/download/
Author

still happens on RC2

still happens on RC2
Author

but it does not crash in debug mode, only in normal use. That's wierd.

but it does not crash in debug mode, only in normal use. That's wierd.
Author

Oh, it does, but it takes a lot more efford to overload.

GL API other: Buffer detailed info: Buffer object 2 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (1), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (2), and GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 2 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (1), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (2), and GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 2 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 1 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 1 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GPUTexture: create : TEXTURE_2D, RGBA8, w : 1, h : 1, d : 0, comp : 4, size : 0.00 MiB
Noise tile file 'C:\Users\Lars\AppData\Local\Temp\blender_a04524\noise.wavelets' loaded.
Error   : EXCEPTION_ACCESS_VIOLATION
Address : 0x00007FF641D70103
Module  : D:\Downloads\blender-2.80rc2-windows64\blender-2.80rc2-windows64\blender.exe
GL API other: 
Oh, it does, but it takes a lot more efford to overload. ``` GL API other: Buffer detailed info: Buffer object 2 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (1), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (2), and GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations. GL API other: Buffer detailed info: Buffer object 2 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (1), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (2), and GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations. GL API other: Buffer detailed info: Buffer object 2 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations. GL API other: Buffer detailed info: Buffer object 1 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast). GL API other: Buffer detailed info: Buffer object 1 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast). GPUTexture: create : TEXTURE_2D, RGBA8, w : 1, h : 1, d : 0, comp : 4, size : 0.00 MiB Noise tile file 'C:\Users\Lars\AppData\Local\Temp\blender_a04524\noise.wavelets' loaded. Error : EXCEPTION_ACCESS_VIOLATION Address : 0x00007FF641D70103 Module : D:\Downloads\blender-2.80rc2-windows64\blender-2.80rc2-windows64\blender.exe GL API other: ```
Author

another log... I needed to rotate the view to the following position and zoom in a bit to get a crash. grafik.png

GL API other: Buffer detailed info: Buffer object 2 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (1), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (2), and GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 2 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (1), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (2), and GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 2 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (1), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (2), and GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 2 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (1), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (2), and GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 2 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 1 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 1 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GPUTexture: create : TEXTURE_2D, RGBA8, w : 1, h : 1, d : 0, comp : 4, size : 0.00 MiB
Error   : EXCEPTION_ACCESS_VIOLATION
Address : 0x00007FF641D7242D
Module  : D:\Downloads\blender-2.80rc2-windows64\blender-2.80rc2-windows64\blender.exe
another log... I needed to rotate the view to the following position and zoom in a bit to get a crash. ![grafik.png](https://archive.blender.org/developer/F7618222/grafik.png) ``` GL API other: Buffer detailed info: Buffer object 2 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (1), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (2), and GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations. GL API other: Buffer detailed info: Buffer object 2 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (1), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (2), and GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations. GL API other: Buffer detailed info: Buffer object 2 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (1), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (2), and GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations. GL API other: Buffer detailed info: Buffer object 2 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (1), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (2), and GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations. GL API other: Buffer detailed info: Buffer object 2 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations. GL API other: Buffer detailed info: Buffer object 1 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast). GL API other: Buffer detailed info: Buffer object 1 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast). GPUTexture: create : TEXTURE_2D, RGBA8, w : 1, h : 1, d : 0, comp : 4, size : 0.00 MiB Error : EXCEPTION_ACCESS_VIOLATION Address : 0x00007FF641D7242D Module : D:\Downloads\blender-2.80rc2-windows64\blender-2.80rc2-windows64\blender.exe ```
Author

sorry for postig so many messages, i think i found another clue now - shortly before the crash, the frame rate goes up to about 20-60fps while it is not showing any new frames and before the crash it would at maximum be around 5-15 fps. edit: not only shortly before but sometimes a bit longer. but it does not crash at low fps.

sorry for postig so many messages, i think i found another clue now - shortly before the crash, the frame rate goes up to about 20-60fps while it is not showing any new frames and before the crash it would at maximum be around 5-15 fps. edit: not only shortly before but sometimes a bit longer. but it does not crash at low fps.
Author

btw, I just tried it with blender 2.80 (not rc) on my laptop (Lenovo X230, not the pc I first encountered it). still crashes.

btw, I just tried it with blender 2.80 (not rc) on my laptop (Lenovo X230, not the pc I first encountered it). still crashes.

Added subscriber: @iss

Added subscriber: @iss

Changed status from 'Needs Developer To Reproduce' to: 'Confirmed'

Changed status from 'Needs Developer To Reproduce' to: 'Confirmed'

I was able to reproduce this only in release build. I wasn't able to build smoke cache in debug

I was able to reproduce this only in release build. I wasn't able to build smoke cache in debug

Added subscriber: @mont29

Added subscriber: @mont29

@iss would still be useful to have a minimal backtrace to identify in which part of the code it happens I guess?

@iss would still be useful to have a minimal backtrace to identify in which part of the code it happens I guess?

Backtrace to crash:

>	blender.exe!ccl::`anonymous namespace'::kernel_tex_image_interp_3d(ccl::KernelGlobals * kg, int id, float x, float y, float z, ccl::InterpolationType interp) Line 522	C++

 	blender.exe!ccl::volume_attribute_float3(ccl::KernelGlobals * kg, const ccl::ShaderData * sd, const ccl::AttributeDescriptor desc) Line 70	C++
 	[Vložený rámec] blender.exe!ccl::primitive_volume_attribute_float3(ccl::KernelGlobals *) Line 244	C++
 	blender.exe!ccl::svm_node_principled_volume(ccl::KernelGlobals * kg, ccl::ShaderData * sd, float * stack, ccl::uint4 node, ccl::ShaderType shader_type, int path_flag, int * offset) Line 1073	C++
 	blender.exe!ccl::svm_eval_nodes(ccl::KernelGlobals * kg, ccl::ShaderData * sd, ccl::PathState * state, float * buffer, ccl::ShaderType type, int path_flag) Line 380	C++
 	[Vložený rámec] blender.exe!ccl::shader_eval_volume(ccl::KernelGlobals * stack, ccl::ShaderData * path_flag, ccl::PathState *) Line 1323	C++
 	[Vložený rámec] blender.exe!ccl::volume_shader_sample(ccl::KernelGlobals *) Line 67	C++
 	blender.exe!ccl::kernel_volume_decoupled_record(ccl::KernelGlobals * kg, ccl::PathState * state, ccl::Ray * ray, ccl::ShaderData * sd, ccl::VolumeSegment * segment, bool heterogeneous) Line 807	C++
 	blender.exe!ccl::kernel_path_trace(ccl::KernelGlobals * kg, float * buffer, int sample, int x, int y, int offset, int stride) Line 691	C++
 	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	C++
 	blender.exe!ccl::CPUDevice::path_trace(ccl::DeviceTask & task, ccl::RenderTile & tile, ccl::KernelGlobals * kg) Line 847	C++
 	blender.exe!ccl::CPUDevice::thread_render(ccl::DeviceTask & task) Line 935	C++
 	blender.exe!ccl::CPUDevice::thread_run(ccl::DeviceTask * task) Line 513	C++
 	[Externí kód]	
 	[Vložený rámec] blender.exe!std::_Func_class<void,int>::operator()(int <_Args_0>) Line 969	C++
 	blender.exe!ccl::TaskScheduler::thread_run(int thread_id) Line 399	C++
 	[Externí kód]	
 	[Vložený rámec] blender.exe!std::_Func_class<void>::operator()() Line 969	C++
 	blender.exe!ccl::thread::run(void * arg) Line 53	C++
 	[Externí kód]	

Got this using RelWithDebInfo, in debug this file barely renders...

Backtrace to crash: ``` > blender.exe!ccl::`anonymous namespace'::kernel_tex_image_interp_3d(ccl::KernelGlobals * kg, int id, float x, float y, float z, ccl::InterpolationType interp) Line 522 C++ blender.exe!ccl::volume_attribute_float3(ccl::KernelGlobals * kg, const ccl::ShaderData * sd, const ccl::AttributeDescriptor desc) Line 70 C++ [Vložený rámec] blender.exe!ccl::primitive_volume_attribute_float3(ccl::KernelGlobals *) Line 244 C++ blender.exe!ccl::svm_node_principled_volume(ccl::KernelGlobals * kg, ccl::ShaderData * sd, float * stack, ccl::uint4 node, ccl::ShaderType shader_type, int path_flag, int * offset) Line 1073 C++ blender.exe!ccl::svm_eval_nodes(ccl::KernelGlobals * kg, ccl::ShaderData * sd, ccl::PathState * state, float * buffer, ccl::ShaderType type, int path_flag) Line 380 C++ [Vložený rámec] blender.exe!ccl::shader_eval_volume(ccl::KernelGlobals * stack, ccl::ShaderData * path_flag, ccl::PathState *) Line 1323 C++ [Vložený rámec] blender.exe!ccl::volume_shader_sample(ccl::KernelGlobals *) Line 67 C++ blender.exe!ccl::kernel_volume_decoupled_record(ccl::KernelGlobals * kg, ccl::PathState * state, ccl::Ray * ray, ccl::ShaderData * sd, ccl::VolumeSegment * segment, bool heterogeneous) Line 807 C++ blender.exe!ccl::kernel_path_trace(ccl::KernelGlobals * kg, float * buffer, int sample, int x, int y, int offset, int stride) Line 691 C++ 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 C++ blender.exe!ccl::CPUDevice::path_trace(ccl::DeviceTask & task, ccl::RenderTile & tile, ccl::KernelGlobals * kg) Line 847 C++ blender.exe!ccl::CPUDevice::thread_render(ccl::DeviceTask & task) Line 935 C++ blender.exe!ccl::CPUDevice::thread_run(ccl::DeviceTask * task) Line 513 C++ [Externí kód] [Vložený rámec] blender.exe!std::_Func_class<void,int>::operator()(int <_Args_0>) Line 969 C++ blender.exe!ccl::TaskScheduler::thread_run(int thread_id) Line 399 C++ [Externí kód] [Vložený rámec] blender.exe!std::_Func_class<void>::operator()() Line 969 C++ blender.exe!ccl::thread::run(void * arg) Line 53 C++ [Externí kód] ``` Got this using RelWithDebInfo, in debug this file barely renders...

Added subscriber: @brecht

Added subscriber: @brecht

Changed status from 'Confirmed' to: 'Resolved'

Changed status from 'Confirmed' to: 'Resolved'
Brecht Van Lommel self-assigned this 2020-04-08 22:24:37 +02:00

This should be fixed by e6d0a43.

This should be fixed by e6d0a43.
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Reference: blender/blender#67076
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