CUDA invalid value error when using 2.15GB texture #70242

Closed
opened 2019-09-25 15:16:58 +02:00 by Chris Malcheski · 7 comments

System Information
Operating system: Windows 10 pro
Graphics card: nVidia RTX2080
64 Gb memory
Intel i9 9900k CPU

Blender Version
Broken: 2.80

Short description of error

cuda_is_crap.png Earth.blend stars.hdr Rendering with environment texture 16,000 x 9,000 hdri of star field. Rendering in cycles with GPU compute using (oh no) Cuda. Crashes, see attached image. My system has 64G of memory. There is no memory issue but Cuda creates an issue because it is trash.

Exact steps for others to reproduce the error

Render the scene as-is.

**System Information** Operating system: Windows 10 pro Graphics card: nVidia RTX2080 64 Gb memory Intel i9 9900k CPU **Blender Version** Broken: 2.80 **Short description of error** ![cuda_is_crap.png](https://archive.blender.org/developer/F7774567/cuda_is_crap.png) [Earth.blend](https://archive.blender.org/developer/F7774570/Earth.blend) [stars.hdr](https://archive.blender.org/developer/F7774571/stars.hdr) Rendering with environment texture 16,000 x 9,000 hdri of star field. Rendering in cycles with GPU compute using (oh no) Cuda. Crashes, see attached image. My system has 64G of memory. There is no memory issue but Cuda creates an issue because it is trash. **Exact steps for others to reproduce the error** Render the scene as-is.

Added subscriber: @CMalcheski

Added subscriber: @CMalcheski

Added subscriber: @brecht

Added subscriber: @brecht

This texture takes up 2.15GB of memory (since it needs to be uncompressed for rendering).

Windows WDDM seems to impose a limit of 2GB on individual allocations for some graphics cards, and I'm guessing that is what is happening here.

The simple workaround is to use a smaller texture, there's no need for environment textures to be that high resolution in most cases.

Can you verify if a smaller resolution texture works, so we can confirm it is related to that?

We may be able to automatically detect such cases and instead allocate the texture on slower CPU memory then. But I couldn't immediately find the API to check that, if it exists.

This texture takes up 2.15GB of memory (since it needs to be uncompressed for rendering). Windows WDDM seems to impose a limit of 2GB on individual allocations for some graphics cards, and I'm guessing that is what is happening here. The simple workaround is to use a smaller texture, there's no need for environment textures to be that high resolution in most cases. Can you verify if a smaller resolution texture works, so we can confirm it is related to that? We may be able to automatically detect such cases and instead allocate the texture on slower CPU memory then. But I couldn't immediately find the API to check that, if it exists.
Brecht Van Lommel changed title from Again With Cuda to CUDA invalid value error when using 2.15GB texture 2019-09-25 15:59:58 +02:00

Added subscriber: @mont29

Added subscriber: @mont29

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Bastien Montagne self-assigned this 2019-10-14 12:02:50 +02:00

More than a week without reply or activity. Due to the policy of the tracker archiving for until required info/data are provided.

More than a week without reply or activity. Due to the policy of the tracker archiving for until required info/data are provided.

Smaller worked. This was an obvious pointer overflow within Cuda. The texture size crossed the limit of positive values for a 31-bit integer (bits 0-30 being the value; bit 31 being the sign bit). With bit 31 set, pointers were being treated as negative numbers. Why are they using 32-bit ANYTHING with today's cards? Oh well. Now it's known that limit exists. This is why I hate high level languages.

[EDIT: "float" changed to "integer."]

Smaller worked. This was an obvious pointer overflow within Cuda. The texture size crossed the limit of positive values for a 31-bit integer (bits 0-30 being the value; bit 31 being the sign bit). With bit 31 set, pointers were being treated as negative numbers. Why are they using 32-bit ANYTHING with today's cards? Oh well. Now it's known that limit exists. This is why I hate high level languages. [EDIT: "float" changed to "integer."]
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Reference: blender/blender#70242
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