Crash rendering with lighting cache #81740

Closed
opened 2020-10-15 16:44:18 +02:00 by Armin Hess · 19 comments

System Information
Operating system: w10 on various computers
Graphics card: nvidia various

Blender Version
Broken: 2.90.1 2020-09-23 & 2.91.0 2020-10-14
Worked: 2.83.7

Short description of error
Animated array crashes at a specific frame with Evee

Exact steps for others to reproduce the error
12test02.blend
Open file, render frame 188

Crash happens only in release build, reproducibility may not be 100%, but it is high.
After deleting Lighting cache I don't get crash anymore.

**System Information** Operating system: w10 on various computers Graphics card: nvidia various **Blender Version** Broken: 2.90.1 2020-09-23 & 2.91.0 2020-10-14 Worked: 2.83.7 **Short description of error** Animated array crashes at a specific frame with Evee **Exact steps for others to reproduce the error** [12test02.blend](https://archive.blender.org/developer/F8994815/12test02.blend) Open file, render frame 188 Crash happens only in release build, reproducibility may not be 100%, but it is high. After deleting Lighting cache I don't get crash anymore.
Author

Added subscriber: @mingoo

Added subscriber: @mingoo
Member

Added subscriber: @HooglyBoogly

Added subscriber: @HooglyBoogly
Member

Changed status from 'Needs Triage' to: 'Needs User Info'

Changed status from 'Needs Triage' to: 'Needs User Info'
Member

I don't see a file here. Did you forget to upload it to the report?

I don't see a file here. Did you forget to upload it to the report?
Author

Changed status from 'Needs User Info' to: 'Needs Triage'

Changed status from 'Needs User Info' to: 'Needs Triage'
Author

sry, did not upload properly

sry, did not upload properly
Member

Changed status from 'Needs Triage' to: 'Needs User Info'

Changed status from 'Needs Triage' to: 'Needs User Info'
Member

That file is quite large. Is it a minimal file in order to reproduce the crash? In other words, could you remove every object, texture, etc that you can without fixing the crash?

This will make it a lot quicker to address the problem. Also, people fixing bugs have to download a lot of these files, if each file was >100 MB that would get out of hand quite quickly.

That file is quite large. Is it a minimal file in order to reproduce the crash? In other words, could you remove every object, texture, etc that you can without fixing the crash? This will make it a lot quicker to address the problem. Also, people fixing bugs have to download a lot of these files, if each file was >100 MB that would get out of hand quite quickly.
Author

puh, original file was huge, spent ages to isolate it to one object, found no orphaned data, will try.

puh, original file was huge, spent ages to isolate it to one object, found no orphaned data, will try.
Member

If you can't isolate it anymore that's fine, I just wanted to make sure you had thought about that.

If you can't isolate it anymore that's fine, I just wanted to make sure you had thought about that.
Author

Good question, here is the smallest i can do...12test03.blend
Copying the bad object to another file fixes the issue btw.

Good question, here is the smallest i can do...[12test03.blend](https://archive.blender.org/developer/F8995144/12test03.blend) Copying the bad object to another file fixes the issue btw.
Member

Changed status from 'Needs User Info' to: 'Needs Developer To Reproduce'

Changed status from 'Needs User Info' to: 'Needs Developer To Reproduce'
Member

Hah, you managed to shave 1MB off, nice. I can't tell what makes this file so large, it seems to be quite simple. But anyway, I can't make this crash on Linux, (Kernel 5.8, Fedora 32) even when rendering.

Hah, you managed to shave 1MB off, nice. I can't tell what makes this file so large, it seems to be quite simple. But anyway, I can't make this crash on Linux, (Kernel 5.8, Fedora 32) even when rendering.

Added subscriber: @iss

Added subscriber: @iss

I've got crash in quite strange place(to me at least):

 	atio6axx.dll!00007ffffa09dc49()	Unknown
 	atio6axx.dll!00007ffffa322547()	Unknown
 	atio6axx.dll!00007ffffa8f3dde()	Unknown
 	atio6axx.dll!00007ffffa8f4d5b()	Unknown
 	atio6axx.dll!00007ffffa8f4ba4()	Unknown
 	atio6axx.dll!00007ffffa950e5c()	Unknown
 	atio6axx.dll!00007ffff96569ee()	Unknown
 	atio6axx.dll!00007ffffa2f4a20()	Unknown
 	atio6axx.dll!00007ffffa2f4744()	Unknown
 	atio6axx.dll!00007ffffa2f8ec6()	Unknown
 	atio6axx.dll!00007ffff9598738()	Unknown
 	opengl32.dll!00007ff812951924()	Unknown
>	[Inline Frame] blender.exe!GHOST_ContextWGL::{dtor}() Line 86	C++

 	blender.exe!GHOST_ContextWGL::`scalar deleting destructor'(unsigned int)	C++
 	blender.exe!GHOST_SystemWin32::disposeContext(GHOST_IContext * context) Line 428	C++
 	[Inline Frame] blender.exe!RE_gl_context_destroy(Render *) Line 1104	C
 	blender.exe!RE_CleanAfterRender(Render * re) Line 2697	C
 	blender.exe!RE_RenderFrame(Render * re, Main * bmain, Scene * scene, ViewLayer * single_layer, Object * camera_override, int frame, const bool write_still) Line 2058	C
 	blender.exe!render_startjob(void * rjv, short * stop, short * do_update, float * progress) Line 652	C
 	blender.exe!do_job_thread(void * job_v) Line 396	C

File is large due to lighting cache. After deleting cache I don't get crash.

I've got crash in quite strange place(to me at least): ``` atio6axx.dll!00007ffffa09dc49() Unknown atio6axx.dll!00007ffffa322547() Unknown atio6axx.dll!00007ffffa8f3dde() Unknown atio6axx.dll!00007ffffa8f4d5b() Unknown atio6axx.dll!00007ffffa8f4ba4() Unknown atio6axx.dll!00007ffffa950e5c() Unknown atio6axx.dll!00007ffff96569ee() Unknown atio6axx.dll!00007ffffa2f4a20() Unknown atio6axx.dll!00007ffffa2f4744() Unknown atio6axx.dll!00007ffffa2f8ec6() Unknown atio6axx.dll!00007ffff9598738() Unknown opengl32.dll!00007ff812951924() Unknown > [Inline Frame] blender.exe!GHOST_ContextWGL::{dtor}() Line 86 C++ blender.exe!GHOST_ContextWGL::`scalar deleting destructor'(unsigned int) C++ blender.exe!GHOST_SystemWin32::disposeContext(GHOST_IContext * context) Line 428 C++ [Inline Frame] blender.exe!RE_gl_context_destroy(Render *) Line 1104 C blender.exe!RE_CleanAfterRender(Render * re) Line 2697 C blender.exe!RE_RenderFrame(Render * re, Main * bmain, Scene * scene, ViewLayer * single_layer, Object * camera_override, int frame, const bool write_still) Line 2058 C blender.exe!render_startjob(void * rjv, short * stop, short * do_update, float * progress) Line 652 C blender.exe!do_job_thread(void * job_v) Line 396 C ``` File is large due to lighting cache. After deleting cache I don't get crash.

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

Changed status from 'Needs Developer To Reproduce' to: 'Confirmed'
Richard Antalik changed title from Crash with animated array modifier to Crash rendering with lighting cache 2020-10-16 00:31:26 +02:00

On another try, I've got bit different trace:

 	atio6axx.dll!00007ffffa8423f5()	Unknown
 	atio6axx.dll!00007ffffa27a805()	Unknown
 	atio6axx.dll!00007ffffa0d28c3()	Unknown
 	atio6axx.dll!00007ffffa0a1c30()	Unknown
 	atio6axx.dll!00007ffffa0a158e()	Unknown
 	atio6axx.dll!00007ffffa09a743()	Unknown
 	atio6axx.dll!00007ffff965cdc0()	Unknown
 	atio6axx.dll!00007ffff9d767e1()	Unknown
>	[Inline Frame] blender.exe!blender::gpu::GLVertBuf::bind() Line 97	C++

 	blender.exe!blender::gpu::GLVertBuf::upload_data() Line 99	C++
 	blender.exe!blender::gpu::GLVertArray::update_bindings(const unsigned int vao, const GPUBatch * batch_, const blender::gpu::ShaderInterface * interface, const int base_instance) Line 127	C++
 	blender.exe!blender::gpu::GLVaoCache::vao_get(GPUBatch * batch) Line 278	C++
 	[Inline Frame] blender.exe!blender::gpu::GLBatch::bind(int) Line 320	C++
 	blender.exe!blender::gpu::GLBatch::draw(int v_first, int v_count, int i_first, int i_count) Line 328	C++
 	[Inline Frame] blender.exe!draw_geometry_execute(DRWShadingGroup * inst_first, GPUBatch * inst_count, int baseinst_loc, int) Line 578	C
 	blender.exe!draw_call_single_do(DRWShadingGroup * shgroup, DRWCommandsState * state, GPUBatch * batch, unsigned int handle, int vert_first, int vert_count, int inst_first, int inst_count, bool do_base_instance) Line 815	C
 	[Inline Frame] blender.exe!draw_command_iter_step(DRWCommandIterator *) Line 728	C
 	blender.exe!draw_shgroup(DRWShadingGroup * shgroup, DRWState pass_state) Line 937	C
 	[Inline Frame] blender.exe!drw_draw_pass_ex(DRWPass * end_group, DRWShadingGroup *) Line 1092	C
 	blender.exe!DRW_draw_pass(DRWPass * pass) Line 1132	C
 	[Inline Frame] blender.exe!EEVEE_velocity_resolve(EEVEE_Data *) Line 462	C
 	blender.exe!EEVEE_draw_effects(EEVEE_ViewLayerData * sldata, EEVEE_Data * vedata) Line 483	C
 	blender.exe!EEVEE_render_draw(EEVEE_Data * vedata, RenderEngine * engine, RenderLayer * rl, const rcti * rect) Line 617	C
 	blender.exe!eevee_render_to_image(void * vedata, RenderEngine * engine, RenderLayer * render_layer, const rcti * rect) Line 561	C
 	blender.exe!DRW_render_to_image(RenderEngine * engine, Depsgraph * depsgraph) Line 1869	C
 	blender.exe!RE_engine_render(Render * re, int do_all) Line 880	C
 	[Inline Frame] blender.exe!do_render_3d(Render *) Line 1137	C
 	blender.exe!do_render(Render * re) Line 1217	C
 	blender.exe!do_render_composite(Render * re) Line 1354	C
 	blender.exe!do_render_all_options(Render * re) Line 1623	C
 	blender.exe!RE_RenderFrame(Render * re, Main * bmain, Scene * scene, ViewLayer * single_layer, Object * camera_override, int frame, const bool write_still) Line 2022	C
 	blender.exe!render_startjob(void * rjv, short * stop, short * do_update, float * progress) Line 652	C
 	blender.exe!do_job_thread(void * job_v) Line 396	C
 	[External Code]	
On another try, I've got bit different trace: ``` atio6axx.dll!00007ffffa8423f5() Unknown atio6axx.dll!00007ffffa27a805() Unknown atio6axx.dll!00007ffffa0d28c3() Unknown atio6axx.dll!00007ffffa0a1c30() Unknown atio6axx.dll!00007ffffa0a158e() Unknown atio6axx.dll!00007ffffa09a743() Unknown atio6axx.dll!00007ffff965cdc0() Unknown atio6axx.dll!00007ffff9d767e1() Unknown > [Inline Frame] blender.exe!blender::gpu::GLVertBuf::bind() Line 97 C++ blender.exe!blender::gpu::GLVertBuf::upload_data() Line 99 C++ blender.exe!blender::gpu::GLVertArray::update_bindings(const unsigned int vao, const GPUBatch * batch_, const blender::gpu::ShaderInterface * interface, const int base_instance) Line 127 C++ blender.exe!blender::gpu::GLVaoCache::vao_get(GPUBatch * batch) Line 278 C++ [Inline Frame] blender.exe!blender::gpu::GLBatch::bind(int) Line 320 C++ blender.exe!blender::gpu::GLBatch::draw(int v_first, int v_count, int i_first, int i_count) Line 328 C++ [Inline Frame] blender.exe!draw_geometry_execute(DRWShadingGroup * inst_first, GPUBatch * inst_count, int baseinst_loc, int) Line 578 C blender.exe!draw_call_single_do(DRWShadingGroup * shgroup, DRWCommandsState * state, GPUBatch * batch, unsigned int handle, int vert_first, int vert_count, int inst_first, int inst_count, bool do_base_instance) Line 815 C [Inline Frame] blender.exe!draw_command_iter_step(DRWCommandIterator *) Line 728 C blender.exe!draw_shgroup(DRWShadingGroup * shgroup, DRWState pass_state) Line 937 C [Inline Frame] blender.exe!drw_draw_pass_ex(DRWPass * end_group, DRWShadingGroup *) Line 1092 C blender.exe!DRW_draw_pass(DRWPass * pass) Line 1132 C [Inline Frame] blender.exe!EEVEE_velocity_resolve(EEVEE_Data *) Line 462 C blender.exe!EEVEE_draw_effects(EEVEE_ViewLayerData * sldata, EEVEE_Data * vedata) Line 483 C blender.exe!EEVEE_render_draw(EEVEE_Data * vedata, RenderEngine * engine, RenderLayer * rl, const rcti * rect) Line 617 C blender.exe!eevee_render_to_image(void * vedata, RenderEngine * engine, RenderLayer * render_layer, const rcti * rect) Line 561 C blender.exe!DRW_render_to_image(RenderEngine * engine, Depsgraph * depsgraph) Line 1869 C blender.exe!RE_engine_render(Render * re, int do_all) Line 880 C [Inline Frame] blender.exe!do_render_3d(Render *) Line 1137 C blender.exe!do_render(Render * re) Line 1217 C blender.exe!do_render_composite(Render * re) Line 1354 C blender.exe!do_render_all_options(Render * re) Line 1623 C blender.exe!RE_RenderFrame(Render * re, Main * bmain, Scene * scene, ViewLayer * single_layer, Object * camera_override, int frame, const bool write_still) Line 2022 C blender.exe!render_startjob(void * rjv, short * stop, short * do_update, float * progress) Line 652 C blender.exe!do_job_thread(void * job_v) Line 396 C [External Code] ```
Author

Its not the light cache here, but:
Turning off Motion Blur helped! Also decreasing the shutter time below 0.33 (a third?) helped.

12test06.blend

  • I am not an expert but my feeling it has to do with the animated array.
  • Maybe cleaning up the lightcache when there are no more probes in the scene was nice?
Its not the light cache here, but: Turning off Motion Blur helped! Also decreasing the shutter time below 0.33 (a third?) helped. [12test06.blend](https://archive.blender.org/developer/F8998629/12test06.blend) - I am not an expert but my feeling it has to do with the animated array. - Maybe cleaning up the lightcache when there are no more probes in the scene was nice?

Closed as duplicate of #81193

Closed as duplicate of #81193
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Reference: blender/blender#81740
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