Regression: Multires wireframes are displayed incomplete #104915
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Reference: blender/blender#104915
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System Information
Operating system: Linux-6.1.12-gentoo-x86_64-AMD_Ryzen_Threadripper_1950X_16-Core_Processor-with-glibc2.36 64 Bits
Graphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 525.89.02
Blender Version
Broken: version: 3.6.0 Alpha, branch: HEAD (modified), commit date: 2023-02-17 18:54, hash:
8806d7551db3
Worked: (newest version of Blender that worked as expected)
This is apparently more random than expected (once a bisect gave
10354b043f
, another run gave77963ff778
as the culprit)Short description of error
When adding a multires modifier to an object and subdividing it, the wireframe overlay is not displayed completely. Random edges are missing from the overlay.
Exact steps for others to reproduce the error
@JulienKaspar hi, could you check again in current master?
I'm able to redo this in buildbot build from 15Feb but not in current master, 3.5.
I'm still able to reproduce it.
Managed to trigger the issue in latest daily build. Though unable to repro in own build.
@lichtwerk , can you check? This seems a recent regression:
c2c62c3618
(good) -c3b53abc10
(bad)Will bisect.
Seems like this was caused by
77963ff778
CC @pragma37 ^^
Multires wireframes are displayed incompleteto Regression: Multires wireframes are displayed incomplete@lichtwerk Could you double-check?
The missing lines are random every time I open Blender.
I can reproduce it after reverting that commit (and even the previous commit referenced by it).
Also, that commit is not related to the Workbench or the Overlay engines, so I really don't see how it could be the cause.
@pragma37 : hm, made another run, now bisect points me to
10354b043f
Doesnt really make too much sense either?
I assume this pops up more randomly than expected...
Just to narrow it down @pragma37 : can you also repro in 8703db393bfb?
If not, maybe you can run a bisect?
@lichtwerk I actually can't reproduce it in
10354b043f
. 🤔8703db393b
crashes on startup for me, but I doubt it's related to this issue.I fear my processor is not up to the task.
A debug build after a checkout like these ones takes me around 10-15 minutes.
My only tip is to toggle the modifier visibility several times to ensure you didn't just get lucky.
Feels like a threading race condition. On my system it is hard to detect as one segment might just be missing. I also noticed that the behavior isn't consistent between each commit. This makes bisecting not consistent:
first bisect try pointer me towards:
32149f8d7a
Reverting this change on blender-v3.5-release still shows the issue.Second time pointer to
284cdbb6cf
what makes more sense. Reverting this change on blender-v3.5-release still shows the issue.Different approach
I added the number of segments that would be drawn. And printed that out in the drawing code. This way I could just click for a minute and after wards detect if there were some issues with inside a batch.
Using a cube with 2 subdivisions have 384 edges, where 96 should be visible.
When switching optimum display I get now the next results.
This VBO extractor is single threaded; what makes me wonder if it is an input data issue, and not a rendering issue.
With this change the bisect points to
7ca651d182
, what makes a lot more sense. I am not able to revert this patch to validate correctness.@HooglyBoogly mind looking into this issue?
Could #103706 or #103700 (
b247588dc0
) be related, too?In any case, will change back to Modeling (dont think Nodes & Physics fits here)
Yeah, a race condition with a bitmap isn't that surprising. I thought I checked that but I might have missed the multires modifier.
Thanks for the report and the investigation everyone. I should have caught this earlier since I've run into a similar issue before. Anyway, it's fixed by #105156.