Blender hangs on Intel UHD 620 when switching to lookdev mode #107642

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opened 2023-05-05 10:00:43 +02:00 by I Came, I Saw, I Blended... · 17 comments

System Information
Operating system: 'Windows-10-10.0.19044-SP0'
Graphics card: Intel UHD 620

Blender Version
Broken: 3.5.1
Worked: (newest version of Blender that worked as expected)

Short description of error

Blender hangs on when switching to lookdev/render mode on even simple shaders.

Exact steps for others to reproduce the error
Based on the default startup or an attached .blend file (as simple as possible).

  1. Open crasherexample.blend on an Intel UHD 620 (Dell Inspiron 3581)
  2. This will be in solid preview mode in Shading view.
  3. Switch to lookdev mode. Blender hangs (Task Manager shows high CPU percent usage on the process, which goes down to zero percentage after a few seconds, after which Blender refuses any interaction).
  4. Use Task Manager to kill Blender. Now restart Blender and reopen crasherexample.blend which will be in solid preview mode in Shading view.
  5. Use Node Wrangler right-click drag to cut the Normal, Roughness, Displacement noodles. Leave just Base color noodle.
  6. Switch to Lookdev mode. It works! Now reconnect Normal noodle too. Switch to Lookdev. It works! Now reconnect Roughness noodle too. Switch to Lookdev. It works! Now reconnect Displacement noodle too. Switch to Lookdev. It works! Yet if you immediately switch to lookdev mode as did in step 3, it hangs.

Result is opening/importing just about any file in Blender causes a hang. Not just crashexample.blend. Nearly any shader however simple causes this. But crashexample.blend file works fine on non-Intel UHD 620 PCs.

We've been plagued by this bug ever since Blender 2.8. Tried every version of the driver (Dell and Intel), but none ever fixed it. Result is we can't safely switch to lookdev/render mode on these PCs. Tried investigating and suspect perhaps a race condition related to shader compilation. Loading a typical Blender file begins with a message like eg '(some number) shaders to compile', and it hangs.

This only happens in EEVEE. Cycles is fine.

**System Information** Operating system: 'Windows-10-10.0.19044-SP0' Graphics card: Intel UHD 620 **Blender Version** Broken: 3.5.1 Worked: (newest version of Blender that worked as expected) **Short description of error** Blender hangs on when switching to lookdev/render mode on even simple shaders. **Exact steps for others to reproduce the error** Based on the default startup or an attached .blend file (as simple as possible). 1. Open crasherexample.blend on an Intel UHD 620 (Dell Inspiron 3581) 2. This will be in solid preview mode in Shading view. 3. Switch to lookdev mode. Blender hangs (Task Manager shows high CPU percent usage on the process, which goes down to zero percentage after a few seconds, after which Blender refuses any interaction). 4. Use Task Manager to kill Blender. Now restart Blender and reopen crasherexample.blend which will be in solid preview mode in Shading view. 5. Use Node Wrangler right-click drag to cut the Normal, Roughness, Displacement noodles. Leave just Base color noodle. 6. Switch to Lookdev mode. It works! Now reconnect Normal noodle too. Switch to Lookdev. It works! Now reconnect Roughness noodle too. Switch to Lookdev. It works! Now reconnect Displacement noodle too. Switch to Lookdev. It works! Yet if you immediately switch to lookdev mode as did in step 3, it hangs. Result is opening/importing just about any file in Blender causes a hang. Not just crashexample.blend. Nearly any shader however simple causes this. But crashexample.blend file works fine on non-Intel UHD 620 PCs. We've been plagued by this bug ever since Blender 2.8. Tried every version of the driver (Dell and Intel), but none ever fixed it. Result is we can't safely switch to lookdev/render mode on these PCs. Tried investigating and suspect perhaps a race condition related to shader compilation. Loading a typical Blender file begins with a message like eg '(some number) shaders to compile', and it hangs. This only happens in EEVEE. Cycles is fine.
I Came, I Saw, I Blended... added the
Priority
Normal
Status
Needs Triage
Type
Report
labels 2023-05-05 10:00:44 +02:00
Member

Hi! Could you try starting blender with blender -d --debug-gpuand give us the output of the console/log? https://docs.blender.org/manual/en/latest/advanced/command_line/launch/windows.html

Thanks!

Hi! Could you try starting blender with `blender -d --debug-gpu`and give us the output of the console/log? https://docs.blender.org/manual/en/latest/advanced/command_line/launch/windows.html Thanks!
YimingWu added
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labels 2023-05-06 07:08:58 +02:00

Thanks. Attached two logs, (i) crashexample.txt from crasherexample.blend which crashed, and (ii) worksexample.txt from crasherexample.blend which had all but the base color noodle chopped and which worked.

Note the last line of crashexample.txt is INFO (gpu.debug): Notification : API_ID_REDUNDANT_FBO performance warning has been generated. Redundant state change in glBindFramebuffer API call, FBO 45, "FBO-&depth_read_fb", already bound. Ran some other blend files which also crashed and this was always the last line in the log (although the FBO number varied).

Thanks. Attached two logs, (i) crashexample.txt from crasherexample.blend which crashed, and (ii) worksexample.txt from crasherexample.blend which had all but the base color noodle chopped and which worked. Note the last line of crashexample.txt is `INFO (gpu.debug): Notification : API_ID_REDUNDANT_FBO performance warning has been generated. Redundant state change in glBindFramebuffer API call, FBO 45, "FBO-&depth_read_fb", already bound.` Ran some other blend files which also crashed and this was always the last line in the log (although the FBO number varied).
Member

Hi, I believe this was fixed by: ce9be92adf
Could you check again in 3.6.2/4.0 build?: https://builder.blender.org/download/daily/

Hi, I believe this was fixed by: ce9be92adfa657c3b1f49268952187f7081ddd43 Could you check again in 3.6.2/4.0 build?: https://builder.blender.org/download/daily/

Thank you! I will test this today. I hope it fixes it.

Thank you! I will test this today. I hope it fixes it.

Unfortunately still broken. Ran it a number of times. As long as I don't go into Lookdev or Render/EEVEE mode, it works. If I enter those modes though, it hangs. Usually it goes to high-CPU, in which case the last-entries in the log looks like this:

Lookdev mode hang (last onscreen message: Compiling shaders (5 remaining), ends with high-cpu usage

INFO (gpu.debug): Notification : API_ID_REDUNDANT_FBO performance warning has been generated. Redundant state change in glBindFramebuffer API call, FBO 0, "", already bound. # THOUSANDS OF THESE
INFO (gpu.debug): Notification : API_ID_REDUNDANT_FBO performance warning has been generated. Redundant state change in glBindFramebuffer API call, FBO 45, "FBO-&depth_read_fb", already bound.

Render/EEVEE mode hang (last onscreen message: Compiling shaders (2 remaining), ends with high-cpu usage

INFO (gpu.debug): Notification : API_ID_REDUNDANT_FBO performance warning has been generated. Redundant state change in glBindFramebuffer API call, FBO 0, "", already bound. # THOUSANDS OF THESE
INFO (gpu.debug): Notification : API_ID_REDUNDANT_FBO performance warning has been generated. Redundant state change in glBindFramebuffer API call, FBO 48, "FBO-&depth_read_fb", already bound.

Sometimes it goes into 0% CPU, and although the GUI still hangs, when I quit (End Task from Windows Task Manager), it writes a few extra lines so it seems an otherwise clean exit - albeit without ever regaining control of the GUI:

Lookdev mode hang (last onscreen message: Compiling shaders (5 remaining), ends with 0% cpu usage

INFO (gpu.debug): Notification : API_ID_REDUNDANT_FBO performance warning has been generated. Redundant state change in glBindFramebuffer API call, FBO 0, "", already bound.
INFO (gpu.debug): Notification : API_ID_REDUNDANT_FBO performance warning has been generated. Redundant state change in glBindFramebuffer API call, FBO 0, "", already bound.
Switching to fully guarded memory allocator.
Blender 4.0.0 Alpha
Build: 2023-08-19 00:30:34 Windows release
argv[0] = blender
argv[1] = -d
argv[2] = --debug-gpu
Read prefs: "C:\Users\Guest\AppData\Roaming\Blender Foundation\Blender\4.0\config\userpref.blend"
Read blend: "F:\crasherexample.blend"
Saved session recovery to "C:\Users\Guest\AppData\Local\Temp\quit.blend"

which is almost identical to a clean exit when I enter and quit without going into lookdev or render/EEVEE modes:

INFO (gpu.debug): Notification : API_ID_REDUNDANT_FBO performance warning has been generated. Redundant state change in glBindFramebuffer API call, FBO 0, "", already bound.
INFO (gpu.debug): Notification : API_ID_REDUNDANT_FBO performance warning has been generated. Redundant state change in glBindFramebuffer API call, FBO 0, "", already bound.
Switching to fully guarded memory allocator.
Blender 4.0.0 Alpha
Build: 2023-08-19 00:30:34 Windows release
argv[0] = blender
argv[1] = -d
argv[2] = --debug-gpu
Read prefs: "C:\Users\Guest\AppData\Roaming\Blender Foundation\Blender\4.0\config\userpref.blend"
Read blend: "T:\crasherexample.blend"
Saved session recovery to "C:\Users\Guest\AppData\Local\Temp\quit.blend"

Blender quit
Press any key to exit . . .
Unfortunately still broken. Ran it a number of times. As long as I don't go into Lookdev or Render/EEVEE mode, it works. If I enter those modes though, it hangs. Usually it goes to high-CPU, in which case the last-entries in the log looks like this: Lookdev mode hang (last onscreen message: Compiling shaders (5 remaining), ends with high-cpu usage ``` INFO (gpu.debug): Notification : API_ID_REDUNDANT_FBO performance warning has been generated. Redundant state change in glBindFramebuffer API call, FBO 0, "", already bound. # THOUSANDS OF THESE INFO (gpu.debug): Notification : API_ID_REDUNDANT_FBO performance warning has been generated. Redundant state change in glBindFramebuffer API call, FBO 45, "FBO-&depth_read_fb", already bound. ``` Render/EEVEE mode hang (last onscreen message: Compiling shaders (2 remaining), ends with high-cpu usage ``` INFO (gpu.debug): Notification : API_ID_REDUNDANT_FBO performance warning has been generated. Redundant state change in glBindFramebuffer API call, FBO 0, "", already bound. # THOUSANDS OF THESE INFO (gpu.debug): Notification : API_ID_REDUNDANT_FBO performance warning has been generated. Redundant state change in glBindFramebuffer API call, FBO 48, "FBO-&depth_read_fb", already bound. ``` Sometimes it goes into 0% CPU, and although the GUI still hangs, when I quit (End Task from Windows Task Manager), it writes a few extra lines so it seems an otherwise clean exit - albeit without ever regaining control of the GUI: Lookdev mode hang (last onscreen message: Compiling shaders (5 remaining), ends with 0% cpu usage ``` INFO (gpu.debug): Notification : API_ID_REDUNDANT_FBO performance warning has been generated. Redundant state change in glBindFramebuffer API call, FBO 0, "", already bound. INFO (gpu.debug): Notification : API_ID_REDUNDANT_FBO performance warning has been generated. Redundant state change in glBindFramebuffer API call, FBO 0, "", already bound. Switching to fully guarded memory allocator. Blender 4.0.0 Alpha Build: 2023-08-19 00:30:34 Windows release argv[0] = blender argv[1] = -d argv[2] = --debug-gpu Read prefs: "C:\Users\Guest\AppData\Roaming\Blender Foundation\Blender\4.0\config\userpref.blend" Read blend: "F:\crasherexample.blend" Saved session recovery to "C:\Users\Guest\AppData\Local\Temp\quit.blend" ``` which is almost identical to a clean exit when I enter and quit without going into lookdev or render/EEVEE modes: ``` INFO (gpu.debug): Notification : API_ID_REDUNDANT_FBO performance warning has been generated. Redundant state change in glBindFramebuffer API call, FBO 0, "", already bound. INFO (gpu.debug): Notification : API_ID_REDUNDANT_FBO performance warning has been generated. Redundant state change in glBindFramebuffer API call, FBO 0, "", already bound. Switching to fully guarded memory allocator. Blender 4.0.0 Alpha Build: 2023-08-19 00:30:34 Windows release argv[0] = blender argv[1] = -d argv[2] = --debug-gpu Read prefs: "C:\Users\Guest\AppData\Roaming\Blender Foundation\Blender\4.0\config\userpref.blend" Read blend: "T:\crasherexample.blend" Saved session recovery to "C:\Users\Guest\AppData\Local\Temp\quit.blend" Blender quit Press any key to exit . . . ```
Member

I have a device with UHD620 but running in linux, sometimes I got very similar hangs, from what I can find online, it is possible that it's a hardware bug from intel where the GPU frequency governor could halt, theoretically fixed around 2019 on linux (although I got the hangs periodically even today) but I'm not quite sure the about the situation on windows.

I have a device with UHD620 but running in linux, sometimes I got very similar hangs, from what I can find online, it is possible that it's a [hardware bug](https://bugzilla.kernel.org/show_bug.cgi?id=109051#c752) from intel where the GPU frequency governor could halt, [theoretically fixed around 2019 on linux](https://cgit.freedesktop.org/drm-intel/commit/?id=a75d035fedbdecf83f86767aa2e4d05c8c4ffd95) (although I got the hangs periodically even today) but I'm not quite sure the about the situation on windows.
Member

@xavierh maybe want to take a look?

@xavierh maybe want to take a look?

Thanks, @YimingWu. However do note that with this bug the machine doesn't hang, just Blender. Also run other apps on that PC, including Godot and various 3D games and they have no issues.

Thanks, @YimingWu. However do note that with this bug the machine doesn't hang, just Blender. Also run other apps on that PC, including Godot and various 3D games and they have no issues.
Member

It is possible that the driver behaves differently. Compiling shaders (5 remaining) could be a sign as where it halted. @fclem any ideas?

It is possible that the driver behaves differently. `Compiling shaders (5 remaining)` could be a sign as where it halted. @fclem any ideas?
Member

"perhaps a race condition related to shader compilation" that definitely sounds like the issue.
Unfortunately, driver 101.2115 is the latest for UHD 620, it's not getting regular updates anymore.

Maybe there is a way to make shader compilation more serial through a debug option on the blender side?

"perhaps a race condition related to shader compilation" that definitely sounds like the issue. Unfortunately, driver 101.2115 is the latest for UHD 620, it's not getting regular updates anymore. Maybe there is a way to make shader compilation more serial through a debug option on the blender side?
Member

Maybe starting blender with blender_debug_gpu.cmd or blender_debug_gpu_workaround.cmd can work? @iCameiSawiBlended Could you try these methods? Thanks!

Maybe starting blender with `blender_debug_gpu.cmd` or `blender_debug_gpu_workaround.cmd` can work? @iCameiSawiBlended Could you try these methods? Thanks!

Maybe starting blender with blender_debug_gpu.cmd or blender_debug_gpu_workaround.cmd can work? @iCameiSawiBlended Could you try these methods? Thanks!

Thanks for the suggestion. Tried blender_debug_gpu_workaround.cmd but it made no difference. Blender hung at the same point as before: "Compiling shaders (5 remaining)"

> Maybe starting blender with blender_debug_gpu.cmd or blender_debug_gpu_workaround.cmd can work? @iCameiSawiBlended Could you try these methods? Thanks! Thanks for the suggestion. Tried blender_debug_gpu_workaround.cmd but it made no difference. Blender hung at the same point as before: "Compiling shaders (5 remaining)"
Member

ERROR (gpu.debug): : GL_INVALID_ENUM : generated before glClear this error seems weird, not really seen before.

There just happened to be a buildbot build available without OneAPI which somehow resolved another intel iGPU related issue, maybe you could try this one, but the problem seems different enough, I don't think there's a high chance it will work.

Are you using a laptop? If so could you try to set whatever graphics/power/battery mode to "performance" instead of something like balanced/stamina?

`ERROR (gpu.debug): : GL_INVALID_ENUM : generated before glClear` this error seems weird, not really seen before. There just happened to be a buildbot build available without OneAPI which somehow resolved another intel iGPU related issue, maybe you could try [this one](https://builder.blender.org/download/patch/PR111424), but the problem seems different enough, I don't think there's a high chance it will work. Are you using a laptop? If so could you try to set whatever graphics/power/battery mode to "performance" instead of something like balanced/stamina?

Thanks for the suggestions, @YimingWu. I tried the "this one" patch but it hung in the same place: "Compiling shaders (5 remaining)". I couldn't find any performance settings on the laptop (running Windows 10) https://www.dell.com/support/home/en-us/product-support/product/inspiron-15-3581-laptop

Thanks for the suggestions, @YimingWu. I tried the "this one" patch but it hung in the same place: "Compiling shaders (5 remaining)". I couldn't find any performance settings on the laptop (running Windows 10) https://www.dell.com/support/home/en-us/product-support/product/inspiron-15-3581-laptop
Member

@iCameiSawiBlended hi, is this still an issue for you in 4.1 with newer intel drivers?

@iCameiSawiBlended hi, is this still an issue for you in 4.1 with newer intel drivers?

Thank you for following up: Yes, it's still an issue! It's also only a Blender issue. The other 3D and DCC software we use on the same PC works fine. A couple of days ago on that Intel chipset PC (same one reported in the earlier posts) we had Godot 4.2.1 doing heavy landscape scenery with the same textures and it looked amazing! Yet when we try and load those meshes and textures in Blender on that same PC, and it hangs same as reported earlier. It's only a problem on Blender on that Intel chipset PC. Other software, and other GPUs work fine.

Thank you for following up: Yes, it's still an issue! It's also only a Blender issue. The other 3D and DCC software we use on the same PC works fine. A couple of days ago on that Intel chipset PC (same one reported in the earlier posts) we had Godot 4.2.1 doing heavy landscape scenery with the same textures and it looked amazing! Yet when we try and load those meshes and textures in Blender on that same PC, and it hangs same as reported earlier. It's only a problem on Blender on that Intel chipset PC. Other software, and other GPUs work fine.
Member

Thanks. Could you check with newer iGPU drivers, 27.20.100.9664 is old version. 31.0.101.2115 is recent AFAIK: https://www.intel.com/content/www/us/en/support/articles/000090440/graphics.html

Even the issue is specifically occurring with blender, it would be better if you check on recent driver.

Thanks. Could you check with newer iGPU drivers, `27.20.100.9664` is old version. `31.0.101.2115` is recent AFAIK: https://www.intel.com/content/www/us/en/support/articles/000090440/graphics.html Even the issue is specifically occurring with blender, it would be better if you check on recent driver.
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Reference: blender/blender#107642
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