Secondary window garbled display when using Pen Display HUION GT-191 #109066

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opened 2023-06-17 01:12:40 +02:00 by 4verageGamer · 4 comments

Operating system: Windows 11 Home 22H2 22621.1848
Graphics card: AMD Radeon 580 (x2)

Broken: 3.5.1
Worked: NA

When opening dialog boxes in Blender, the dialog boxes appear partially empty at first. After waiting a few moments they populate with unrecognizable characters, rendering all dialog boxes unusable. Normal interface opens without issues on load, though. If I use Blender (even without closing and re-opening a new instance) on one of my other monitors, the dialog boxes will open without issues. This does not apply if I simply move the dialog boxes from one monitor to another, it must be opened while Blender is open on that display.

  • Open Blender on HUION GT-191 Display
  • Open any additional dialog box (in my case, Save/Save As/Preferences)
  • This issue is not dependent on any certain .blend file.
Operating system: Windows 11 Home 22H2 22621.1848 Graphics card: AMD Radeon 580 (x2) Broken: 3.5.1 Worked: NA When opening dialog boxes in Blender, the dialog boxes appear partially empty at first. After waiting a few moments they populate with unrecognizable characters, rendering all dialog boxes unusable. Normal interface opens without issues on load, though. If I use Blender (even without closing and re-opening a new instance) on one of my other monitors, the dialog boxes will open without issues. This does not apply if I simply move the dialog boxes from one monitor to another, it must be opened while Blender is open on that display. - Open Blender on HUION GT-191 Display - Open any additional dialog box (in my case, Save/Save As/Preferences) - This issue is not dependent on any certain .blend file.
4verageGamer added the
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labels 2023-06-17 01:12:41 +02:00
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@4verageGamer , I noticed you have 2 video cards, did you connect two monitors to two different video cards? As far as I know, Blender doesn't work well with multiple displays connected to different video cards, you must plug them into the same card and the other card can operate as a computing device.

Dual video card could also have driver issue. This kind of visual artifact is very likely an OpenGL context sharing problem, where it might fail to pass the correct texture for stuff like fonts and so on.

Could you also try using blender_debug_gpu.cmd and blender_debug_gpu_workaround.cmd to log GPU-related errors and post them here? Thanks!

@4verageGamer , I noticed you have 2 video cards, did you connect two monitors to two different video cards? As far as I know, Blender doesn't work well with multiple displays connected to different video cards, you must plug them into the same card and the other card can operate as a computing device. Dual video card could also have driver issue. This kind of visual artifact is very likely an OpenGL context sharing problem, where it might fail to pass the correct texture for stuff like fonts and so on. Could you also try using `blender_debug_gpu.cmd` and `blender_debug_gpu_workaround.cmd` to log GPU-related errors and post them here? Thanks!
YimingWu changed title from Dialog Box Failures When Using Pen Display HUION GT-191 to Secondary window garbled display when using Pen Display HUION GT-191 2023-06-17 11:27:19 +02:00
Author

I did not have a 'blender_debug_gpu_workaround.cmd' in the base Blender folder. I did find 'blender_debug_gpu_glitchworkaround.cmd' and hope that is what the intent was, and ran that instead.

Both commands output to the same log file(s) and overwrite them. So, I ran them both again and zipped their output each time so we had clean logs from both. (Attached)

Process: I opened Blender 3.5 on a regular monitor then executed File -> Save As... and opened the dialog (no issues). I then dragged the Blender window over to the pen display (HUION GT191) and performed the same action (File -> Save As...) and got the ugly non-working dialog again. Performed the same exact action while running both commands and received the same results.

UPDATE: I did some digging under the desk and found that one display was plugged into my secondary video card. There were five display cables plugged in, but I only have four monitors! Unplugged the rogue cable in the secondary card and my pen display certainly went out. Unplugged one of the HDMI cables from the primary card and did not see any of my other displays go out. Moved my pen display here and kept the unknown one unplugged. Started Blender back up and performed the same task(s) and - TADA - seems everything is working! (What the heck? This was affecting NO OTHER program) So, I'll keep using it like this for a while and let you guys know what happens! Thanks for the idea!

I did not have a 'blender_debug_gpu_workaround.cmd' in the base Blender folder. I did find 'blender_debug_gpu_glitchworkaround.cmd' and hope that is what the intent was, and ran that instead. Both commands output to the same log file(s) and overwrite them. So, I ran them both again and zipped their output each time so we had clean logs from both. (Attached) Process: I opened Blender 3.5 on a regular monitor then executed File -> Save As... and opened the dialog (no issues). I then dragged the Blender window over to the pen display (HUION GT191) and performed the same action (File -> Save As...) and got the ugly non-working dialog again. Performed the same exact action while running both commands and received the same results. UPDATE: I did some digging under the desk and found that one display was plugged into my secondary video card. There were five display cables plugged in, but I only have four monitors! Unplugged the rogue cable in the secondary card and my pen display certainly went out. Unplugged one of the HDMI cables from the primary card and did not see any of my other displays go out. Moved my pen display here and kept the unknown one unplugged. Started Blender back up and performed the same task(s) and - TADA - seems everything is working! (What the heck? This was affecting NO OTHER program) So, I'll keep using it like this for a while and let you guys know what happens! Thanks for the idea!
Member

Hi! Glad it worked! Since the problem is resolved, I'll close the issue for now, but I'll poke developers about this, maybe we could find some more detailed answer. This is most likely due to the fact that the entire interface of blender is rendered on OpenGL and not that many other programs do that.

Hi! Glad it worked! Since the problem is resolved, I'll close the issue for now, but I'll poke developers about this, maybe we could find some more detailed answer. This is most likely due to the fact that the entire interface of blender is rendered on OpenGL and not that many other programs do that.
Blender Bot added
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and removed
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labels 2023-06-18 03:20:02 +02:00
Member

Hi! Glad it worked! Since the problem is resolved, I'll close the issue for now, but I'll poke developers about this, maybe we could find some more detailed answer. This is most likely due to the fact that the entire interface of blender is rendered on OpenGL and not that many other programs do that.

Deep down this is a limitation in how the Windows operating system implements OpenGL. What it is missing is "affinity" where we would be able to specify which display adapters are used for a particular OpenGL context in a particular window. On the Windows OS only one adapter can provide hardware accelerated services and any monitors attached to other adapters will only get software rendering.

This issue is quite specific to the OpenGL subsystem on Windows and doesn't apply to other OSs. We are assuming that the Windows implementation of Vulcan will not have these limitations and that this problem will go away when we eventually switch to using that instead of OpenGL.

> Hi! Glad it worked! Since the problem is resolved, I'll close the issue for now, but I'll poke developers about this, maybe we could find some more detailed answer. This is most likely due to the fact that the entire interface of blender is rendered on OpenGL and not that many other programs do that. Deep down this is a limitation in how the Windows operating system implements OpenGL. What it is missing is "affinity" where we would be able to specify which display adapters are used for a particular OpenGL context in a particular window. On the Windows OS only one adapter can provide hardware accelerated services and any monitors attached to other adapters will only get software rendering. This issue is quite specific to the OpenGL subsystem on Windows and doesn't apply to other OSs. We are assuming that the Windows implementation of Vulcan will not have these limitations and that this problem will go away when we eventually switch to using that instead of OpenGL.
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Reference: blender/blender#109066
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