Intel GPU: Shadows stop working properly when changing render pass in viewport #109269

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opened 2023-06-23 03:08:04 +02:00 by Félix Vallières · 10 comments

System Information
Operating system: Windows-10-10.0.19044-SP0 64 Bits
Graphics card: Intel(R) UHD Graphics 620 Intel 4.5.0 - Build 30.0.101.1404

Blender Version
Broken: version: 3.5.1, branch: blender-v3.5-release, commit date: 2023-04-24 18:11, hash: e1ccd9d4a1d3
Worked: (newest version of Blender that worked as expected)

Short description of error
When doing a certain shading setup and changing render pass, the shadows break.

Exact steps for others to reproduce the error

  • Create a new project, keeping the render engine to eevee
  • Make a new material and apply on default cube
  • Connect any image texture into the color input of principled bsdf
  • Connect any image texture into the normal input of principled bsdf while setting its color space to non-color
  • Switch viewport shading to rendered
  • Switch render pass to shadow and then back to combined
  • The lights will now not produce any light unless their shadow setting is turned off

Any other nodes added before or in-between the image texture node do not seem to affect the result.
The shadows will stay like this until blender is closed and reopened again.

**System Information** Operating system: Windows-10-10.0.19044-SP0 64 Bits Graphics card: Intel(R) UHD Graphics 620 Intel 4.5.0 - Build 30.0.101.1404 **Blender Version** Broken: version: 3.5.1, branch: blender-v3.5-release, commit date: 2023-04-24 18:11, hash: `e1ccd9d4a1d3` Worked: (newest version of Blender that worked as expected) **Short description of error** When doing a certain shading setup and changing render pass, the shadows break. **Exact steps for others to reproduce the error** - Create a new project, keeping the render engine to eevee - Make a new material and apply on default cube - Connect any image texture into the color input of principled bsdf - Connect any image texture into the normal input of principled bsdf while setting its color space to non-color - Switch viewport shading to rendered - Switch render pass to shadow and then back to combined - The lights will now not produce any light unless their shadow setting is turned off Any other nodes added before or in-between the image texture node do not seem to affect the result. The shadows will stay like this until blender is closed and reopened again.
Félix Vallières added the
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Report
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Needs Triage
Priority
Normal
labels 2023-06-23 03:08:05 +02:00
Member

Hi, thanks for the report. Unable to confirm the problem.
Could you check again in 3.6-beta?: https://builder.blender.org/download/daily/
See whether updaing iGPU driver makes any difference: https://www.intel.in/content/www/in/en/support/products/96551/graphics/intel-hd-graphics-family/intel-hd-graphics-620.html

**System Information**
Operating system: Windows-10-10.0.22000-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 3050 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 532.03
Hi, thanks for the report. Unable to confirm the problem. Could you check again in 3.6-beta?: https://builder.blender.org/download/daily/ See whether updaing iGPU driver makes any difference: https://www.intel.in/content/www/in/en/support/products/96551/graphics/intel-hd-graphics-family/intel-hd-graphics-620.html ``` **System Information** Operating system: Windows-10-10.0.22000-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 3050 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 532.03 ```
Pratik Borhade added
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Needs Information from User
and removed
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Needs Triage
labels 2023-06-23 05:46:30 +02:00
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I'm not able to reproduce this problem on a intel i7 UHD 620 (Windows and Linux) or an NVidia K5100M (Linux).

It could be possibly glitches in shader compilation where it may somehow go out of sync with viewport refreshing. Is the problem 100% reproducible? Could you try blender_debug_gpu.cmd and blender_debug_gpu_workaround.cmd to log GPU-related errors? (As indicated here) Thanks!

I'm not able to reproduce this problem on a intel i7 UHD 620 (Windows and Linux) or an NVidia K5100M (Linux). It could be possibly glitches in shader compilation where it may somehow go out of sync with viewport refreshing. Is the problem 100% reproducible? Could you try `blender_debug_gpu.cmd` and `blender_debug_gpu_workaround.cmd` to log GPU-related errors? ([As indicated here](https://docs.blender.org/manual/en/3.6/troubleshooting/crash.html#windows)) Thanks!

Hi, I was able to reproduce it multiple time trying to figure out what nodes caused the issue. I am going to sleep soon so I will attempt what you have suggested when I wake up.

Hi, I was able to reproduce it multiple time trying to figure out what nodes caused the issue. I am going to sleep soon so I will attempt what you have suggested when I wake up.

Here are the results from blender_debug_gpu.cmd and blender_debug_gpu_workaround.cmd as demanded.

These were performed on the same blend file given earlier.

Hopefully these help figure out what's causing this.

Here are the results from `blender_debug_gpu.cmd` and `blender_debug_gpu_workaround.cmd` as demanded. These were performed on the same blend file given earlier. Hopefully these help figure out what's causing this.
Pratik Borhade added
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labels 2023-06-24 06:17:49 +02:00

I can confirm this on my Arc A770 on Windows 11, using Blender 3.6.1, using the provided file. All that is needed is to open it, go to Shading workspace (maybe unnecessary), flip from Combined to Shadow, and then back to Combined render layer in the viewport.

I am using latest beta driver version 31.0.101.4578

System info and screenshot attached for this bug report and confirmation. As well as debug info from running debug with glitch workaround.

I'm reproducing a similar bug on a private project but don't have enough info to create a bug report. My project appears to be triggered by enabling a hair system when there's heavy texture/geometry usage, or by adding too many shader nodes to a tree. Flipping render layers doesn't work and my project actually works with debug workarounds.

The final look of the bug is the same but the path to get to it is probably different. Triggering the above bug and then opening my project results in the same lightless look, interestingly. I suspect intel opengl or graphics compiler implementation...just whining...

I can confirm this on my Arc A770 on Windows 11, using Blender 3.6.1, using the provided file. All that is needed is to open it, go to Shading workspace (maybe unnecessary), flip from Combined to Shadow, and then back to Combined render layer in the viewport. I am using latest beta driver version 31.0.101.4578 System info and screenshot attached for *this* bug report and confirmation. As well as debug info from running debug with glitch workaround. I'm reproducing a similar bug on a private project but don't have enough info to create a bug report. My project appears to be triggered by enabling a hair system when there's heavy texture/geometry usage, or by adding too many shader nodes to a tree. Flipping render layers doesn't work and my project actually works with debug workarounds. The final look of the bug is the same but the path to get to it is probably different. Triggering the above bug and then opening my project results in the same lightless look, interestingly. I suspect intel opengl or graphics compiler implementation...just whining...
Philipp Oeser added the
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EEVEE & Viewport
label 2023-09-19 11:32:28 +02:00
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@fclem @ThomasDinges @Jeroen-Bakker : anyone able to repro this in Intel GPU?

@fclem @ThomasDinges @Jeroen-Bakker : anyone able to repro this in Intel GPU?

@fclem @ThomasDinges @Jeroen-Bakker : anyone able to repro this in Intel GPU?

i can confirm it is still happening on 3.6.2 on my A770 GPU as described above

latest driver 31.0.101.4824

waiting on 4.0.0 alpha download to test there too

> @fclem @ThomasDinges @Jeroen-Bakker : anyone able to repro this in Intel GPU? i can confirm it is still happening on 3.6.2 on my A770 GPU as [described above](https://projects.blender.org/blender/blender/issues/109269#issuecomment-994516) latest driver 31.0.101.4824 waiting on 4.0.0 alpha download to test there too
Member

I can also confirm this issue with the latest Intel GPU drivers in Blender 4.1.1.
I did test a NVIDIA GPU on Windows and had no issue (as would be expected based on other comments)

I ran the same test in EEVEE-Next and it appears to be fine there.

System Information
Operating system: Windows-10-10.0.22631-SP0 64 Bits
Graphics card: Intel(R) Arc(TM) A750 Graphics Intel 4.6.0 - Build 31.0.101.5444
Blender version: 4.1.1, branch: blender-v4.1-release, commit date: 2024-04-15 15:11, hash: e1743a0317bc

I can also confirm this issue with the latest Intel GPU drivers in Blender 4.1.1. I did test a NVIDIA GPU on Windows and had no issue (as would be expected based on other comments) I ran the same test in EEVEE-Next and it appears to be fine there. **System Information** Operating system: Windows-10-10.0.22631-SP0 64 Bits Graphics card: Intel(R) Arc(TM) A750 Graphics Intel 4.6.0 - Build 31.0.101.5444 Blender version: 4.1.1, branch: blender-v4.1-release, commit date: 2024-04-15 15:11, hash: `e1743a0317bc`
Alaska added
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Confirmed
and removed
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Needs Triage
labels 2024-04-24 05:36:43 +02:00
Alaska changed title from Shadows stop working properly when changing render pass in viewport. to Intel GPU: Shadows stop working properly when changing render pass in viewport 2024-04-24 05:36:57 +02:00
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CC @Jeroen-Bakker
Alaska added the
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EEVEE & Viewport
label 2024-04-24 05:38:06 +02:00
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I rather not join Arcanist issues with UHD issues. They use a different OpenGL driver and there are some 'known' issues with both of them related to barriers. There also seem some differences how the specs could be interpreted here. Unsure how barriers are used in EEVEE(-Classic).

I am planning to look into the UHD issues later this week. Also want to reach out to some driver developers and spec writers on how they interpreted the specs.

I read once that Arcanist drivers 'emulate' OpenGL on top of Vulkan. If that is the case something might be missing in the translation. The GL_INVALID_ENUM might point to this as well.

Looking from a higher level to the artifacts it might be that the GPU is forced into a state (or uses an internal shader variant which isn't correct). Whether this is a consequence of the GL_INVALID_ENUM is unclear to me.

I rather not join Arcanist issues with UHD issues. They use a different OpenGL driver and there are some 'known' issues with both of them related to barriers. There also seem some differences how the specs could be interpreted here. Unsure how barriers are used in EEVEE(-Classic). - #120919 - #113447 I am planning to look into the UHD issues later this week. Also want to reach out to some driver developers and spec writers on how they interpreted the specs. I read once that Arcanist drivers 'emulate' OpenGL on top of Vulkan. If that is the case something might be missing in the translation. The GL_INVALID_ENUM might point to this as well. Looking from a higher level to the artifacts it might be that the GPU is forced into a state (or uses an internal shader variant which isn't correct). Whether this is a consequence of the GL_INVALID_ENUM is unclear to me.
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Reference: blender/blender#109269
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