4.0.0 Alpha - No shader storage buffer support #111587

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opened 2023-08-27 15:57:27 +02:00 by Peter Green · 23 comments

System Information
Operating system: WIN10
Graphics card: Intel HD 4600

Blender Version
Broken: blender-4.0.0-alpha+daily.6538a5872551
Worked: 4.0.0 from about a week ago (apologies for vagueness)

Short description of error
Error: No shader storage buffer support

Error message appears when in Viewport Shading, in both Eevee and Cycles.

Exact steps for others to reproduce the error
Simply open Blender.

**System Information** Operating system: WIN10 Graphics card: Intel HD 4600 **Blender Version** Broken: blender-4.0.0-alpha+daily.6538a5872551 Worked: 4.0.0 from about a week ago (apologies for vagueness) **Short description of error** Error: No shader storage buffer support Error message appears when in Viewport Shading, in both Eevee and Cycles. **Exact steps for others to reproduce the error** Simply open Blender.
Peter Green added the
Type
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Normal
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Needs Triage
labels 2023-08-27 15:57:28 +02:00
Iliya Katushenock added the
Interest
EEVEE & Viewport
label 2023-08-27 20:17:13 +02:00

Marking as high to get clarification soon on the matter. These GPUs may now fall below the minimum requirements necessary but the release-notes/requirements pages haven't been updated so it's unclear.

CC @pragma37 @Jeroen-Bakker

Marking as high to get clarification soon on the matter. These GPUs may now fall below the minimum requirements necessary but the release-notes/requirements pages haven't been updated so it's unclear. CC @pragma37 @Jeroen-Bakker
Member

This topic is still under discussion. The GPU a lower number of ssbos per shader, than eevee-next requires. We are looking how to ensure workbench to be still used. Especially as 4.0 is still shipped with eevee. The trick is that this limitation is also part of workbench at the moment as some internal buffers are attached at higher binding numbers, but we might want to reduce the number of ssbos there.

This topic is still under discussion. The GPU a lower number of ssbos per shader, than eevee-next requires. We are looking how to ensure workbench to be still used. Especially as 4.0 is still shipped with eevee. The trick is that this limitation is also part of workbench at the moment as some internal buffers are attached at higher binding numbers, but we might want to reduce the number of ssbos there.

Do you have the same problem with the Workbench or not? I openned an issue but its closed as duplicate

Screenshot_20230827_221228.png

Do you have the same problem with the Workbench or not? I openned [an issue](issues/111594) but its closed as duplicate ![Screenshot_20230827_221228.png](/attachments/9337d4c3-8ab8-475d-9c31-c0ab29d4d508)
Member

Yes both issues seems like the same, so it was merged into this one.

Yes both issues seems like the same, so it was merged into this one.
Author

I don't know if this helps, but...

I'm using Blender Launcher. If I do a Debug->Factory Startup, and then quit Blender it leaves me a recovery file in C:\Users\Peter\AppData\Local\Temp\quit.blend

If I then open this quit.blend file, I DON'T get the shader error message, and the shading looks OK.

I don't know if this helps, but... I'm using Blender Launcher. If I do a Debug->Factory Startup, and then quit Blender it leaves me a recovery file in C:\Users\Peter\AppData\Local\Temp\quit.blend If I then open this quit.blend file, I DON'T get the shader error message, and the shading looks OK.
Member

While there may be indeed a problem with the max supported number of SSBOs binding points per shader.
(BTW, we should print that in the system info)
This issue happens earlier, since the Next engines check for SSBO support before initialization, and the Intel HD 4400 and 4600 are manually flagged as not supporting them:
60560c7da5/source/blender/gpu/opengl/gl_backend.cc (L446)

I think the reason they were flagged as such is not really an issue for Next engines.

Could you (@snibber and @Wovchick) check if these builds work for you?
https://builder.blender.org/download/patch/PR111616/

While there may be indeed a problem with the max supported number of SSBOs binding points per shader. (BTW, we should print that in the system info) This issue happens earlier, since the Next engines check for SSBO support before initialization, and the Intel HD 4400 and 4600 are manually flagged as not supporting them: https://projects.blender.org/blender/blender/src/commit/60560c7da55d4c9d141d3b4a963c63dd882cfe56/source/blender/gpu/opengl/gl_backend.cc#L446 I think the reason they were flagged as such is not really an issue for Next engines. Could you (@snibber and @Wovchick) check if these builds work for you? https://builder.blender.org/download/patch/PR111616/
Author

I downloaded and installed PR111616. It launches, then immediately dies. I attach blender_debug_output.txt

My ancient "GPU" has been living on borrowed time for too long with respect to Blender. It looks like I've now truly reached the end of the road. But thanks to the whole community for many years of fun.

I downloaded and installed PR111616. It launches, then immediately dies. I attach blender_debug_output.txt My ancient "GPU" has been living on borrowed time for too long with respect to Blender. It looks like I've now truly reached the end of the road. But thanks to the whole community for many years of fun.
Blender Bot added
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and removed
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labels 2023-08-28 18:37:33 +02:00
Blender Bot added
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labels 2023-08-28 18:38:07 +02:00
Author

Finger trouble. I didn't mean to close the issue. That's a decision for others.

Finger trouble. I didn't mean to close the issue. That's a decision for others.
Iliya Katushenock added
Status
Confirmed
and removed
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Needs Triage
labels 2023-08-28 18:47:55 +02:00
Member

The debug output doesn't show any related info. If it's crashing, could you attach the crash report?
https://docs.blender.org/manual/en/latest/troubleshooting/crash.html

The debug output doesn't show any related info. If it's crashing, could you attach the crash report? https://docs.blender.org/manual/en/latest/troubleshooting/crash.html

The debug output doesn't show any related info. If it's crashing, could you attach the crash report?

Hi! Blender crashes on start. I launched Blender with --debug-all option

console:

....
[SCScene :: View Layer]: BKE_object_eval_light_linking on OBCamera (0x7fc333355e38)
Depsgraph updated in 0.001425 seconds.
Depsgraph evaluation FPS: -nan
loading preset: /mnt/work/BlenderWorkedBuilds/blender-4.0.0-alpha+main-PR111616.1e5cdea54f8d-linux.x86_64-release/4.0/scripts/presets/keyconfig/Blender.py
FRS_set_context: context 0x0x7fc36a260d18 scene 0x0x7fc36468ec38
UI_menutype_draw: opening menu "WM_MT_splash"
ghost_event_proc: ghost redraw 1
ghost_event_proc: ghost redraw 1
ED_screen_refresh: set screen
UI_menutype_draw: opening menu "TOPBAR_MT_editor_menus"
UI_menutype_draw: opening menu "TIME_MT_editor_menus"
UI_menutype_draw: opening menu "VIEW3D_MT_editor_menus"
Writing: /mnt/work/cache/blender/tmp/blender.crash.txt
Segmentation fault (core dumped)

blender.crash.txt:

# Blender 4.0.0, Commit date: 2023-08-28 13:49, Hash 1e5cdea54f8d
bpy.ops.wm.splash()  # Operator
bpy.ops.wm.tool_set_by_id(name="builtin.select_box", cycle=False, space_type='VIEW_3D')  # Operator

# backtrace
./blender() [0xf1a550]
./blender() [0x8b7575]
/usr/lib/libc.so.6(+0x3e710) [0x7fc36c63e710]
./blender() [0x11473e1]
./blender() [0x11a3845]
./blender() [0x119d783]
./blender() [0x10f1f08]
./blender() [0x10f38bd]
./blender() [0x1dd7223]
./blender() [0x151aad6]
./blender() [0xf2bf12]
./blender() [0xf284c0]
./blender() [0x7183e0]
/usr/lib/libc.so.6(+0x27cd0) [0x7fc36c627cd0]
/usr/lib/libc.so.6(__libc_start_main+0x8a) [0x7fc36c627d8a]
./blender() [0x8b347e]

# Python backtrace

> The debug output doesn't show any related info. If it's crashing, could you attach the crash report? Hi! Blender crashes on start. I launched Blender with `--debug-all` option `console`: ``` .... [SCScene :: View Layer]: BKE_object_eval_light_linking on OBCamera (0x7fc333355e38) Depsgraph updated in 0.001425 seconds. Depsgraph evaluation FPS: -nan loading preset: /mnt/work/BlenderWorkedBuilds/blender-4.0.0-alpha+main-PR111616.1e5cdea54f8d-linux.x86_64-release/4.0/scripts/presets/keyconfig/Blender.py FRS_set_context: context 0x0x7fc36a260d18 scene 0x0x7fc36468ec38 UI_menutype_draw: opening menu "WM_MT_splash" ghost_event_proc: ghost redraw 1 ghost_event_proc: ghost redraw 1 ED_screen_refresh: set screen UI_menutype_draw: opening menu "TOPBAR_MT_editor_menus" UI_menutype_draw: opening menu "TIME_MT_editor_menus" UI_menutype_draw: opening menu "VIEW3D_MT_editor_menus" Writing: /mnt/work/cache/blender/tmp/blender.crash.txt Segmentation fault (core dumped) ``` `blender.crash.txt`: ``` # Blender 4.0.0, Commit date: 2023-08-28 13:49, Hash 1e5cdea54f8d bpy.ops.wm.splash() # Operator bpy.ops.wm.tool_set_by_id(name="builtin.select_box", cycle=False, space_type='VIEW_3D') # Operator # backtrace ./blender() [0xf1a550] ./blender() [0x8b7575] /usr/lib/libc.so.6(+0x3e710) [0x7fc36c63e710] ./blender() [0x11473e1] ./blender() [0x11a3845] ./blender() [0x119d783] ./blender() [0x10f1f08] ./blender() [0x10f38bd] ./blender() [0x1dd7223] ./blender() [0x151aad6] ./blender() [0xf2bf12] ./blender() [0xf284c0] ./blender() [0x7183e0] /usr/lib/libc.so.6(+0x27cd0) [0x7fc36c627cd0] /usr/lib/libc.so.6(__libc_start_main+0x8a) [0x7fc36c627d8a] ./blender() [0x8b347e] # Python backtrace ```

Maybe this is what cased my issue #111619, but if so.. why not in any other view other than solid view ?
I've read your comments about the no. of SSBOs binding points per shader however I dont understand it.. if that the case it shouldn't work in other views or modes.. also rendering is done perfectly in my case.. I could tell it could be the way workbench only handle shaders

Maybe this is what cased my issue https://projects.blender.org/blender/blender/issues/111619, but if so.. why not in any other view other than solid view ? I've read your comments about the no. of SSBOs binding points per shader however I dont understand it.. if that the case it shouldn't work in other views or modes.. also rendering is done perfectly in my case.. I could tell it could be the way workbench only handle shaders

Thanks to @Jeroen-Bakker 's build that fixed the issue on my ubuntu system
Think it should do the same for you on windows

Thanks to @Jeroen-Bakker 's [build](https://builder.blender.org/download/patch/PR111643/) that fixed the issue on my **ubuntu** system Think it should do the same for you on **windows**
Author

Alas (when testing the 111643 build on WIN10), I get a crash before the splash screen. Debug log attached. Also attaching a little more debug from running with --debug-all

Alas (when testing the 111643 build on WIN10), I get a crash before the splash screen. Debug log attached. Also attaching a little more debug from running with `--debug-all`

The build from #111643 fixed the issue on my PC

Screenshot_20230829_135446.png

The build from #111643 fixed the issue on my PC ![Screenshot_20230829_135446.png](/attachments/88f523eb-7632-475c-a3a3-ad1e5ee1a495)

Operating system: Windows 10 home : Laptop Lenovo G50-80
Graphics card: Intel(R) HD Graphics 5500 4.4.0 - Build 20.19.15.5171

The patch build PR111616 does not work with my system spec.
As before I had to use 'blender_debug_gpu_glitchworkaround' to load Blender, the Blender Icon Application just crashes.

The issue seems to be in Viewport Solid Mode, Material and Rendered are okay!

Operating system: Windows 10 home : Laptop Lenovo G50-80 Graphics card: Intel(R) HD Graphics 5500 4.4.0 - Build 20.19.15.5171 The patch build PR111616 does not work with my system spec. As before I had to use 'blender_debug_gpu_glitchworkaround' to load Blender, the Blender Icon Application just crashes. The issue seems to be in Viewport Solid Mode, Material and Rendered are okay!
Member

Ok, it looks like my fix didn't work because GPU_shader_storage_buffer_objects_support is still checked when creating the Draw Manager: 60560c7da5/source/blender/draw/intern/draw_view_data.cc (L46)

However, the original workaround was seemingly implemented because SSBO shader reflection caused crashes on those Intel cards, so simply removing it could cause some fires somewhere else?
60560c7da5/source/blender/gpu/opengl/gl_shader_interface.cc (L224)

Tagging @fclem since he's the one that implemented the workaround in the first place.

Ok, it looks like my fix didn't work because `GPU_shader_storage_buffer_objects_support` is still checked when creating the Draw Manager: https://projects.blender.org/blender/blender/src/commit/60560c7da55d4c9d141d3b4a963c63dd882cfe56/source/blender/draw/intern/draw_view_data.cc#L46 However, the original workaround was seemingly implemented because SSBO shader reflection caused crashes on those Intel cards, so simply removing it could cause some fires somewhere else? https://projects.blender.org/blender/blender/src/commit/60560c7da55d4c9d141d3b4a963c63dd882cfe56/source/blender/gpu/opengl/gl_shader_interface.cc#L224 Tagging @fclem since he's the one that implemented the workaround in the first place.
Author

Much as I would love this to be fixed, I'm a realist. You can apply a sticking plaster, and then a bandage, and then a plaster cast, and still find you can't run a marathon. Switching metaphors: this may well be the asteroid that kills the dinosaurs (like me).

Much as I would love this to be fixed, I'm a realist. You can apply a sticking plaster, and then a bandage, and then a plaster cast, and still find you can't run a marathon. Switching metaphors: this may well be the asteroid that kills the dinosaurs (like me).

@snibber Peter Green

The patch build PR111616 seems to work on Linux OS. We are both on Windows 10, and my Intel Graphics Card is HD Graphics 5500 4.4.0 - Build 20.19.15.5171.

I know it's still old, but I think a bit newer than the Linux Intel Graphic Card.

I get your point though....

@snibber Peter Green The patch build PR111616 seems to work on Linux OS. We are both on Windows 10, and my Intel Graphics Card is HD Graphics 5500 4.4.0 - Build 20.19.15.5171. I know it's still old, but I think a bit newer than the Linux Intel Graphic Card. I get your point though....
Member

@pragma37 Looking at the original patch we could remove the workaround for legacy intel iGPUs as it seems drivers are updated. If some configurations still don't work, we can look at them individually. (Like the HD5500 issue)

Mesa seems to work as expected.

@pragma37 Looking at the original patch we could remove the workaround for legacy intel iGPUs as it seems drivers are updated. If some configurations still don't work, we can look at them individually. (Like the HD5500 issue) Mesa seems to work as expected.
Member

@Jeroen-Bakker Ok then! 👍

@Jeroen-Bakker Ok then! 👍
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labels 2023-08-31 20:28:03 +02:00
  1. In "Solid view", only ovrlay/ wireframe responds to transform/ translation.
    image
    ...and "Wiraframe" view keeps showing wire of forementioned solid object (i.e: Cube above)
    (other two "Viewport shading methods" are fine)

  2. With "Viewport debug" & "Overlay Next" enabled, Blender crashes after any 'action' performed in viewport.

HW: MS Surface Pro 3 (Intel i5-4300U, Intel HD Graphics 4400, 8GB RAM, 256GB SSD)
OS: Windows 10 Pro (22H2)

1. In "Solid view", only ovrlay/ wireframe responds to transform/ translation. ![image](/attachments/bd11b459-a915-4f9c-a19a-ced2f673d839) ...and "Wiraframe" view keeps showing wire of forementioned solid object (i.e: Cube above) (other two "Viewport shading methods" are fine) 2. With "Viewport debug" & "Overlay Next" enabled, Blender crashes after any 'action' performed in viewport. HW: MS Surface Pro 3 (Intel i5-4300U, Intel HD Graphics 4400, 8GB RAM, 256GB SSD) OS: Windows 10 Pro (22H2)
  1. In "Solid view", only ovrlay/ wireframe responds to transform/ translation.

I cannot confirm it with HD 4600 and Linux

  1. With "Viewport debug" & "Overlay Next" enabled, Blender crashes after any 'action' performed in viewport.

confirm

> 1. In "Solid view", only ovrlay/ wireframe responds to transform/ translation. I cannot confirm it with HD 4600 and Linux > 2. With "Viewport debug" & "Overlay Next" enabled, Blender crashes after any 'action' performed in viewport. confirm
Member

@cardboard-2 can you open two new reports, this is not related to SSBOs. If i have to guess the first one is related to Shader Draw Parameters. Can you also try running blender with the gpu workarounds enabled

@cardboard-2 can you open two new reports, this is not related to SSBOs. If i have to guess the first one is related to Shader Draw Parameters. Can you also try running blender with the gpu workarounds enabled
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Reference: blender/blender#111587
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