4.0.0 Alpha - No shader storage buffer support #111587
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Reference: blender/blender#111587
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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.
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
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
Yes both issues seems like the same, so it was merged into this one.
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.
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/
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.
Finger trouble. I didn't mean to close the issue. That's a decision for others.
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
Hi! Blender crashes on start. I launched Blender with
--debug-all
optionconsole
:blender.crash.txt
: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
Thanks to @Jeroen-Bakker 's build that fixed the issue on my ubuntu system
Think it should do the same for you on windows
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
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!
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.
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....
@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.
@Jeroen-Bakker Ok then! 👍
In "Solid view", only ovrlay/ wireframe responds to transform/ translation.
...and "Wiraframe" view keeps showing wire of forementioned solid object (i.e: Cube above)
(other two "Viewport shading methods" are fine)
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)
I cannot confirm it with HD 4600 and Linux
confirm
@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