Crash when animating Viewport visibility of Curves / GPv3 object #113182

Closed
opened 2023-10-03 04:09:57 +02:00 by Diego Verger · 8 comments

System Information
Operating system: Linux-6.2.0-33-generic-x86_64-with-glibc2.37 64 Bits, X11 UI
Graphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 470.199.02

Blender Version
Broken: version: 4.1.0 Alpha, branch: main, commit date: 2023-10-02 23:22, hash: 77057e90c936

Short description of error
There is a crash when you re-enable viewport visibility of a hair curve, if it is keyframed first.

Exact steps for others to reproduce the error

  1. Select default cube
  2. Add Curve > Fur
  3. Outliner > Click on the Curve object's "Disable in Viewports" icon
  4. Hit I key over Disable in Viewports to set key
  5. Click on Disable in Viewports

Please find attached an example file ready to be crashed with step 5.

Thank you.

**System Information** Operating system: Linux-6.2.0-33-generic-x86_64-with-glibc2.37 64 Bits, X11 UI Graphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 470.199.02 **Blender Version** Broken: version: 4.1.0 Alpha, branch: main, commit date: 2023-10-02 23:22, hash: `77057e90c936` **Short description of error** There is a crash when you re-enable viewport visibility of a hair curve, if it is keyframed first. **Exact steps for others to reproduce the error** 1. Select default cube 2. Add Curve > Fur 3. Outliner > Click on the Curve object's "Disable in Viewports" icon 4. Hit I key over Disable in Viewports to set key 5. Click on Disable in Viewports Please find attached an example file ready to be crashed with step 5. Thank you.
Diego Verger added the
Priority
Normal
Type
Report
Status
Needs Triage
labels 2023-10-03 04:09:57 +02:00
Member

Hi, thanks for the report. Can confirm the crash (present since introduction of new hair curves)

>	blender.exe!blender::draw::curves_batch_cache_valid(const Curves & curves) Line 80	C++
 	blender.exe!DRW_curves_batch_cache_validate(Curves * curves) Line 682	C++
 	blender.exe!drw_batch_cache_validate(Object * ob) Line 3328	C++
 	blender.exe!drw_engines_cache_populate(Object * ob) Line 1075	C++
 	blender.exe!DRW_draw_render_loop_ex(Depsgraph * depsgraph, RenderEngineType * engine_type, ARegion * region, View3D * v3d, GPUViewport * viewport, const bContext * evil_C) Line 1727	C++
 	blender.exe!DRW_draw_view(const bContext * C) Line 1632	C++
 	blender.exe!view3d_draw_view(const bContext * C, ARegion * region) Line 1596	C++
 	blender.exe!view3d_main_region_draw(const bContext * C, ARegion * region) Line 1631	C++
 	blender.exe!ED_region_do_draw(bContext * C, ARegion * region) Line 537	C++
 	blender.exe!wm_draw_window_offscreen(bContext * C, wmWindow * win, bool stereo) Line 1001	C++
 	blender.exe!wm_draw_window(bContext * C, wmWindow * win) Line 1169	C++
 	blender.exe!wm_draw_update(bContext * C) Line 1565	C++
 	blender.exe!WM_main(bContext * C) Line 616	C++
 	blender.exe!main(int argc, const char * * __formal) Line 593	C++
Hi, thanks for the report. Can confirm the crash (present since introduction of new hair curves) ``` > blender.exe!blender::draw::curves_batch_cache_valid(const Curves & curves) Line 80 C++ blender.exe!DRW_curves_batch_cache_validate(Curves * curves) Line 682 C++ blender.exe!drw_batch_cache_validate(Object * ob) Line 3328 C++ blender.exe!drw_engines_cache_populate(Object * ob) Line 1075 C++ blender.exe!DRW_draw_render_loop_ex(Depsgraph * depsgraph, RenderEngineType * engine_type, ARegion * region, View3D * v3d, GPUViewport * viewport, const bContext * evil_C) Line 1727 C++ blender.exe!DRW_draw_view(const bContext * C) Line 1632 C++ blender.exe!view3d_draw_view(const bContext * C, ARegion * region) Line 1596 C++ blender.exe!view3d_main_region_draw(const bContext * C, ARegion * region) Line 1631 C++ blender.exe!ED_region_do_draw(bContext * C, ARegion * region) Line 537 C++ blender.exe!wm_draw_window_offscreen(bContext * C, wmWindow * win, bool stereo) Line 1001 C++ blender.exe!wm_draw_window(bContext * C, wmWindow * win) Line 1169 C++ blender.exe!wm_draw_update(bContext * C) Line 1565 C++ blender.exe!WM_main(bContext * C) Line 616 C++ blender.exe!main(int argc, const char * * __formal) Line 593 C++ ```
Pratik Borhade added
Module
EEVEE & Viewport
Status
Confirmed
Interest
Modeling
and removed
Status
Needs Triage
labels 2023-10-03 08:10:06 +02:00
Member

Same is true for GPv3

Same is true for GPv3
Philipp Oeser changed title from Crash when animating Viewport visibility of Hair Curve object to Crash when animating Viewport visibility of Curves / GPv3 object 2023-10-04 11:34:33 +02:00
Philipp Oeser added the
Interest
Grease Pencil
label 2023-10-04 11:34:40 +02:00
Member

Will dare setting this to High priority since this is a crasher which is not so uncommon to run into

Will dare setting this to High priority since this is a crasher which is not so uncommon to run into
Philipp Oeser added
Priority
High
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Priority
Normal
labels 2024-02-13 15:12:04 +01:00
Member

The issue is that DEG_OBJECT_ITER is yielding an OB_CURVES Object with null data, which AFAIK shouldn't happen.
We can add a workaround at the draw module level, but I think this should be probably solved on the dependency graph side?
@Sergey @mont29 ?

The issue is that `DEG_OBJECT_ITER` is yielding an `OB_CURVES` `Object` with null data, which AFAIK shouldn't happen. We can add a workaround at the draw module level, but I think this should be probably solved on the dependency graph side? @Sergey @mont29 ?

This indeed seems to be either a depsgraph, or curves evaluation code issue. Maybe @JacquesLucke is the best man to take investigation further here then?

This indeed seems to be either a depsgraph, or curves evaluation code issue. Maybe @JacquesLucke is the best man to take investigation further here then?
Bastien Montagne added
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Dependency Graph
Type
Bug
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Report
labels 2024-03-08 10:00:17 +01:00
Member

The bug seems to affect all geometry types, not just curves. The difference is that it crashes with curves while for other types the behavior is "just" wrong.

Steps to reproduce on a mesh object:

  1. Open the file below.
  2. Click on (already animated) disable icon in the outliner.
  3. Notice the default cube is shown in the viewport. The wireframe modifier on the cube is not evaluated.

I couldn't quite find the root cause so far, because I don't have a deep enough understanding of how the dynamic visibility stuff works yet. Maybe @Sergey has some insight into what might go wrong here.

The bug seems to affect all geometry types, not just curves. The difference is that it crashes with curves while for other types the behavior is "just" wrong. Steps to reproduce on a mesh object: 1. Open the file below. 2. Click on (already animated) disable icon in the outliner. 3. Notice the default cube is shown in the viewport. The wireframe modifier on the cube is *not* evaluated. I couldn't quite find the root cause so far, because I don't have a deep enough understanding of how the dynamic visibility stuff works yet. Maybe @Sergey has some insight into what might go wrong here.

This is an oversight of the animated visibility optimization in the dependency graph, which tries to skip evaluation of hidden objects as much as possible. The dependency graph tracks what is being visible, or affects visible, and skips evaluation of operations which do not affect anything visible. It relies on the OperationNode::flag & DEPSOP_FLAG_NEEDS_UPDATE to be preserved to "recover" from situation when something got skipped from evaluation, but is needed later on.

What happens with the case from this report, is that the object is first partially evaluated as hidden, the geometry component is skipped. But with the manual edit of the viewport visibility the graph is tagged for relations update, which looses the operation's flags.

A quick mitigation for this is to add

  for (const OperationNode *op_node : graph_->operations) {
    if (op_node->flag & DEPSOP_FLAG_NEEDS_UPDATE) {
      saved_entry_tags_.append_as(op_node);
    }
  }

in the DepsgraphNodeBuilder::begin_build (after the for (const OperationNode *op_node : graph_->entry_tags) {).

The downside of such quick change is that all tags will be considered as DEPSOP_FLAG_DIRECTLY_MODIFIED and DEPSOP_FLAG_USER_MODIFIED, potentially clearing automatic caches. So to be safe, would be good to somehow preserve the direct/user modified flags somehow. Shouldn't be very hard.

@JacquesLucke Is it something you can/want/have time for to dig a bit deeper? :)

This is an oversight of the animated visibility optimization in the dependency graph, which tries to skip evaluation of hidden objects as much as possible. The dependency graph tracks what is being visible, or affects visible, and skips evaluation of operations which do not affect anything visible. It relies on the `OperationNode::flag & DEPSOP_FLAG_NEEDS_UPDATE` to be preserved to "recover" from situation when something got skipped from evaluation, but is needed later on. What happens with the case from this report, is that the object is first partially evaluated as hidden, the geometry component is skipped. But with the manual edit of the viewport visibility the graph is tagged for relations update, which looses the operation's flags. A quick mitigation for this is to add ``` for (const OperationNode *op_node : graph_->operations) { if (op_node->flag & DEPSOP_FLAG_NEEDS_UPDATE) { saved_entry_tags_.append_as(op_node); } } ``` in the `DepsgraphNodeBuilder::begin_build` (after the `for (const OperationNode *op_node : graph_->entry_tags) {`). The downside of such quick change is that all tags will be considered as `DEPSOP_FLAG_DIRECTLY_MODIFIED` and `DEPSOP_FLAG_USER_MODIFIED`, potentially clearing automatic caches. So to be safe, would be good to somehow preserve the direct/user modified flags somehow. Shouldn't be very hard. @JacquesLucke Is it something you can/want/have time for to dig a bit deeper? :)
Member

Thanks for checking. I'd prefer it if you could try to come up with a proper fix. If you don't have time for this soonish, I can look into it again, sure.

Thanks for checking. I'd prefer it if you could try to come up with a proper fix. If you don't have time for this soonish, I can look into it again, sure.
Jacques Lucke added
Module
Core
and removed
Module
EEVEE & Viewport
labels 2024-04-10 15:11:39 +02:00
Blender Bot added
Status
Resolved
and removed
Status
Confirmed
labels 2024-04-10 16:26:47 +02:00
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Reference: blender/blender#113182
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