Rendering crashes when synced to JACK Transport #50240

Closed
opened 2016-12-13 13:58:22 +01:00 by Tobiasz Karoń · 9 comments

I guess the JACK transport influence on the playhead is messing up with the rendering process.

I tried rendering out form the Sequencer and the playhead was jumping around the timeline randomly for a few seconds, and after that Blender crashed.

Here's the crash.txt file generated by Blender:

# Blender 2.78 (sub 4), Commit date: 2016-12-12 14:56, Hash 5f852a4
Read library:  '/data/Projects/PVC Factory/The PVC Factory Story/Production/Assets/Wyspa/Wyspa 24.blend', '//../Assets/Wyspa/Wyspa 24.blend', parent '<direct>'  # Info
Read library:  '/data/Projects/PVC Factory/The PVC Factory Story/Production/Assets/Wyspa/Wyspa 25.blend', '//../Assets/Wyspa/Wyspa 25.blend', parent '<direct>'  # Info
bpy.context.scene.render.filepath = "//"  # Property
bpy.ops.script.python_file_run(filepath="/data/Applications/Blender/blender-2.78-5f852a4-linux-glibc219-x86_64/2.78/scripts/presets/framerate/24.py")  # Operator
bpy.ops.sequencer.select(extend=False, linked_handle=False, left_right='NONE', linked_time=False)  # Operator
bpy.context.scene.sequence_editor.sequences_all["Click.wav"].mute = False  # Property
bpy.ops.sequencer.view_all()  # Operator
bpy.ops.script.python_file_run(filepath="/data/Applications/Blender/blender-2.78-5f852a4-linux-glibc219-x86_64/2.78/scripts/presets/framerate/30.py")  # Operator

# backtrace
blender2(BLI_system_backtrace+0x1d) [0x19b4e6d]
blender2() [0x1051719]
/lib/x86_64-linux-gnu/libc.so.6(+0x354b0) [0x7fb3bc0474b0]
blender2(_ZNSt8_Rb_treeIPvS0_St9_IdentityIS0_ESt4lessIS0_ESaIS0_EE8_M_eraseEPSt13_Rb_tree_nodeIS0_E+0x10) [0x1e4f3d0]
blender2(_ZNSt8_Rb_treeIPvS0_St9_IdentityIS0_ESt4lessIS0_ESaIS0_EE8_M_eraseEPSt13_Rb_tree_nodeIS0_E+0x1c) [0x1e4f3dc]
blender2(_ZNSt8_Rb_treeIPvS0_St9_IdentityIS0_ESt4lessIS0_ESaIS0_EE8_M_eraseEPSt13_Rb_tree_nodeIS0_E+0x1c) [0x1e4f3dc]
blender2(AUD_destroySet+0x12) [0x1e4f202]
blender2(BKE_sound_update_scene+0x3bf) [0x17e7c9f]
blender2(BKE_scene_update_for_newframe_ex+0x2e9) [0x17bc6c9]
blender2(RE_BlenderAnim+0x29b) [0x13d3f2b]
blender2() [0x1315ac9]
blender2() [0x106128a]
/lib/x86_64-linux-gnu/libpthread.so.0(+0x770a) [0x7fb3bd62370a]
/lib/x86_64-linux-gnu/libc.so.6(clone+0x6d) [0x7fb3bc11882d]
I guess the JACK transport influence on the playhead is messing up with the rendering process. I tried rendering out form the Sequencer and the playhead was jumping around the timeline randomly for a few seconds, and after that Blender crashed. Here's the crash.txt file generated by Blender: ``` # Blender 2.78 (sub 4), Commit date: 2016-12-12 14:56, Hash 5f852a4 Read library: '/data/Projects/PVC Factory/The PVC Factory Story/Production/Assets/Wyspa/Wyspa 24.blend', '//../Assets/Wyspa/Wyspa 24.blend', parent '<direct>' # Info Read library: '/data/Projects/PVC Factory/The PVC Factory Story/Production/Assets/Wyspa/Wyspa 25.blend', '//../Assets/Wyspa/Wyspa 25.blend', parent '<direct>' # Info bpy.context.scene.render.filepath = "//" # Property bpy.ops.script.python_file_run(filepath="/data/Applications/Blender/blender-2.78-5f852a4-linux-glibc219-x86_64/2.78/scripts/presets/framerate/24.py") # Operator bpy.ops.sequencer.select(extend=False, linked_handle=False, left_right='NONE', linked_time=False) # Operator bpy.context.scene.sequence_editor.sequences_all["Click.wav"].mute = False # Property bpy.ops.sequencer.view_all() # Operator bpy.ops.script.python_file_run(filepath="/data/Applications/Blender/blender-2.78-5f852a4-linux-glibc219-x86_64/2.78/scripts/presets/framerate/30.py") # Operator # backtrace blender2(BLI_system_backtrace+0x1d) [0x19b4e6d] blender2() [0x1051719] /lib/x86_64-linux-gnu/libc.so.6(+0x354b0) [0x7fb3bc0474b0] blender2(_ZNSt8_Rb_treeIPvS0_St9_IdentityIS0_ESt4lessIS0_ESaIS0_EE8_M_eraseEPSt13_Rb_tree_nodeIS0_E+0x10) [0x1e4f3d0] blender2(_ZNSt8_Rb_treeIPvS0_St9_IdentityIS0_ESt4lessIS0_ESaIS0_EE8_M_eraseEPSt13_Rb_tree_nodeIS0_E+0x1c) [0x1e4f3dc] blender2(_ZNSt8_Rb_treeIPvS0_St9_IdentityIS0_ESt4lessIS0_ESaIS0_EE8_M_eraseEPSt13_Rb_tree_nodeIS0_E+0x1c) [0x1e4f3dc] blender2(AUD_destroySet+0x12) [0x1e4f202] blender2(BKE_sound_update_scene+0x3bf) [0x17e7c9f] blender2(BKE_scene_update_for_newframe_ex+0x2e9) [0x17bc6c9] blender2(RE_BlenderAnim+0x29b) [0x13d3f2b] blender2() [0x1315ac9] blender2() [0x106128a] /lib/x86_64-linux-gnu/libpthread.so.0(+0x770a) [0x7fb3bd62370a] /lib/x86_64-linux-gnu/libc.so.6(clone+0x6d) [0x7fb3bc11882d] ```
Author

Changed status to: 'Open'

Changed status to: 'Open'
Author

Added subscriber: @TobiaszunfaKaron

Added subscriber: @TobiaszunfaKaron

Added subscribers: @neXyon, @mont29

Added subscribers: @neXyon, @mont29
Joerg Mueller was assigned by Bastien Montagne 2016-12-16 19:08:49 +01:00

@neXyon Think this one falls in your area, mind checking it? Thanks. :)

@neXyon Think this one falls in your area, mind checking it? Thanks. :)
Member

So yeah this is happening. I managed to fix the bug by preventing the sound system to change the current frame (cfra) and start/stop playback while rendering in an ugly way (if WM_jobs_test(wm, scene, WM_JOB_TYPE_RENDER)). The problem atm. is that I can only do these tests in the user interface, but not in sound.c of blenkernel, so if playback is started via jack transport while rendering, sound starts playing in blender and you don't have a way to stop it at the moment, ideally it would be completely ignored during rendering. To fix this I have to find a way in sound.c to find out whether blender is rendering right now (having access to a Main*). Can you help me with that @mont29?

So yeah this is happening. I managed to fix the bug by preventing the sound system to change the current frame (cfra) and start/stop playback while rendering in an ugly way (if WM_jobs_test(wm, scene, WM_JOB_TYPE_RENDER)). The problem atm. is that I can only do these tests in the user interface, but not in sound.c of blenkernel, so if playback is started via jack transport while rendering, sound starts playing in blender and you don't have a way to stop it at the moment, ideally it would be completely ignored during rendering. To fix this I have to find a way in sound.c to find out whether blender is rendering right now (having access to a Main*). Can you help me with that @mont29?

@neXyon quick and dirty fix would simply be getting main from global (G.main, and including "BKE_global.h" if not yet done), though not ideal…

Ideal solution would be to add a Main * parameter to chain of calls leading to the point where you need it, not sure if that solution is doable though?

@neXyon quick and dirty fix would simply be getting main from global (`G.main`, and including "BKE_global.h" if not yet done), though not ideal… Ideal solution would be to add a `Main *` parameter to chain of calls leading to the point where you need it, not sure if that solution is doable though?

This issue was referenced by d874b40a55

This issue was referenced by d874b40a555790d1ca08a930597f017e59a4b698
Member

Changed status from 'Open' to: 'Resolved'

Changed status from 'Open' to: 'Resolved'
Member

Fixing this with a workaround by disabling JACK Transport functionality during rendering. Thanks @mont29 for the help on IRC. A proper solution would be blender supporting animation playback during rendering, but I guess we are far away from that. ;-)

Fixing this with a workaround by disabling JACK Transport functionality during rendering. Thanks @mont29 for the help on IRC. A proper solution would be blender supporting animation playback during rendering, but I guess we are far away from that. ;-)
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Reference: blender/blender#50240
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