"GPUTexture: texture alloc failed. Likely not enough Video Memory." when rendering an animation with eevee, even on low quality #59351

Closed
opened 2018-12-14 05:34:56 +01:00 by Benjamin Humpherys · 13 comments

System Information
Operating system: Windows 10
Graphics card: R9 280X
system-info.txt

Blender Version
Broken: 2.80 hash be0c8ed734
Short description of error
Whenever I render out an animation from the attached .blend file using eevee, after 100-150 frames blender will crash with the following error:

GPUTexture: create : TEXTURE_2D, RGBA32F, w : 384, h : 216, d : 0, comp : 4, size : 2.53 MiB
GPUTexture: texture alloc failed. Likely not enough Video Memory.
Current texture memory usage : 2.53 MiB.
Error   : EXCEPTION_ACCESS_VIOLATION
Address : 0x00007FF61F17D5B1
Module  : C:\blender-git-2.80\build_windows__x64_vc15_Release\bin\Release\blender.exe

This even happens on lower resolutions. My card is a bit older, but it has 3GB of onboard ram and task manager only shows 50% onboard graphics memory being usedwhile rendering. I've had the error on much smaller scenes, but this is the first one I could get it to crash reliably.

Exact steps for others to reproduce the error
Open the following file and press 'F12' to render the entire animation.
Discovery 1.blend

**System Information** Operating system: Windows 10 Graphics card: R9 280X [system-info.txt](https://archive.blender.org/developer/F5949151/system-info.txt) **Blender Version** Broken: 2.80 hash be0c8ed734b **Short description of error** Whenever I render out an animation from the attached .blend file using eevee, after 100-150 frames blender will crash with the following error: ``` GPUTexture: create : TEXTURE_2D, RGBA32F, w : 384, h : 216, d : 0, comp : 4, size : 2.53 MiB GPUTexture: texture alloc failed. Likely not enough Video Memory. Current texture memory usage : 2.53 MiB. Error : EXCEPTION_ACCESS_VIOLATION Address : 0x00007FF61F17D5B1 Module : C:\blender-git-2.80\build_windows__x64_vc15_Release\bin\Release\blender.exe ``` This even happens on lower resolutions. My card is a bit older, but it has 3GB of onboard ram and task manager only shows 50% onboard graphics memory being usedwhile rendering. I've had the error on much smaller scenes, but this is the first one I could get it to crash reliably. **Exact steps for others to reproduce the error** Open the following file and press 'F12' to render the entire animation. [Discovery 1.blend](https://archive.blender.org/developer/F5949170/Discovery_1.blend)

Added subscriber: @brhumphe

Added subscriber: @brhumphe

I attempted to reproduce this on Mac on hash f4c70a35a2, but it did not crash and the animation render was successful. System info: system-info.txt

I attempted to reproduce this on Mac on hash f4c70a35a292, but it did not crash and the animation render was successful. System info: [system-info.txt](https://archive.blender.org/developer/F5949826/system-info.txt)

Added subscriber: @ZedDB

Added subscriber: @ZedDB

I'll try to render out the animation on my 290x (running linux).

In the mean time, could you try to download the latest AMD drivers? They released a big driver update yesterday I think. So it might be worth trying it out.

I'll try to render out the animation on my 290x (running linux). In the mean time, could you try to download the latest AMD drivers? They released a big driver update yesterday I think. So it might be worth trying it out.

No dice, I can render the whole animation and it doesn't crash. Get back to me about the driver situation.

No dice, I can render the whole animation and it doesn't crash. Get back to me about the driver situation.

I updated the drivers just to be sure, and it still happens. Must be a Windows thing?

I updated the drivers just to be sure, and it still happens. Must be a Windows thing?
Clément Foucault was assigned by Sebastian Parborg 2018-12-14 15:48:05 +01:00

Added subscriber: @fclem

Added subscriber: @fclem

I'm guessing so.

@fclem I don't know what kind of information you want from longer animations like this. Still the attached output of --debug-gpu?

I'm guessing so. @fclem I don't know what kind of information you want from longer animations like this. Still the attached output of --debug-gpu?

Got a debug build working, and this is the stacktrace I get when it crashes:

>	blender.exe!GPU_texture_bind(GPUTexture * tex, int number) Line 1291	C

 	blender.exe!drw_texture_set_parameters(GPUTexture * tex, <unnamed-enum-DRW_TEX_FILTER> flags) Line 67	C
 	blender.exe!DRW_texture_create_2D(int w, int h, GPUTextureFormat format, <unnamed-enum-DRW_TEX_FILTER> flags, const float * fpixels) Line 92	C
 	blender.exe!DRW_texture_ensure_fullscreen_2D(GPUTexture * * tex, GPUTextureFormat format, <unnamed-enum-DRW_TEX_FILTER> flags) Line 133	C
 	blender.exe!EEVEE_render_init(EEVEE_Data * ved, RenderEngine * engine, Depsgraph * depsgraph) Line 92	C
 	blender.exe!eevee_render_to_image(void * vedata, RenderEngine * engine, RenderLayer * render_layer, const rcti * rect) Line 431	C
 	blender.exe!DRW_render_to_image(RenderEngine * engine, Depsgraph * depsgraph) Line 1871	C
 	blender.exe!RE_engine_render(Render * re, int do_all) Line 747	C
 	blender.exe!do_render_3d(Render * re) Line 1102	C
 	blender.exe!do_render(Render * re) Line 1180	C
 	blender.exe!do_render_composite(Render * re) Line 1393	C
 	blender.exe!do_render_all_options(Render * re) Line 1659	C
 	blender.exe!RE_BlenderAnim(Render * re, Main * bmain, Scene * scene, ViewLayer * single_layer, Object * camera_override, int sfra, int efra, int tfra) Line 2531	C
 	blender.exe!render_startjob(void * rjv, short * stop, short * do_update, float * progress) Line 620	C
 	blender.exe!do_job_thread(void * job_v) Line 339	C
 	blender.exe!tslot_thread_start(void * tslot_p) Line 260	C
 	[External Code]	

The breakpoint is in cpu_texture.c line 1291, error "Exception thrown: read access violation. tex was nullptr."

Got a debug build working, and this is the stacktrace I get when it crashes: ``` > blender.exe!GPU_texture_bind(GPUTexture * tex, int number) Line 1291 C blender.exe!drw_texture_set_parameters(GPUTexture * tex, <unnamed-enum-DRW_TEX_FILTER> flags) Line 67 C blender.exe!DRW_texture_create_2D(int w, int h, GPUTextureFormat format, <unnamed-enum-DRW_TEX_FILTER> flags, const float * fpixels) Line 92 C blender.exe!DRW_texture_ensure_fullscreen_2D(GPUTexture * * tex, GPUTextureFormat format, <unnamed-enum-DRW_TEX_FILTER> flags) Line 133 C blender.exe!EEVEE_render_init(EEVEE_Data * ved, RenderEngine * engine, Depsgraph * depsgraph) Line 92 C blender.exe!eevee_render_to_image(void * vedata, RenderEngine * engine, RenderLayer * render_layer, const rcti * rect) Line 431 C blender.exe!DRW_render_to_image(RenderEngine * engine, Depsgraph * depsgraph) Line 1871 C blender.exe!RE_engine_render(Render * re, int do_all) Line 747 C blender.exe!do_render_3d(Render * re) Line 1102 C blender.exe!do_render(Render * re) Line 1180 C blender.exe!do_render_composite(Render * re) Line 1393 C blender.exe!do_render_all_options(Render * re) Line 1659 C blender.exe!RE_BlenderAnim(Render * re, Main * bmain, Scene * scene, ViewLayer * single_layer, Object * camera_override, int sfra, int efra, int tfra) Line 2531 C blender.exe!render_startjob(void * rjv, short * stop, short * do_update, float * progress) Line 620 C blender.exe!do_job_thread(void * job_v) Line 339 C blender.exe!tslot_thread_start(void * tslot_p) Line 260 C [External Code] ``` The breakpoint is in `cpu_texture.c` line 1291, error "Exception thrown: read access violation. tex was nullptr."

Added subscriber: @mano-wii

Added subscriber: @mano-wii

This is some kind of weird driver bug. It happens to @mano-wii too. I'm thinking I could provide a command line argument to bypass the texture creation test and maybe disable it entirely on certain system.

This is some kind of weird driver bug. It happens to @mano-wii too. I'm thinking I could provide a command line argument to bypass the texture creation test and maybe disable it entirely on certain system.

This issue was referenced by ba1f178c1c

This issue was referenced by ba1f178c1c85fcc2140c11cd48ccbacb60827ae4

Changed status from 'Open' to: 'Resolved'

Changed status from 'Open' to: 'Resolved'
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Reference: blender/blender#59351
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