Blender crashes during composited scenes rendering #84324

Closed
opened 2021-01-02 14:41:22 +01:00 by Nickolai Shulba · 16 comments

System Information
Operating system: Ubuntu 19.10 64bit
Graphics card: GeForce GTX 1050 Ti 4gb Nvidia driver: 450.80.02

Blender Version
Broken: 2.91.0 Hash: 0f45cab862 master branch, 2.92.0 alpha Hash: 0da1fc2fc4 master branch
Worked: 2.83.10

Short description of error
Rendering of two simple composited scenes crashes in a couple of seconds after start
when Eevee and Workbench render engines are used. Cycle works well

It crashes in:

>	blender.exe!GPU_texture_mipmap_mode(GPUTexture * tex_, bool use_mipmap, bool use_filter) Line 483	C++

 	blender.exe!image_get_gpu_texture(Image * ima, ImageUser * iuser, ImBuf * ibuf, eGPUTextureTarget textarget) Line 402	C
 	blender.exe!space_image_gpu_texture_get(Image * image, ImageUser * iuser, ImBuf * ibuf, GPUTexture * * r_gpu_texture, bool * r_owns_texture, GPUTexture * * r_tex_tile_data) Line 139	C
 	blender.exe!image_gpu_texture_get(Image * image, ImageUser * iuser, ImBuf * ibuf, GPUTexture * * r_gpu_texture, bool * r_owns_texture, GPUTexture * * r_tex_tile_data) Line 174	C
 	blender.exe!image_cache_image(IMAGE_Data * vedata, Image * image, ImageUser * iuser, ImBuf * ibuf) Line 193	C
 	blender.exe!IMAGE_cache_init(void * ved) Line 328	C
 	blender.exe!drw_engines_cache_init() Line 1036	C
 	blender.exe!DRW_draw_render_loop_2d_ex(Depsgraph * depsgraph, ARegion * region, GPUViewport * viewport, const bContext * evil_C) Line 2106	C
 	blender.exe!image_main_region_draw(const bContext * C, ARegion * region) Line 658	C
 	blender.exe!ED_region_do_draw(bContext * C, ARegion * region) Line 551	C
 	blender.exe!wm_draw_window_offscreen(bContext * C, wmWindow * win, bool stereo) Line 732	C
 	blender.exe!wm_draw_window(bContext * C, wmWindow * win) Line 875	C
 	blender.exe!wm_draw_update(bContext * C) Line 1074	C
 	blender.exe!WM_main(bContext * C) Line 642	C
 	blender.exe!main(int argc, const unsigned char * * UNUSED_argv_c) Line 527	C
 	[External Code]	

Exact steps for others to reproduce the error

  • open attached file or
  • use default startup scene with a cube
  • set RenderProperties > Film > Transparent on
  • make full copy of the scene
  • edit default cube a bit to make composition more meaningful
  • open Compositor and mix both scenes using Color > Mix node
  • try to render 100 frames of animation (doesn't matter jpeg, png, or ffmpeg video)

{F9560413}

**System Information** Operating system: Ubuntu 19.10 64bit Graphics card: GeForce GTX 1050 Ti 4gb Nvidia driver: 450.80.02 **Blender Version** Broken: 2.91.0 Hash: 0f45cab862b8 master branch, 2.92.0 alpha Hash: 0da1fc2fc417 master branch Worked: 2.83.10 **Short description of error** Rendering of two simple composited scenes crashes in a couple of seconds after start when Eevee and Workbench render engines are used. Cycle works well It crashes in: ```lines > blender.exe!GPU_texture_mipmap_mode(GPUTexture * tex_, bool use_mipmap, bool use_filter) Line 483 C++ blender.exe!image_get_gpu_texture(Image * ima, ImageUser * iuser, ImBuf * ibuf, eGPUTextureTarget textarget) Line 402 C blender.exe!space_image_gpu_texture_get(Image * image, ImageUser * iuser, ImBuf * ibuf, GPUTexture * * r_gpu_texture, bool * r_owns_texture, GPUTexture * * r_tex_tile_data) Line 139 C blender.exe!image_gpu_texture_get(Image * image, ImageUser * iuser, ImBuf * ibuf, GPUTexture * * r_gpu_texture, bool * r_owns_texture, GPUTexture * * r_tex_tile_data) Line 174 C blender.exe!image_cache_image(IMAGE_Data * vedata, Image * image, ImageUser * iuser, ImBuf * ibuf) Line 193 C blender.exe!IMAGE_cache_init(void * ved) Line 328 C blender.exe!drw_engines_cache_init() Line 1036 C blender.exe!DRW_draw_render_loop_2d_ex(Depsgraph * depsgraph, ARegion * region, GPUViewport * viewport, const bContext * evil_C) Line 2106 C blender.exe!image_main_region_draw(const bContext * C, ARegion * region) Line 658 C blender.exe!ED_region_do_draw(bContext * C, ARegion * region) Line 551 C blender.exe!wm_draw_window_offscreen(bContext * C, wmWindow * win, bool stereo) Line 732 C blender.exe!wm_draw_window(bContext * C, wmWindow * win) Line 875 C blender.exe!wm_draw_update(bContext * C) Line 1074 C blender.exe!WM_main(bContext * C) Line 642 C blender.exe!main(int argc, const unsigned char * * UNUSED_argv_c) Line 527 C [External Code] ``` **Exact steps for others to reproduce the error** - open attached file or - use default startup scene with a cube - set RenderProperties > Film > Transparent on - make full copy of the scene - edit default cube a bit to make composition more meaningful - open Compositor and mix both scenes using Color > Mix node - try to render 100 frames of animation (doesn't matter jpeg, png, or ffmpeg video) {F9560413}

Added subscriber: @nickelbug

Added subscriber: @nickelbug

#84163 was marked as duplicate of this issue

#84163 was marked as duplicate of this issue

#83198 was marked as duplicate of this issue

#83198 was marked as duplicate of this issue

#84438 was marked as duplicate of this issue

#84438 was marked as duplicate of this issue

Added subscriber: @rjg

Added subscriber: @rjg

A similar crash was reported in #83375, with the same driver version 450.80.02 on Linux.

A similar crash was reported in #83375, with the same driver version 450.80.02 on Linux.

Added subscriber: @mano-wii

Added subscriber: @mano-wii

Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'

I can confirm the crash in release build using this file:
render_composit_racecond_bug.blend

Apparently a thread frees the gpu_texture while the main thread is using the same texture pointer.

I'm not sure if we can trust the stack trace of a release build, but apparently the texture is freed here:

>	blender.exe!image_free_gpu(Image * ima, const bool immediate) Line 470	C

 	blender.exe!BKE_image_free_buffers_ex(Image * ima, bool do_lock) Line 503	C
 	blender.exe!BKE_image_signal(Main * bmain, Image * ima, ImageUser * iuser, int signal) Line 3477	C
 	blender.exe!CompositorOperation::deinitExecution() Line 117	C++
 	blender.exe!ExecutionSystem::execute() Line 194	C++
 	blender.exe!COM_execute(RenderData * rd, Scene * scene, bNodeTree * editingtree, int rendering, const ColorManagedViewSettings * viewSettings, const ColorManagedDisplaySettings * displaySettings, const char * viewName) Line 106	C++
 	blender.exe!ntreeCompositExecTree(Scene * scene, bNodeTree * ntree, RenderData * rd, int rendering, int do_preview, const ColorManagedViewSettings * view_settings, const ColorManagedDisplaySettings * display_settings, const unsigned char * view_name) Line 255	C
 	blender.exe!do_render_composite(Render * re) Line 1403	C
 	blender.exe!do_render_all_options(Render * re) Line 1619	C
 	blender.exe!RE_RenderAnim(Render * re, Main * bmain, Scene * scene, ViewLayer * single_layer, Object * camera_override, int sfra, int efra, int tfra) Line 2594	C
 	blender.exe!render_startjob(void * rjv, short * stop, short * do_update, float * progress) Line 667	C
 	blender.exe!do_job_thread(void * job_v) Line 390	C
 	[External Code]

While the same texture is used here: (*tex becomes NULL).

>	blender.exe!GPU_texture_mipmap_mode(GPUTexture * tex_, bool use_mipmap, bool use_filter) Line 483	C++

 	blender.exe!image_get_gpu_texture(Image * ima, ImageUser * iuser, ImBuf * ibuf, eGPUTextureTarget textarget) Line 402	C
 	blender.exe!space_image_gpu_texture_get(Image * image, ImageUser * iuser, ImBuf * ibuf, GPUTexture * * r_gpu_texture, bool * r_owns_texture, GPUTexture * * r_tex_tile_data) Line 139	C
 	blender.exe!image_gpu_texture_get(Image * image, ImageUser * iuser, ImBuf * ibuf, GPUTexture * * r_gpu_texture, bool * r_owns_texture, GPUTexture * * r_tex_tile_data) Line 174	C
 	blender.exe!image_cache_image(IMAGE_Data * vedata, Image * image, ImageUser * iuser, ImBuf * ibuf) Line 193	C
 	blender.exe!IMAGE_cache_init(void * ved) Line 328	C
 	blender.exe!drw_engines_cache_init() Line 1036	C
 	blender.exe!DRW_draw_render_loop_2d_ex(Depsgraph * depsgraph, ARegion * region, GPUViewport * viewport, const bContext * evil_C) Line 2106	C
 	blender.exe!image_main_region_draw(const bContext * C, ARegion * region) Line 658	C
 	blender.exe!ED_region_do_draw(bContext * C, ARegion * region) Line 551	C
 	blender.exe!wm_draw_window_offscreen(bContext * C, wmWindow * win, bool stereo) Line 732	C
 	blender.exe!wm_draw_window(bContext * C, wmWindow * win) Line 875	C
 	blender.exe!wm_draw_update(bContext * C) Line 1074	C
 	blender.exe!WM_main(bContext * C) Line 642	C
 	blender.exe!main(int argc, const unsigned char * * UNUSED_argv_c) Line 527	C
 	[External Code]	
I can confirm the crash in release build using this file: [render_composit_racecond_bug.blend](https://archive.blender.org/developer/F9560413/render_composit_racecond_bug.blend) Apparently a thread frees the gpu_texture while the main thread is using the same texture pointer. I'm not sure if we can trust the stack trace of a release build, but apparently the texture is freed here: ``` > blender.exe!image_free_gpu(Image * ima, const bool immediate) Line 470 C blender.exe!BKE_image_free_buffers_ex(Image * ima, bool do_lock) Line 503 C blender.exe!BKE_image_signal(Main * bmain, Image * ima, ImageUser * iuser, int signal) Line 3477 C blender.exe!CompositorOperation::deinitExecution() Line 117 C++ blender.exe!ExecutionSystem::execute() Line 194 C++ blender.exe!COM_execute(RenderData * rd, Scene * scene, bNodeTree * editingtree, int rendering, const ColorManagedViewSettings * viewSettings, const ColorManagedDisplaySettings * displaySettings, const char * viewName) Line 106 C++ blender.exe!ntreeCompositExecTree(Scene * scene, bNodeTree * ntree, RenderData * rd, int rendering, int do_preview, const ColorManagedViewSettings * view_settings, const ColorManagedDisplaySettings * display_settings, const unsigned char * view_name) Line 255 C blender.exe!do_render_composite(Render * re) Line 1403 C blender.exe!do_render_all_options(Render * re) Line 1619 C blender.exe!RE_RenderAnim(Render * re, Main * bmain, Scene * scene, ViewLayer * single_layer, Object * camera_override, int sfra, int efra, int tfra) Line 2594 C blender.exe!render_startjob(void * rjv, short * stop, short * do_update, float * progress) Line 667 C blender.exe!do_job_thread(void * job_v) Line 390 C [External Code] ``` While the same texture is used here: (`*tex` becomes `NULL`). ``` > blender.exe!GPU_texture_mipmap_mode(GPUTexture * tex_, bool use_mipmap, bool use_filter) Line 483 C++ blender.exe!image_get_gpu_texture(Image * ima, ImageUser * iuser, ImBuf * ibuf, eGPUTextureTarget textarget) Line 402 C blender.exe!space_image_gpu_texture_get(Image * image, ImageUser * iuser, ImBuf * ibuf, GPUTexture * * r_gpu_texture, bool * r_owns_texture, GPUTexture * * r_tex_tile_data) Line 139 C blender.exe!image_gpu_texture_get(Image * image, ImageUser * iuser, ImBuf * ibuf, GPUTexture * * r_gpu_texture, bool * r_owns_texture, GPUTexture * * r_tex_tile_data) Line 174 C blender.exe!image_cache_image(IMAGE_Data * vedata, Image * image, ImageUser * iuser, ImBuf * ibuf) Line 193 C blender.exe!IMAGE_cache_init(void * ved) Line 328 C blender.exe!drw_engines_cache_init() Line 1036 C blender.exe!DRW_draw_render_loop_2d_ex(Depsgraph * depsgraph, ARegion * region, GPUViewport * viewport, const bContext * evil_C) Line 2106 C blender.exe!image_main_region_draw(const bContext * C, ARegion * region) Line 658 C blender.exe!ED_region_do_draw(bContext * C, ARegion * region) Line 551 C blender.exe!wm_draw_window_offscreen(bContext * C, wmWindow * win, bool stereo) Line 732 C blender.exe!wm_draw_window(bContext * C, wmWindow * win) Line 875 C blender.exe!wm_draw_update(bContext * C) Line 1074 C blender.exe!WM_main(bContext * C) Line 642 C blender.exe!main(int argc, const unsigned char * * UNUSED_argv_c) Line 527 C [External Code] ```
Member

Added subscriber: @Jeroen-Bakker

Added subscriber: @Jeroen-Bakker
Jeroen Bakker self-assigned this 2021-01-25 12:34:53 +01:00
Member

The stack trace is clear. When drawing the viewer node in the image editor or node backdrop the LOCK_DRAW_IMAGE isn't checked that is used in the CompositorOperation::deinitExecution thread.

The stack trace is clear. When drawing the viewer node in the image editor or node backdrop the `LOCK_DRAW_IMAGE` isn't checked that is used in the `CompositorOperation::deinitExecution` thread.

This issue was referenced by 7a005fb7d1

This issue was referenced by 7a005fb7d172ba73936ad263aabd2ed7e4392688
Member

Changed status from 'Confirmed' to: 'Resolved'

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

Added subscribers: @ZachHixson, @dimbroods, @xard, @EAW

Added subscribers: @ZachHixson, @dimbroods, @xard, @EAW
Member
Added subscribers: @Dec, @JacquesLucke, @lichtwerk, @blenderrocket
Member

Added subscribers: @Chris-Bell, @Defess

Added subscribers: @Chris-Bell, @Defess
Thomas Dinges added this to the 2.92 milestone 2023-02-08 16:15:35 +01:00
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Reference: blender/blender#84324
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