Spreadsheet evaluation state and solidify modifier change viewport results #92649

Closed
opened 2021-10-30 16:18:50 +02:00 by Gerstmann Bradley · 10 comments

System Information
Operating system: Windows-10-10.0.17134-SP0 64 Bits
Graphics card: NVIDIA GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.11

Blender Version
Broken: version: 3.0.0 Beta, branch: master, commit date: 2021-10-29 18:17, hash: fcf1ba18f0
Worked: (newest version of Blender that worked as expected)

Short description of error
In addition to the issue stated within the video,
I want to add several other points:

  1. Issue persists if you close blender and re-open it.
  2. both Eevee and Cycle is having the same issue.
  3. When Solidify modifier is enabled, you can render both states in viewport rendering. But if You render the animation (F12), only colorful state will be rendered.
  4. When Solidify Modifier is disabled, you can only render the green state, which turns colorful later.
  5. The green State is a desired result from this setup in my opinion.
    BUG REPORT_.mp4

Original file:
BUG REPORT2.blend

Simplified file:
#92649 Simplified.blend

Simpler reproduce steps:

  • Play animation
  • Toggle viewer node on and off
**System Information** Operating system: Windows-10-10.0.17134-SP0 64 Bits Graphics card: NVIDIA GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.11 **Blender Version** Broken: version: 3.0.0 Beta, branch: master, commit date: 2021-10-29 18:17, hash: `fcf1ba18f0` Worked: (newest version of Blender that worked as expected) **Short description of error** In addition to the issue stated within the video, I want to add several other points: 1. Issue persists if you close blender and re-open it. 2. both Eevee and Cycle is having the same issue. 3. When Solidify modifier is enabled, you can render both states in viewport rendering. But if You render the animation (F12), only colorful state will be rendered. 4. When Solidify Modifier is disabled, you can only render the green state, which turns colorful later. 5. The green State is a desired result from this setup in my opinion. [BUG REPORT_.mp4](https://archive.blender.org/developer/F11621871/BUG_REPORT_.mp4) Original file: [BUG REPORT2.blend](https://archive.blender.org/developer/F11621915/BUG_REPORT2.blend) Simplified file: [#92649 Simplified.blend](https://archive.blender.org/developer/F11663780/T92649_Simplified.blend) Simpler reproduce steps: - Play animation - Toggle viewer node on and off

Added subscriber: @Bradley_G

Added subscriber: @Bradley_G
Member

Added subscriber: @HooglyBoogly

Added subscriber: @HooglyBoogly
Member

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

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

Thanks for the report. I can confirm this.

I simplified the file, so I'll update the report.

Thanks for the report. I can confirm this. I simplified the file, so I'll update the report.
Hans Goudey changed title from Different Viewport Results and Solidify Modifier is changing the attribute to Spreadsheet evaluation state and solidify modifier change viewport results 2021-11-01 19:36:37 +01:00

Added subscriber: @Baardaap

Added subscriber: @Baardaap

What I found so far (somewhat handwavy, because I get so many warnings from a thread debugger all over the place) is that

in the file draw_cache_extract_mesh.cc:
in the function static void mesh_extract_render_data_node_exec(void *__restrict task_data):

The function mesh_render_data_update_normals(mr, data_flag) is called, while the GN tree is still evaluating.
This needs locking I think, but I have no clue where and how. I don't really see any locking at all in that function, so I assume there is some global render lock which should prevent this?

(I'll try to look into it in more detail later, but for today this is what I have time for.)

What I found so far (somewhat handwavy, because I get *so* *many* *warnings* from a thread debugger all over the place) is that in the file draw_cache_extract_mesh.cc: in the function static void mesh_extract_render_data_node_exec(void *__restrict task_data): The function mesh_render_data_update_normals(mr, data_flag) is called, while the GN tree is still evaluating. This needs locking I think, but I have no clue where and how. I don't really see any locking at all in that function, so I assume there is some global render lock which should prevent this? (I'll try to look into it in more detail later, but for today this is what I have time for.)
Member

Thanks for your testing.

I'm not that familiar with this area, but I don't think adding a lock to that specific function is a proper solution.
Generally I don't think drawing a mesh should be happening at the same time it's evaluated, so it seems like the problem is a bit more general than just that function.

Thanks for your testing. I'm not that familiar with this area, but I don't think adding a lock to that specific function is a proper solution. Generally I don't think drawing a mesh should be happening at the same time it's evaluated, so it seems like the problem is a bit more general than just that function.

woops. my comment was meant for #92606 Though it might be related my thread debugging was done with that testcase.

woops. my comment was meant for #92606 Though it might be related my thread debugging was done with that testcase.
Jacques Lucke self-assigned this 2021-11-03 11:54:48 +01:00

This issue was referenced by ff4959eeaa

This issue was referenced by ff4959eeaa5368d79f15d482da6576a1ccba5dca
Member

Changed status from 'Confirmed' to: 'Resolved'

Changed status from 'Confirmed' to: 'Resolved'
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Reference: blender/blender#92649
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