gpu.types.GPUOffScreen together with gpu.state.depth_test_set causes blender ui to be unresponsive #98486
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Reference: blender/blender#98486
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System Information
(reporting from different os, those are copied from system-info.txt generated by blender)
Operating system: Windows-10-10.0.19043-SP0
Graphics card: GeForce GTX 760/PCIe/SSE2, 4.5.0 NVIDIA 461.92
Blender Version
Broken: version: 3.1.2, branch: master, commit date: 2022-03-31 17:40, hash:
cc66d1020c
, type: releaseWorked: ?
Short description of error
gpu.types.GPUOffScreen
together withgpu.state.depth_test_set
causes blender ui to be unresponsive, nothing can be clicked, blender have to be killed. ifgpu.state.depth_test_set
is set to'NONE'
after drawing is finished, problem goes away. this happens on windows, on mac it works.Exact steps for others to reproduce the error
example code is from: https://docs.blender.org/api/current/gpu.html#copy-offscreen-rendering-result-back-to-ram with marked modifications
Added subscriber: @JakubUhlik
Added subscriber: @PratikPB2123
Thanks for the report. I'm not able to confirm this in both 3.1 and current master (
3c0d7152c89d6983db193783113387e4681e0c4d
)Can you check again in latest development build?: https://builder.blender.org/download/daily
Added subscriber: @dfelinto
I cannot reproduce it either on:
Changed status from 'Needs Triage' to: 'Needs User Info'
@JakubUhlik you can reproduce this simply by running this code in the Text Editor (after uncommenting "gpu.state.depth_test_set('NONE'))?
@dfelinto to reproduce, be on windows machine, paste code to text editor as is, run. uncommenting
depth_test_set('NONE')
line only fixes issue@PratikPB2123 i just tried latest
blender-3.2.0-beta+v32.32bf6455a019-windows.amd64-release
, same thing.also, after runnning script, try to do something in all areas, looks like properties works, 3d viewport nothing can be clicked, even close/open subpanel buttons.
Changed status from 'Needs User Info' to: 'Needs Triage'
Added subscriber: @IyadAhmed
I can't reproduce on Windows, is this the whole code that is running?
yes, that's whole code. here is video demonstration. i am clicking vigorously on everything
v.mp4
sometimes (not sure when) some artifacts in lower left corner appear, they constantly change
Can you try on dev build maybe it is fixed there?
video is from 3.1, 3.2 is the same, 3.3 as well with minor change that buttons in header with pop up menus highlights when clicked
Added subscriber: @mano-wii
Changed status from 'Needs Triage' to: 'Needs User Info'
Does this problem happen if you just call
gpu.state.depth_test_set('LESS_EQUAL')
and nothing else?Note that you are changing a status that can affect the entire drawing in Blender. That's why in some cases it is advisable to restore the previous state.
@mano-wii yes, on windows. on mac nothing bad happens.
and yes, i am always reverting state, but in one case i forgot and it lead to painful debugging, and because this happens on windows and not on mac, it puzzled me even more. either it should be python user responsibility to always revert state back and that highlighted in documentation or should be done on blender side in consistent way on all platforms..
Changed status from 'Needs User Info' to: 'Needs Triage'
Changed status from 'Needs Triage' to: 'Needs User Info'
@JakubUhlik, this would still be useful information to delimit where the bug is hiding ^.
Can you try run the snippet code?
@mano-wii yes, it happens even with just this. sorry, i thought it was clear from my last message
Changed status from 'Needs User Info' to: 'Needs Triage'
Changed status from 'Needs Triage' to: 'Confirmed'
Since this is a real issue on some GPUs, I believe it deserves to be confirmed at least as a
Known Issue
.The depth test state should have no effect when the framebuffer has no depth texture.
It would be nice to send an error message in Python to users to avoid such invalid state. But since the state remains even after the framebuffer it supports is used, it is not easy to find a place for such an error message.
We could change the C++ code to skip the state change if the framebuffer doesn't support it. But it doesn't seem worth it for something that can be avoided before.
(note: seems related to D15859: Draw manager: Validate the draw state matches framebuffer. in some way).