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Blender 3.5.1 / Prorender 3.6 / Polaris #68

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Thalionsolarstorm opened this issue Jun 7, 2023 · 1 comment
Open

Blender 3.5.1 / Prorender 3.6 / Polaris #68

Thalionsolarstorm opened this issue Jun 7, 2023 · 1 comment

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@Thalionsolarstorm
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When using this Combination - Blender crashes immediately after going to interactive view or hitting render - empty scene just default cube. Prorender 3.5 was working mostly fine - i suspect this has something to do with the Backend switch to VK / HIP -
ProRender beeing the only option as Cycles also would not run via HIP on Polaris Cards. Could theese be added - since OpenCL never was working correctly after Blender 2.8 on theese ( Crashes / Memory Corruption but ONLY in Cycles ) - RPR was working Lux was working using OpenCL. Now it would be very nice to have HIP for Polaris Cards too - since their been good stable workhorses otherwise. If not then could PLEASE somone look at the Cycles 2.93 LTS Source and fix that Memory corruption issue which completelly destroys the driver to a Hardcrash at least - so there is maybe ONE Version finally running after 7 Years :p ?

Thx & Cheers!

Debug:
Error: Required instance extension VK_KHR_get_physical_device_properties2 is not supported. ContextNode::Initialize: "Error: Required instance extension VK_KHR_get_physical_device_properties2 is not supported." Error: Fatal error: Could not create Vulkan instance, VkResult=-1 2023-06-07 19:37:40,176 WARNING rpr.engine.init [30808]: ('Plugin is not registered', WindowsPath('C:/Users/redacted/AppData/Roaming/Blender Foundation/Blender/3.5/scripts/addons/rprblender/Hybrid.dll'), '') 2023-06-07 19:37:40,790 INFO rpr.material_library [30808]: Material library located at C:\ProgramData\RadeonProRender\MaterialLibrary\Xml I0607 19:37:41.289916 30808 device.cpp:47] CUEW initialization failed: Error opening the library I0607 19:37:41.289916 30808 device.cpp:32] HIPEW initialization succeeded I0607 19:37:41.289916 30808 device.cpp:34] Found precompiled kernels Error : EXCEPTION_ACCESS_VIOLATION Address : 0x00007FFD6E5F0F1D Module : amdhip64.dll Thread : 000060b0

Blender Build:
version: 3.5.1, branch: blender-v3.5-release, commit date: 2023-04-24 18:11, hash: e1ccd9d4a1d3, type: release build date: 2023-04-24, 23:56:35 platform: 'Windows-10-10.0.19045-SP0' binary path: 'D:\\Software\\blender-3.5.1-windows-x64\\blender.exe' build cflags: /W3 /w34062 /w34115 /w34189 /w35038 /wd4018 /wd4146 /wd4065 /wd4127 /wd4181 /wd4200 /wd4244 /wd4267 /wd4305 /wd4800 /wd4828 /wd4996 /wd4661 /wd4848 /we4013 /we4133 /we4431 /we4033 /DWIN32 /D_WINDOWS /W3 /nologo /J /Gd /MP /bigobj /Zc:inline -openmp build cxxflags: /W3 /w34062 /w34115 /w34189 /w35038 /wd4018 /wd4146 /wd4065 /wd4127 /wd4181 /wd4200 /wd4244 /wd4267 /wd4305 /wd4800 /wd4828 /wd4996 /wd4661 /wd4848 /we4013 /we4133 /we4431 /we4033 /DWIN32 /D_WINDOWS /W3 /EHsc /nologo /J /Gd /MP /EHsc /bigobj /Zc:inline /permissive- /Zc:twoPhase- -openmp /Zc:__cplusplus build linkflags: /MACHINE:X64 /SUBSYSTEM:CONSOLE /STACK:2097152 /ignore:4049 /ignore:4217 /ignore:4221 build system: CMake

GPU:
`
GPU:

renderer: 'Radeon (TM) RX 480 Graphics'
vendor: 'ATI Technologies Inc.'
version: '4.5.0 Core Profile Context 23.4.2.230412'
device type: 'AMD'
backend type: 'OPENGL'
extensions:
GL_AMD_blend_minmax_factor
GL_AMD_depth_clamp_separate
GL_AMD_gpu_shader_half_float
GL_AMD_gpu_shader_int16
GL_AMD_gpu_shader_int64
GL_AMD_pinned_memory
GL_AMD_sample_positions
GL_AMD_shader_trinary_minmax
GL_AMD_vertex_shader_layer
GL_AMD_vertex_shader_viewport_index
GL_ARB_ES2_compatibility
GL_ARB_ES3_compatibility
GL_ARB_arrays_of_arrays
GL_ARB_base_instance
GL_ARB_bindless_texture
GL_ARB_blend_func_extended
GL_ARB_buffer_storage
GL_ARB_clear_buffer_object
GL_ARB_clear_texture
GL_ARB_clip_control
GL_ARB_color_buffer_float
GL_ARB_compute_shader
GL_ARB_conditional_render_inverted
GL_ARB_conservative_depth
GL_ARB_copy_buffer
GL_ARB_copy_image
GL_ARB_cull_distance
GL_ARB_debug_output
GL_ARB_depth_buffer_float
GL_ARB_depth_clamp
GL_ARB_depth_texture
GL_ARB_derivative_control
GL_ARB_direct_state_access
GL_ARB_draw_buffers
GL_ARB_draw_buffers_blend
GL_ARB_draw_elements_base_vertex
GL_ARB_draw_indirect
GL_ARB_draw_instanced
GL_ARB_enhanced_layouts
GL_ARB_explicit_attrib_location
GL_ARB_explicit_uniform_location
GL_ARB_fragment_coord_conventions
GL_ARB_fragment_layer_viewport
GL_ARB_fragment_program
GL_ARB_fragment_program_shadow
GL_ARB_fragment_shader
GL_ARB_framebuffer_no_attachments
GL_ARB_framebuffer_object
GL_ARB_framebuffer_sRGB
GL_ARB_geometry_shader4
GL_ARB_get_program_binary
GL_ARB_get_texture_sub_image
GL_ARB_gl_spirv
GL_ARB_gpu_shader5
GL_ARB_gpu_shader_fp64
GL_ARB_half_float_pixel
GL_ARB_half_float_vertex
GL_ARB_indirect_parameters
GL_ARB_instanced_arrays
GL_ARB_internalformat_query
GL_ARB_internalformat_query2
GL_ARB_invalidate_subdata
GL_ARB_map_buffer_range
GL_ARB_multi_bind
GL_ARB_multi_draw_indirect
GL_ARB_multisample
GL_ARB_multitexture
GL_ARB_occlusion_query
GL_ARB_occlusion_query2
GL_ARB_parallel_shader_compile
GL_ARB_pipeline_statistics_query
GL_ARB_pixel_buffer_object
GL_ARB_point_parameters
GL_ARB_point_sprite
GL_ARB_polygon_offset_clamp
GL_ARB_program_interface_query
GL_ARB_query_buffer_object
GL_ARB_robustness
GL_ARB_sample_shading
GL_ARB_sampler_objects
GL_ARB_seamless_cube_map
GL_ARB_seamless_cubemap_per_texture
GL_ARB_separate_shader_objects
GL_ARB_shader_atomic_counters
GL_ARB_shader_ballot
GL_ARB_shader_bit_encoding
GL_ARB_shader_clock
GL_ARB_shader_draw_parameters
GL_ARB_shader_group_vote
GL_ARB_shader_image_load_store
GL_ARB_shader_image_size
GL_ARB_shader_objects
GL_ARB_shader_precision
GL_ARB_shader_stencil_export
GL_ARB_shader_storage_buffer_object
GL_ARB_shader_subroutine
GL_ARB_shader_texture_image_samples
GL_ARB_shader_texture_lod
GL_ARB_shader_viewport_layer_array
GL_ARB_shading_language_100
GL_ARB_shading_language_420pack
GL_ARB_shadow
GL_ARB_shadow_ambient
GL_ARB_sparse_buffer
GL_ARB_sparse_texture
GL_ARB_spirv_extensions
GL_ARB_stencil_texturing
GL_ARB_sync
GL_ARB_tessellation_shader
GL_ARB_texture_barrier
GL_ARB_texture_border_clamp
GL_ARB_texture_buffer_object
GL_ARB_texture_buffer_range
GL_ARB_texture_compression
GL_ARB_texture_compression_bptc
GL_ARB_texture_compression_rgtc
GL_ARB_texture_cube_map
GL_ARB_texture_cube_map_array
GL_ARB_texture_env_add
GL_ARB_texture_env_combine
GL_ARB_texture_env_dot3
GL_ARB_texture_filter_anisotropic
GL_ARB_texture_filter_minmax
GL_ARB_texture_float
GL_ARB_texture_gather
GL_ARB_texture_mirror_clamp_to_edge
GL_ARB_texture_multisample
GL_ARB_texture_multisample_no_array
GL_ARB_texture_non_power_of_two
GL_ARB_texture_query_levels
GL_ARB_texture_rectangle
GL_ARB_texture_rg
GL_ARB_texture_rgb10_a2ui
GL_ARB_texture_stencil8
GL_ARB_texture_storage
GL_ARB_texture_storage_multisample
GL_ARB_texture_swizzle
GL_ARB_texture_view
GL_ARB_timer_query
GL_ARB_transform_feedback
GL_ARB_transform_feedback2
GL_ARB_transform_feedback3
GL_ARB_transform_feedback_instanced
GL_ARB_transform_feedback_overflow_query
GL_ARB_transpose_matrix
GL_ARB_uniform_buffer_object
GL_ARB_vertex_array_bgra
GL_ARB_vertex_array_object
GL_ARB_vertex_attrib_64bit
GL_ARB_vertex_attrib_binding
GL_ARB_vertex_buffer_object
GL_ARB_vertex_program
GL_ARB_vertex_shader
GL_ARB_vertex_type_10f_11f_11f_rev
GL_ARB_vertex_type_2_10_10_10_rev
GL_ARB_viewport_array
GL_ARB_window_pos
GL_ATI_draw_buffers
GL_ATI_meminfo
GL_ATI_separate_stencil
GL_ATI_shader_texture_lod
GL_ATI_texture_env_combine3
GL_EXT_abgr
GL_EXT_bgra
GL_EXT_blend_color
GL_EXT_blend_equation_separate
GL_EXT_blend_func_separate
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_clip_cull_distance
GL_EXT_color_buffer_half_float
GL_EXT_compiled_vertex_array
GL_EXT_copy_buffer
GL_EXT_copy_image
GL_EXT_debug_label
GL_EXT_depth_bounds_test
GL_EXT_direct_state_access
GL_EXT_draw_buffers2
GL_EXT_draw_buffers_indexed
GL_EXT_draw_range_elements
GL_EXT_fog_coord
GL_EXT_framebuffer_blit
GL_EXT_framebuffer_multisample
GL_EXT_framebuffer_object
GL_EXT_framebuffer_sRGB
GL_EXT_geometry_point_size
GL_EXT_geometry_shader4
GL_EXT_gpu_program_parameters
GL_EXT_gpu_shader4
GL_EXT_gpu_shader5
GL_EXT_memory_object
GL_EXT_memory_object_win32
GL_EXT_multi_draw_arrays
GL_EXT_nonuniform_qualifier
GL_EXT_packed_depth_stencil
GL_EXT_packed_pixels
GL_EXT_pixel_buffer_object
GL_EXT_point_parameters
GL_EXT_polygon_offset_clamp
GL_EXT_provoking_vertex
GL_EXT_render_snorm
GL_EXT_sRGB_write_control
GL_EXT_secondary_color
GL_EXT_semaphore
GL_EXT_semaphore_win32
GL_EXT_shader_image_load_store
GL_EXT_shader_integer_mix
GL_EXT_shader_io_blocks
GL_EXT_shadow_funcs
GL_EXT_stencil_wrap
GL_EXT_tessellation_point_size
GL_EXT_tessellation_shader
GL_EXT_texture3D
GL_EXT_texture_array
GL_EXT_texture_border_clamp
GL_EXT_texture_buffer
GL_EXT_texture_buffer_object
GL_EXT_texture_compression_bptc
GL_EXT_texture_compression_latc
GL_EXT_texture_compression_rgtc
GL_EXT_texture_compression_s3tc
GL_EXT_texture_edge_clamp
GL_EXT_texture_env_add
GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_format_BGRA8888
GL_EXT_texture_integer
GL_EXT_texture_lod
GL_EXT_texture_lod_bias
GL_EXT_texture_mirror_clamp
GL_EXT_texture_object
GL_EXT_texture_rectangle
GL_EXT_texture_sRGB
GL_EXT_texture_sRGB_R8
GL_EXT_texture_sRGB_RG8
GL_EXT_texture_sRGB_decode
GL_EXT_texture_shared_exponent
GL_EXT_texture_snorm
GL_EXT_texture_storage
GL_EXT_timer_query
GL_EXT_transform_feedback
GL_EXT_vertex_array
GL_KHR_blend_equation_advanced
GL_KHR_debug
GL_KHR_no_error
GL_KHR_parallel_shader_compile
GL_KHR_robust_buffer_access_behavior
GL_KHR_robustness
GL_NV_blend_square
GL_NV_copy_image
GL_NV_depth_buffer_float
GL_NV_float_buffer
GL_NV_primitive_restart
GL_NV_shader_atomic_int64
GL_NV_texture_barrier
GL_OES_EGL_image
GL_OVR_multiview
GL_OVR_multiview2
GL_OVR_multiview_multisampled_render_to_texture
GL_S3_s3tc
WGL_EXT_swap_control

Implementation Dependent GPU Limits:

Maximum Batch Vertices: 536870911
Maximum Batch Indices: 536870911

GLSL:
Maximum Varying Floats: 64
Maximum Vertex Attributes: 32
Maximum Vertex Uniform Components: 8000
Maximum Fragment Uniform Components: 8000
Maximum Vertex Image Units: 32
Maximum Fragment Image Units: 32
Maximum Pipeline Image Units: 160

Features:
Compute Shader Support: 1
Shader Storage Buffer Objects Support: 1
Image Load/Store Support: 1

`

@bsavery
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bsavery commented Jun 8, 2023

In the settings switch the viewport mode to "RPR Final" and under debug settings choose "Use OpenCL".

This should really be posted in the RPR Blender repo...

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