GPUOpen-LibrariesAndSDKs / RadeonProRenderSDK

AMD Radeon™ ProRender is a powerful physically-based path traced rendering engine that enables creative professionals to produce stunningly photorealistic images.
https://gpuopen.com/radeon-prorender-suite/
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Blender 3.5.1 / Prorender 3.6 / Polaris #68

Open Thalionsolarstorm opened 1 year ago

Thalionsolarstorm commented 1 year ago

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

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bsavery commented 1 year ago

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...