prusa3d / PrusaSlicer

G-code generator for 3D printers (RepRap, Makerbot, Ultimaker etc.)
https://www.prusa3d.com/prusaslicer/
GNU Affero General Public License v3.0
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PrusaSlicer crashes after show Travel #7461

Closed rviGmbH closed 2 years ago

rviGmbH commented 2 years ago

Version

Version 2.4.0-beta3+win64

Operating system type + version

PrusaSlicer Version: 2.4.0-beta3+win64 Build: PrusaSlicer-2.4.0-beta3+win64-202112040927

Operating System: Windows System Architecture: 64 bit Windows Version: Windows 10 (build 19043), 64-bit edition Total RAM size [MB]: 34,209MB OpenGL installation GL version: 4.6.0 NVIDIA 442.53 Vendor: NVIDIA Corporation Renderer: Quadro P600/PCIe/SSE2 GLSL version: 4.60 NVIDIA

Installed extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ARB_ES2_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_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_cl_event GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_compute_shader GL_ARB_compute_variable_group_size 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_fragment_shader_interlock 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_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment 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_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations 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_counter_ops 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_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_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp 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_object_rgb32 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_crossbar 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_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod 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_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_texture_float GL_ATI_texture_mirror_once GL_EXTX_framebuffer_mixed_formats GL_EXT_Cg_shader GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_import_sync_object GL_EXT_memory_object GL_EXT_memory_object_win32 GL_EXT_multi_draw_arrays GL_EXT_multiview_tessellation_geometry_shader GL_EXT_multiview_texture_multisample GL_EXT_multiview_timer_query GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_semaphore GL_EXT_semaphore_win32 GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map 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_filter_minmax 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_sRGB GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_decode GL_EXT_texture_shadow_lod GL_EXT_texture_shared_exponent GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_win32_keyed_mutex GL_EXT_window_rectangles GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_parallel_shader_compile GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KHR_shader_subgroup GL_KTX_buffer_region GL_NVX_blend_equation_advanced_multi_draw_buffers GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_gpu_multicast2 GL_NVX_linked_gpu_multicast GL_NVX_multigpu_info GL_NVX_nvenc_interop GL_NVX_progress_fence GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NV_blend_minmax_factor GL_NV_blend_square GL_NV_clip_space_w_scaling GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_conservative_raster_pre_snap_triangles GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_deep_texture3D GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_explicit_multisample GL_NV_feature_query GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program2 GL_NV_fragment_program_option GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_gpu_multicast GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_internalformat_sample_query GL_NV_light_max_exponent GL_NV_memory_attachment GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_float64 GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_shader_subgroup_partitioned GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_NV_stereo_view_rendering GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NV_viewport_array2 GL_NV_viewport_swizzle GL_OVR_multiview GL_OVR_multiview2 GL_S3_s3tc GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control

3D printer brand / version + firmware version (if known)

Artillery Sidewinder X1 with Bondtech LGX DD Maxnum Hotend

Behavior

Is this a new feature request? No puzzlebox-Ramona-20211210-1.zip

Project File (.3MF) where problem occurs

Upload a PrusaSlicer Project File (.3MF) (Plater -> Export plate as 3MF for Slic3r PE 1.41.2 and older, File -> Save / Save Project for PrusaSlicer, Slic3r PE 1.42.0-alpha and newer) Images (PNG, GIF, JPEG), PDFs or text files could be drag & dropped to the issue directly, while all other files need to be zipped first (.zip, .gz)

bubnikv commented 2 years ago

It may have been fixed with c7a4f61238b70e09a48629fb67831b67bfe176f5

Would you please retest with

https://prusaslicer:slicer@slicerbuilds.prusa3d.com/files/PrusaSlicer-2.4.0-beta3+39-win64-g26008adfa-202112100858.zip

You may need to enter

user prusaslicer password slicer

if a login window opens

Thank you.

rviGmbH commented 2 years ago

I tried with the new version, but prusaslicer will close still after selekting travel. This will not happen when i use a small objekt. Kind Regards

Am Fr., 10. Dez. 2021 um 16:51 Uhr schrieb Vojtěch Bubník < @.***>:

It may have been fixed with c7a4f61 https://github.com/prusa3d/PrusaSlicer/commit/c7a4f61238b70e09a48629fb67831b67bfe176f5

Would you please retest with

@.***/files/PrusaSlicer-2.4.0-beta3+39-win64-g26008adfa-202112100858.zip

You may need to enter

user prusaslicer password slicer

if a login window opens

Thank you.

— You are receiving this because you authored the thread. Reply to this email directly, view it on GitHub https://github.com/prusa3d/PrusaSlicer/issues/7461#issuecomment-991084025, or unsubscribe https://github.com/notifications/unsubscribe-auth/AW33VACMGZWD4XCB424BGA3UQIOX3ANCNFSM5JZNUWQQ . Triage notifications on the go with GitHub Mobile for iOS https://apps.apple.com/app/apple-store/id1477376905?ct=notification-email&mt=8&pt=524675 or Android https://play.google.com/store/apps/details?id=com.github.android&referrer=utm_campaign%3Dnotification-email%26utm_medium%3Demail%26utm_source%3Dgithub.

bubnikv commented 2 years ago

Unfortunately I was not able to get PrusaSlicer crash, even in debug mode. Anybody could reproduce the crash?

rviGmbH commented 2 years ago

if i enable Background Processing, my prusaslicer will crash as soon as i switch to preview. Using the official release (Version 2.3.3+win64) will not crash, Background Processing enabled or not. [image: grafik.png]

Am Fr., 10. Dez. 2021 um 17:57 Uhr schrieb Vojtěch Bubník < @.***>:

Unfortunately I was not able to get PrusaSlicer crash, even in debug mode. Anybody could reproduce the crash?

— You are receiving this because you authored the thread. Reply to this email directly, view it on GitHub https://github.com/prusa3d/PrusaSlicer/issues/7461#issuecomment-991135625, or unsubscribe https://github.com/notifications/unsubscribe-auth/AW33VADCDO6CMZTBKPFYSLTUQIWPJANCNFSM5JZNUWQQ . Triage notifications on the go with GitHub Mobile for iOS https://apps.apple.com/app/apple-store/id1477376905?ct=notification-email&mt=8&pt=524675 or Android https://play.google.com/store/apps/details?id=com.github.android&referrer=utm_campaign%3Dnotification-email%26utm_medium%3Demail%26utm_source%3Dgithub.

rviGmbH commented 2 years ago

is it possible to enable a log?

bubnikv commented 2 years ago

@rviGmbH Do you think you could manage to collect the crash dumps? https://github.com/prusa3d/PrusaSlicer/wiki/Enabling-crashdump-collection-on-Windows

bubnikv commented 2 years ago

if i enable Background Processing, my prusaslicer will crash as soon as i switch to preview.

Would you please describe your workflow from start to the crash?

You start PrusaSlicer with background processing enabled, then you load the 3MF provided, then you switch to the G-code view immediately even though the slicing just started, then you wait until the final G-code view shows up, the visualization by path type is active, you enable travel visualization and then it crashes?

bubnikv commented 2 years ago

@hejllukas noted that your OpenGL driver is 20 months old, you may want to upgrade.

rviGmbH commented 2 years ago

Driver-Update from HP and AVG is completed, windows update successfull. Enabling-crashdump done. Screenshot 2021-12-11 115323

Backgroundprocessing enabled. Loading puzzlebox-Ramona-20211210-1.zip -> Preview: no crash anymore -> Show Option - Travel => Crash Screenshot 2021-12-11 131304

Same procedure will not crash in PrusaSlicer 2.3.3

I deleted "C:\Users\raimo\AppData\Roaming\PrusaSlicer-beta" - next start of beta3: do not import from PrusaSlicer 2.3.3. PrusaSlicer crashed with dump as soon as I enable Travel in Show Option in Preview.

CrashDumps_prusa-slicer.exe.26592.zip

rviGmbH commented 2 years ago

Korrection: I used in the example above the stl file not the wmf puzzlebox-Ramona-20211210-1-stl.zip puzzlebox-Ramona-20211210-1-wmf.zip

bubnikv commented 2 years ago

Thanks, I am looking into the crash dumps.

so 11. 12. 2021 v 14:08 odesílatel rviGmbH @.***> napsal:

Korrection: I used in the example above the stl file not the wmf puzzlebox-Ramona-20211210-1-stl.zip https://github.com/prusa3d/PrusaSlicer/files/7697059/puzzlebox-Ramona-20211210-1-stl.zip puzzlebox-Ramona-20211210-1-wmf.zip https://github.com/prusa3d/PrusaSlicer/files/7697060/puzzlebox-Ramona-20211210-1-wmf.zip

— You are receiving this because you commented. Reply to this email directly, view it on GitHub https://github.com/prusa3d/PrusaSlicer/issues/7461#issuecomment-991637897, or unsubscribe https://github.com/notifications/unsubscribe-auth/ABMPSIYWVDPFE5HNNBJUUDLUQNEMTANCNFSM5JZNUWQQ . Triage notifications on the go with GitHub Mobile for iOS https://apps.apple.com/app/apple-store/id1477376905?ct=notification-email&mt=8&pt=524675 or Android https://play.google.com/store/apps/details?id=com.github.android&referrer=utm_campaign%3Dnotification-email%26utm_medium%3Demail%26utm_source%3Dgithub.

bubnikv commented 2 years ago

The crash happens on NVidia worker thread, not even on PrusaSlicer's own thread.

image

Unfortunately the call stack is not fully captured, thus I cannot extract the code line where PrusaSlicer calls the NVidia OpenGL driver and it crashes.

Backgroundprocessing enabled. Loading puzzlebox-Ramona-20211210-1.zip -> Preview: no crash anymore

I suppose you switch to the G-code viewer immediately after loading of the 3MF, right?

Now you wait until the final G-code is calculated and it shows up, right?

-> Show Option - Travel => Crash

Do you get the crash in 2.4 if you disable background processing?

bubnikv commented 2 years ago

@enricoturri1966 could you please look into this issue? Could it be that we have the same issue with travels as we had with the ordinary G-code paths, which you have fixed recently with c7a4f61238b70e09a48629fb67831b67bfe176f5 #7415 ?

rviGmbH commented 2 years ago
  1. load wmf file in PrusaSlicer 2.4 Beta3

  2. disable Background processing; disable Dark mode Screenshot 2021-12-11 165938

  3. switch to Preview - wait until slicing is finished Screenshot 2021-12-11 170411

  4. Show: Options - select Travel Screenshot 2021-12-11 170556 => PrusaSlicer 2.4 crashes prusa-slicer2.4.exe.9696.zip

bubnikv commented 2 years ago

@tg73 Would you please try to reproduce this crash with beta4? The issue may be caused by an OpenGL driver quirk and it may be connected to https://github.com/prusa3d/PrusaSlicer/issues/7415 that we have fixed for your OpenGL driver, but maybe the issue remains for travel path visualization?

rviGmbH commented 2 years ago

Crash happens also in Beta4 Screenshot 2021-12-11 172527

prusa-slicer.exe.2.4.Beta4.23340.zip

SamLefebvre commented 2 years ago

I have a similar problem, when I load the options [Tool_change, Color_change, Pause_Print, Custom_GCode, Retract, Unretract, or Seam] the background image disappear.

In the file GCodeViewer.cpp, when the shader gouraud_light_instanced is instanced, the background image disappear. If I use the second option, buffer.render_primitive_type = TBuffer::ERenderPrimitiveType::BatchedModel; all is good.

This code : https://github.com/prusa3d/PrusaSlicer/blob/a3874a410fc5e763f1e97a782799a7f7fbdc8167/src/slic3r/GUI/GCodeViewer.cpp#L588-L603

It seems related to the commit f72d83993e1949fa10b92ce328bd3948cd21a86c.

My graphic card (Radeon (TM) RX 480), is compatible with OpenGL up to 4.6.

bubnikv commented 2 years ago

@rviGmbH

disable Background processing; disable Dark mode

Has dark mode anything to do with your crash? I suppose it does not?

I am testing your 3MF with some more asserts added f589dd78511ce674d5d1c3616d8d3d8604ba67ea.

@SamLefebvre

Your issue seems to be with the instancing not being supported with your graphics card driver correctly or somehow wonky. It feels like we may just disable instancing altogether or add another checkbox to preferences? Frankly adding another checkbox to preferences is a bad joke.

Quality of OpenGL drivers on Windows: https://www.youtube.com/watch?v=VoP1E9J4jpg

bubnikv commented 2 years ago

@SamLefebvre

I have a similar problem, when I load the options [Tool_change, Color_change, Pause_Print, Custom_GCode, Retract, Unretract, or Seam] the background image disappear.

What do you mean with "background image disappear"? Would you please make a screenshot?

rviGmbH commented 2 years ago

The crash is not related to dark mode, but dark mode is marked as experimental - therefore I tested also with dark mode off.

Should I search for a never version of OpenGL driver? PrusaSlicer Version: 2.4.0-beta4+win64 Build: PrusaSlicer-2.4.0-beta4+win64-202112110943

Operating System: Windows System Architecture: 64 bit Windows Version: Windows 10 (build 19044), 64-bit edition Total RAM size [MB]: 34,209MB OpenGL installation GL version: 4.6.0 NVIDIA 497.09 Vendor: NVIDIA Corporation Renderer: Quadro P600/PCIe/SSE2 GLSL version: 4.60 NVIDIA

Installed extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ARB_ES2_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_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_cl_event GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_compute_shader GL_ARB_compute_variable_group_size 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_fragment_shader_interlock 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_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment 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_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations 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_counter_ops 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_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_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp 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_object_rgb32 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_crossbar 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_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod 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_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_texture_float GL_ATI_texture_mirror_once GL_EXTX_framebuffer_mixed_formats GL_EXT_Cg_shader GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_import_sync_object GL_EXT_memory_object GL_EXT_memory_object_win32 GL_EXT_multi_draw_arrays GL_EXT_multiview_tessellation_geometry_shader GL_EXT_multiview_texture_multisample GL_EXT_multiview_timer_query GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_semaphore GL_EXT_semaphore_win32 GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map 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_filter_minmax 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_sRGB GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_decode GL_EXT_texture_shadow_lod GL_EXT_texture_shared_exponent GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_win32_keyed_mutex GL_EXT_window_rectangles GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_parallel_shader_compile GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KHR_shader_subgroup GL_KTX_buffer_region GL_NVX_blend_equation_advanced_multi_draw_buffers GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_gpu_multicast2 GL_NVX_linked_gpu_multicast GL_NVX_multigpu_info GL_NVX_nvenc_interop GL_NVX_progress_fence GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NV_blend_minmax_factor GL_NV_blend_square GL_NV_clip_space_w_scaling GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_conservative_raster_pre_snap_triangles GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_deep_texture3D GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_explicit_multisample GL_NV_feature_query GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program2 GL_NV_fragment_program_option GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_gpu_multicast GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_internalformat_sample_query GL_NV_light_max_exponent GL_NV_memory_attachment GL_NV_memory_object_sparse GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_float64 GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_shader_subgroup_partitioned GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_NV_stereo_view_rendering GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_timeline_semaphore GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NV_viewport_array2 GL_NV_viewport_swizzle GL_OVR_multiview GL_OVR_multiview2 GL_S3_s3tc GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
rviGmbH commented 2 years ago

found this https://www.nvidia.de/Download/driverResults.aspx/183754/de I give this a try

rviGmbH commented 2 years ago

Did not install the driver from nvidia - it is older.

tg73 commented 2 years ago

@bubnikv I can repeat the crash both in beta3 and beta4. I'll email you my crashdump which may have more info due to the flags I'm using.

bubnikv commented 2 years ago

@tg73 Thanks for the crash dump. The error seems to be of a similar fashion as your first one. We will fix it.

image

bubnikv commented 2 years ago

I added some run-time checks with 947c54d2e694e213a6e5cfb95616b2ffff3df3c6, still I cannot reproduce. I will provide this build to you for testing, it should open message boxes with some hints to me (may show nonsense as "fuj", "fuj2", those are just IDs for the spots in the code, see 947c54d2e694e213a6e5cfb95616b2ffff3df3c6).

Do you possibly have another 3MF where the crash happens? Maybe a smaller one? Does it happen with each 3MF or very rarely?

SamLefebvre commented 2 years ago

@bubnikv

Has dark mode anything to do with your crash? I suppose it does not?

No dark mode does not change anything.

What do you mean with "background image disappear"? Would you please make a screenshot?

Here is a gif of PrusaSlicer 2.4.0 beta4 with MK3S as selected printer. bed_texture

With Ender3v2 as a printer. bed_texture_ender3

As a software developer myself, you got a good representation of OpenGL drivers on windows ;-p

 Your issue seems to be with the instancing not being supported with your graphics card driver correctly or somehow wonky. It feels like we may just disable instancing altogether or add another checkbox to preferences?

Add another checkbox to preference could be a good idea, for old hardware (like mine!).

bubnikv commented 2 years ago

Would you please retest with the following build that has OpenGL checks enabled?

https://prusaslicer:slicer@slicerbuilds.prusa3d.com/files/PrusaSlicer-2.4.0-beta4+23-vb-opengl-debug-7461-win64-g947c54d2e-202112121241.zip

You may need to enter

user prusaslicer password slicer

if a login window opens

Thank you.

SamLefebvre commented 2 years ago

I have tested the version PrusaSlicer-2.4.0-beta4+23-vb-opengl-debug-7461-win64-g947c54d2e-202112121241 The difference is not the bed no longer missing after I select a Bed texture image, it only show empty.

image

rviGmbH commented 2 years ago

I tested with the version PrusaSlicer-2.4.0-beta4+23-vb-opengl-debug-7461-win64-g947c54d2e-202112121241 and the PrusaSlicer did NOT crash. Screenshot 2021-12-12 145104

rviGmbH commented 2 years ago

very strange - the crash happens only when I use NO Supports. prusa-slicer.-Beta4-23exe.13576.zip

bubnikv commented 2 years ago

@rviGmbH Unfortunately there is not much to deduct from your crash log apart from that it crashed in NVIDIA OpenGL driver.

Because you did not get any assert window from PrusaSlicer, it seems that my hypothesis does not apply and we are again stumbling in the darkness.

More 3MFs to test on where PrusaSlicer crashes on you may help.

bubnikv commented 2 years ago

Also it may help us if you could please invest your time, go back into history and try all the 2.4.0 betas and alphas, whether some of the builds work without any crash and after which release it broke. It may very well be that it broke in 2.4.0-alpha1 already.

@enricoturri1966 is the author of the OpenGL rendering code, he will look into this issue on Monday.

rviGmbH commented 2 years ago

4 Parts as stl files
puzzlebox-Ramona-20211210-1a-d.stl.zip

All together as wmf puzzlebox-Ramona-20211210-1-wmf.zip

official Release Version 2.3.3+win64 will not crash

Version 2.4.0-alpha1+win64 will crash with the wmf file.

Version 2.4.0-beta4+23-vb-opengl-debug-7461-win64:

  1. importing ...-a.stl file -> slice now -> Preview option Travel : OK Screenshot 2021-12-12 232802
  2. importing ...-b.stl file -> slice now -> Preview option Travel : OK (Show Travel is enabled) Screenshot 2021-12-12 233044
  3. importing ...-c.stl file -> slice now -> Preview OK Screenshot 2021-12-12 233256
  4. importing ...-d.stl file -> slice now -> Preview OK Screenshot 2021-12-12 233439 To reduce the size of the screenshots, I reduced the PrusaSlicer window. After maximizing the PrusaSlicer window to fullscreen no crash so far. But forcing the slice will end witch a crash prusa-slicer.exe.21320.zip

Visual Studion 2019 is installed on my Laptop. Can this have a negative impact?

bubnikv commented 2 years ago

@rviGmbH

Visual Studion 2019 is installed on my Laptop. Can this have a negative impact?

I don't think so.

After maximizing the PrusaSlicer window to fullscreen no crash so far. But forcing the slice will end witch a crash

That is interesting. May it be that the crash is connected to the size of the window? Maybe you are low on GPU memory? Unfortunately OpenGL API has no faculty of reporting the GPU memory (total, remaining, low on memory etc), it only reports errors after the fact, but those errors should be reported by the debug build I have provided.

bubnikv commented 2 years ago

@tg73 Tom, would you please share your settings when capturing the crash dumps? They seem to cover more context than those of @rviGmbH. May you guys try to produce even larger crash dumps, so we may inspect the actual variables?

I think @tg73 and @rviGmbH have the same issue, while @SamLefebvre has a completely different issue.

I am afraid we will have to release a release candidate even with this issue unresolved, at least to collect more data.

enricoturri1966 commented 2 years ago

This is a build where instanced rendering has been disabled. Could you guys please test if it helps in solving your issues ? We expect that this build will resolve @SamLefebvre 's issue only, however we may be lucky and the travel crashes will be fixed as well, my hopes are low though (edit, @bubnikv). https://prusaslicer:slicer@slicerbuilds.prusa3d.com/files/PrusaSlicer-2.4.0-beta4+27-win64-g0d68a534a-202112130852.zip

rviGmbH commented 2 years ago

cannot download beta-4+27 no access permission?

enricoturri1966 commented 2 years ago

You may need to enter

user prusaslicer password slicer

if a login window opens

rviGmbH commented 2 years ago

Click on the link will give this: Screenshot 2021-12-13 112231

tg73 commented 2 years ago

I use the following registry entries to enable minidumps with a lot more of the memory contents and other context included. With flags 0x69926, a lot of the memory in the address space of the crashing process is captured. While this is unlikely to include any truly sensitive information, you may wish to proceed with caution and not post your dumps publicly. I email mine to the relevant Prusa developer in a password protected .7z file using WeTransfer as the files are pretty big. I found this particular "recipe" for the flags here.

These dumps are big - I'm seeing around 1.4gb per dump - but they compress down to 100-200mb. Note that it takes a few seconds for the dump to be generated when the app crashes - it will just appear to hang for a while as the dump is written to disk.

Below is the content of a .reg file. Paste into a text editor, save as something.reg, then you can double click the file to have the settings applied to the registry.

Windows Registry Editor Version 5.00

[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\Windows Error Reporting\LocalDumps\prusa-slicer.exe]
"DumpFolder"=hex(2):25,00,50,00,52,00,4f,00,47,00,52,00,41,00,4d,00,44,00,41,\
  00,54,00,41,00,25,00,5c,00,70,00,72,00,75,00,73,00,61,00,5c,00,43,00,72,00,\
  61,00,73,00,68,00,44,00,75,00,6d,00,70,00,73,00,00,00
"CustomDumpFlags"=dword:00069926
"DumpType"=dword:00000000

Alternatively, use regedit make the content of HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\Windows Error Reporting\LocalDumps\prusa-slicer.exe look like this:

image

The CustomDumpFlags are documented here.

Important:

Be sure to delete old .dmp files in %PROGRAMDATA%\prusa\CrashDumps or you'll eat up disk space quickly.

tg73 commented 2 years ago

@rviGmbH These links sometimes appear to get mangled by github. Just cut and paste the text of the link into your browser address bar.

tg73 commented 2 years ago

@enricoturri1966 build PrusaSlicer-2.4.0-beta4+27-win64-g0d68a534a-202112130852 crashes for me in the usual way when reproducing the travel moves issue (with the original model as per this issue).

rviGmbH commented 2 years ago

Version 2.4.0-beta4+27-win64 - crash, but no crashdump produced Screenshot 2021-12-13 114853 Screenshot 2021-12-13 114918

rviGmbH commented 2 years ago

found it, but cannot upload zipped version

tg73 commented 2 years ago

@rviGmbH I suggest you use WeTransfer (no need to sign up) or similar.

rviGmbH commented 2 years ago

Crashdump Version 2.4.0-beta4+27-win64 https://we.tl/t-omuiSxlCaG

SamLefebvre commented 2 years ago

@enricoturri1966 The build PrusaSlicer-2.4.0-beta4+27-win64-g0d68a534a-202112130852 has solved my problem, thank you !

enricoturri1966 commented 2 years ago

@rviGmbH From one of your previous posts, I see that your graphics card is an NVIDIA Quadro P600 and you have currently installed NVIDIA 497.09 driver. I may be wrong, but it looks to me that your graphics card is not listed between those supported by such driver, see: https://www.nvidia.com/en-us/drivers/results/184003/ I would suggest to try to use instead what seems to be the latest driver supporting your card: https://www.nvidia.com/Download/driverResults.aspx/183584/en-us (which should be the same as the one you found: https://www.nvidia.de/Download/driverResults.aspx/183754/de)

rviGmbH commented 2 years ago

PrusaSlicer Version: 2.4.0-beta4+27-win64 Build: PrusaSlicer-2.4.0-beta4+27-win64-g0d68a534a-202112130852

Operating System: Windows System Architecture: 64 bit Windows Version: Windows 10 (build 19044), 64-bit edition Total RAM size [MB]: 34,209MB OpenGL installation GL version: 4.6.0 NVIDIA 472.47 Vendor: NVIDIA Corporation Renderer: Quadro P600/PCIe/SSE2 GLSL version: 4.60 NVIDIA

Installed extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ARB_ES2_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_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_cl_event GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_compute_shader GL_ARB_compute_variable_group_size 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_fragment_shader_interlock 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_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment 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_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations 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_counter_ops 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_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_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp 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_object_rgb32 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_crossbar 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_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod 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_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_texture_float GL_ATI_texture_mirror_once GL_EXTX_framebuffer_mixed_formats GL_EXT_Cg_shader GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_import_sync_object GL_EXT_memory_object GL_EXT_memory_object_win32 GL_EXT_multi_draw_arrays GL_EXT_multiview_tessellation_geometry_shader GL_EXT_multiview_texture_multisample GL_EXT_multiview_timer_query GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_semaphore GL_EXT_semaphore_win32 GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map 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_filter_minmax 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_sRGB GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_decode GL_EXT_texture_shadow_lod GL_EXT_texture_shared_exponent GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_win32_keyed_mutex GL_EXT_window_rectangles GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_parallel_shader_compile GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KHR_shader_subgroup GL_KTX_buffer_region GL_NVX_blend_equation_advanced_multi_draw_buffers GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_gpu_multicast2 GL_NVX_linked_gpu_multicast GL_NVX_multigpu_info GL_NVX_nvenc_interop GL_NVX_progress_fence GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NV_blend_minmax_factor GL_NV_blend_square GL_NV_clip_space_w_scaling GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_conservative_raster_pre_snap_triangles GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_deep_texture3D GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_explicit_multisample GL_NV_feature_query GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program2 GL_NV_fragment_program_option GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_gpu_multicast GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_internalformat_sample_query GL_NV_light_max_exponent GL_NV_memory_attachment GL_NV_memory_object_sparse GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_float64 GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_shader_subgroup_partitioned GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_NV_stereo_view_rendering GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_timeline_semaphore GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NV_viewport_array2 GL_NV_viewport_swizzle GL_OVR_multiview GL_OVR_multiview2 GL_S3_s3tc GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control

Version 2.4.0-beta4+27-win64 CrashDump: https://we.tl/t-m4a6YRbDRV

enricoturri1966 commented 2 years ago

@rviGmbH This is a test build where I replaced the call to glMultiDrawElements() with several calls to glDrawElements() to try to get around the issue you are experiencing. Could you please test if it makes any difference ? https://prusaslicer:slicer@slicerbuilds.prusa3d.com/files/PrusaSlicer-2.4.0-beta4+27-test-opengl-win64.zip