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GLSL viewport hangs GPU on second view of complex mat nodes
Closed, ArchivedPublicKNOWN ISSUE

Description

I've been working a model in GLSL textured view, and I've recently found that after adding a few more nodes to a mat shader, it's extremely unstable.

To completely lock up my GPU, I do this:
* Open file (with 2.57b win 64 web release, or graphicall 36614 openmp)
* Go to Textured view in the viewport
* Go to Solid view
* Go to Textured view
* GPU hangs (no UI feedback except for mouse cursor, music continues playing for a time, etc.)

Can be averted by editing mat notes for mat "tay", deleting the last Texture and Mix nodes in the chain, and reconnecting the mix color out to the Output color in.

Vista 64 sp2, GeForce GTX 460, driver 270.61

Event Timeline

No decent working glsl here, so let's see if Brecht can check on this.

Ton Roosendaal (ton) changed the task status from Unknown Status to Unknown Status.May 14 2011, 6:39 PM

I get this error on the console, but no hang on a Mac / NVidia: ERROR: Implementation limit of 16 active fragment shader samplers (e.g., maximum number of supported image units) exceeded, fragment shader uses 17 samplers

So, this shader seems to exceed a hardware limit, but that should really be handled gracefully by the graphics driver, the fact that the GPU hangs indicates some kind of bug in the driver. Not much we can do about that, moving to OpenGL Errors tracker.

Moved from Blender 2.5 Bug Tracker to OpenGL errors

Well that'll teach me: bargain off-brand PALIT GPUs might work well for running production games, but not for noobish experimentation with shaders ...