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Linux OpenGL: PrusaSlicer segfaults immediately after slicing complex objects #5889

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tullo-x86 opened this issue Jan 26, 2021 · 17 comments
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@tullo-x86
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tullo-x86 commented Jan 26, 2021

Known workaround

I managed to work around the segfault by disabling DRI3 in LibGL: LIBGL_DRI3_DISABLE=true prusa-slicer. I'm not sure why this works, only that it does on my machine.

Update 2021-04-01: This workaround no longer appears to work. I suspect a mesa/amdgpu update is the culprit.

Another option is to force Mesa to use software rendering (LIBGL_ALWAYS_SOFTWARE=true prusa-slicer) but this will make the preview render very slowly, making it hard to rotate around the object.

Version

Version 2.3.0+linux-x64 (AppImage)

Operating system type + version

Arch Linux, up to date as of 2021-01-25 00:08Z
DE: KDE Plasma 5.20.5
WM: KWin 5.20.5 (X.org)
Clean installation of PrusaSlicer — removed both ~/.config/PrusaSlicer and ~/.PrusaSlicer

System Info

PrusaSlicer
Version:   2.3.0+linux-x64
Build:     PrusaSlicer-2.3.0+linux-x64-202101111322

Operating System:    Unix
System Architecture: 64 bit
System Version:      Linux 5.10.10-arch1-1 x86_64
Total RAM size [MB]: 33,535MB
OpenGL installation
GL version:   4.6 (Compatibility Profile) Mesa 20.3.3
Vendor:       AMD
Renderer:     AMD SIENNA_CICHLID (DRM 3.40.0, 5.10.10-arch1-1, LLVM 11.0.1)
GLSL version: 4.60
Installed extensions:

GL_AMD_conservative_depth
GL_AMD_depth_clamp_separate
GL_AMD_draw_buffers_blend
GL_AMD_framebuffer_multisample_advanced
GL_AMD_multi_draw_indirect
GL_AMD_performance_monitor
GL_AMD_pinned_memory
GL_AMD_query_buffer_object
GL_AMD_seamless_cubemap_per_texture
GL_AMD_shader_stencil_export
GL_AMD_shader_trinary_minmax
GL_AMD_texture_texture4
GL_AMD_vertex_shader_layer
GL_AMD_vertex_shader_viewport_index
GL_ANGLE_texture_compression_dxt3
GL_ANGLE_texture_compression_dxt5
GL_APPLE_packed_pixels
GL_ARB_ES2_compatibility
GL_ARB_ES3_1_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_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_framebuffer_no_attachments
GL_ARB_framebuffer_object
GL_ARB_framebuffer_sRGB
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_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_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_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_shading_language_include
GL_ARB_shading_language_packing
GL_ARB_shadow
GL_ARB_sparse_buffer
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_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_blend_equation_separate
GL_ATI_draw_buffers
GL_ATI_fragment_shader
GL_ATI_meminfo
GL_ATI_separate_stencil
GL_ATI_texture_compression_3dc
GL_ATI_texture_env_combine3
GL_ATI_texture_float
GL_ATI_texture_mirror_once
GL_EXT_EGL_image_storage
GL_EXT_EGL_sync
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_compiled_vertex_array
GL_EXT_copy_texture
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_gpu_program_parameters
GL_EXT_gpu_shader4
GL_EXT_memory_object
GL_EXT_memory_object_fd
GL_EXT_multi_draw_arrays
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_provoking_vertex
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_semaphore
GL_EXT_semaphore_fd
GL_EXT_separate_specular_color
GL_EXT_shader_image_load_formatted
GL_EXT_shader_image_load_store
GL_EXT_shader_integer_mix
GL_EXT_shader_samples_identical
GL_EXT_shadow_funcs
GL_EXT_stencil_two_side
GL_EXT_stencil_wrap
GL_EXT_subtexture
GL_EXT_texture
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_integer
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_decode
GL_EXT_texture_shadow_lod
GL_EXT_texture_shared_exponent
GL_EXT_texture_snorm
GL_EXT_texture_swizzle
GL_EXT_timer_query
GL_EXT_transform_feedback
GL_EXT_vertex_array
GL_EXT_vertex_array_bgra
GL_EXT_vertex_attrib_64bit
GL_EXT_window_rectangles
GL_IBM_multimode_draw_arrays
GL_IBM_rasterpos_clip
GL_IBM_texture_mirrored_repeat
GL_INGR_blend_func_separate
GL_INTEL_blackhole_render
GL_KHR_blend_equation_advanced
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_texture_compression_astc_ldr
GL_KHR_texture_compression_astc_sliced_3d
GL_MESA_framebuffer_flip_y
GL_MESA_pack_invert
GL_MESA_shader_integer_functions
GL_MESA_texture_signed_rgba
GL_MESA_window_pos
GL_NVX_gpu_memory_info
GL_NV_alpha_to_coverage_dither_control
GL_NV_blend_square
GL_NV_conditional_render
GL_NV_copy_depth_to_color
GL_NV_copy_image
GL_NV_depth_clamp
GL_NV_fog_distance
GL_NV_half_float
GL_NV_light_max_exponent
GL_NV_packed_depth_stencil
GL_NV_primitive_restart
GL_NV_shader_atomic_int64
GL_NV_texgen_reflection
GL_NV_texture_barrier
GL_NV_texture_env_combine4
GL_NV_texture_rectangle
GL_NV_vdpau_interop
GL_OES_EGL_image
GL_OES_read_format
GL_S3_s3tc
GL_SGIS_generate_mipmap
GL_SGIS_texture_border_clamp
GL_SGIS_texture_edge_clamp
GL_SGIS_texture_lod
GL_SUN_multi_draw_arrays

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

Original Prusa i3 MK3S+ (kit)

Behavior

  • Complex objects appear to slice, but as soon as the toolpath is displayed, PrusaSlicer crashes
    • Simple objects, or low-detail slices of the same model, appear to succeed

Reproduction steps

  • Grab Benchy from the official repo
    • Both the 3MF and STL version can reproduce this issue
  • Load Benchy in the editor, use auto-arrange to centre it if necessary
  • Select "0.15mm QUALITY" print settings and hit "slice now"
    • Observe: Slice completes successfully, the plain Slic3r yellow preview is displayed for a moment, then the "feature type" preview loads and replaces it
  • Select "0.05mm ULTRADETAIL" print settings and hit "slice now"
Expected

Similar to 0.15mm, the preview first loads the plain yellow toolpath, then the "feature type" view replaces it

Actual

The preview displays the plain yellow toolpath, and then PrusaSlicer crashes, reporting a segmentation fault.

LOG FILE: prusaslicer-2.3.0-benchy-ultradetail.txt (obtained by ./PrusaSlicer-2.3.0+linux-x64-202101111322.AppImage --loglevel=9 | tee ~/prusaslicer-2.3.0-benchy-ultradetail.txt)

Notes

This does not appear to occur on simpler objects, even if they result in a vary large G-code file. This was confirmed by adding a 200 x 200 x 200 cube to the empty plate and slicing it at "0.15mm QUALITY". I tried slicing the same cube at "0.05mm ULTRADETAIL", but ran out of memory before it finished slicing.

Project File (.3MF) where problem occurs

Literally Benchy

@rtyr rtyr added the Linux label Jan 26, 2021
@lukasmatena
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The description is similar to #5745 and #5859....

@tullo-x86
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tullo-x86 commented Jan 26, 2021

Those do look similar. Curiously, both of them are also on AMD cards (I'm using amdgpu on an RX 6800). I wonder if it's a driver interaction with the preview's GL renderer?

Given that it only sometimes happens, and is apparently dependent on the sliced model's complexity, my spidey sense tells me this might be a race condition.

@smirgol
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smirgol commented Jan 27, 2021

I have a very similar problem #5745, but unfortunately your two solutions don't fix it for me. With software rendering it will outright crash upon start, with the DRI disabled it will still crash after slicing. And yes, it has to be something related to the Mesa/amdgpu (like 20 something) driver, as with an older version of it I didn't have that issue in the past. And with PrusaSlicer 2.2 it just works, but it's missing features, obviously.

@MasterCATZ
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I have been having the same issue since I started using a vega 64

appimage and built from source

how can I launch with software rendering only ?

@tullo-x86
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how can I launch with software rendering only ?

Read the issue description, under "known workarounds"

@cubiq
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cubiq commented Apr 1, 2021

Same issue, I have an AMD gpu too. Only fix for complex objects for me is to use LIBGL_ALWAYS_SOFTWARE=true (thanks @tullo-x86 ). Fortunately I have a good CPU but it's still painful.

@tullo-x86
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tullo-x86 commented Apr 1, 2021

@cubiq did you try LIBGL_DRI3_DISABLE=true as well? If it runs in that mode on your environment, you'll be able to use your GPU to render.

EDIT: Something changed in my environment (most likely Mesa) — the crash now happens even with DRI3 disabled; all that works for me is forcing software rendering.

@cubiq
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cubiq commented Apr 2, 2021

did you try LIBGL_DRI3_DISABLE=true as well?

yeah I tried, doesn't work unfortunately

@DavidBittner
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I'm having this issue as well on my swaywm setup. None of the listed fixes have worked, but I am able to slice very simple models as was also mentioned. I maxed out logging and it seems to crash immediately after refreshing extrusion paths.

@smirgol
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smirgol commented Apr 9, 2021

@DavidBittner which graphic stack are you on? Mesa probably? These problems started for me after a certain version of Mesa and affects all versions of Prusa Slicer >=2.3 (including RCs and alpha/beta). 2.2 works well though, but it is outdated.

For me it always crashes when calling glMultiDrawElements in GCodeViewer.cpp method render_toolpaths(), there either must be something odd with the buffers or it might be a racing condition thing instead. Don't know for sure without compiling a debug version of Mesa from scratch, which isn't exactly a fun thing to do.

I can slice some things, but most things just end up in a crash and there is no pattern besides that if it crashes once for a specific object and specific settings, it will always crash. But with other settings, e.g. other infill value or other layer height, it might not crash.

Edit:
Another thing to note is that proprietary drivers tend to fix quite a lot of broken things on their own, when something is not exactly working as defined in the specs. That is a very unfortunate and stupid behaviour, since the underlying issues don't get fixed that way, but that's what I've seen multiple times now. It's like browsers silently fixing the broken markup of a website these days. Now if some other software, like Mesa, does not fix or ignore these errors, the people that are using it run into problems. Don't know if that is happening here, but I would not wonder.

@DavidBittner
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You were right about it being mesa. I went ahead and downgraded mesa a bunch to try and narrow it down and the crashes actually did stop. It was at version mesa-21.0.0.-1 that they stopped happening. I guess I will just keep mesa a bit downgraded for now until an update comes out.

But either way, downgrading mesa seems to have fixed the problem for me.

@lukasmatena
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Can you guys please try out the new 2.3.1 patch release to see if it helps? It has in #6345 (comment). Thanks.

@cubiq
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cubiq commented Apr 15, 2021

works for me now, thanks for the heads up @lukasmatena

@tullo-x86
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tullo-x86 commented Apr 17, 2021

@lukasmatena Unfortunately, the v2.3.1 RC did not completely solve the issue on my machine. Benchy can now be sliced, but other complex models still fail.

However, the workaround (disabling DRI3 and relying on DRI2) has started working again after a recent Mesa patch broke it.

This plays into my suspicion that the underlying issue is a race condition.

@smirgol
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smirgol commented Apr 17, 2021

I need to test it more before I can say for sure that it has fixed the crashes completely, but as of now it slices a couple of things that 100% crashed before. No crashes yet - that is really cool!

Out of curiosity, which commit did fix the issue?

Edit:
So far it worked pretty good, but when I tried to slice a test object with a thread and possibly too thin walls, it crashed. If I increase the wall strength in Fusion, it works. Here's the STL that makes it crash for me (sliced with 0.30mm, 0.20mm works):

thread_47.83_broken.stl.zip

Edit 2:
It also has problems with vase mode. Add a cylinder to an empty project, slice with default 0.20mm -> crash. Does not happen with a cube.

@cubiq
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cubiq commented Apr 20, 2021

damn, still got some crashes. much less than before though

vase mode is also a no-no as @smirgol noted. Also tried the latest version

@bubnikv bubnikv changed the title PrusaSlicer segfaults immediately after slicing complex objects Linux OpenGL: PrusaSlicer segfaults immediately after slicing complex objects Sep 25, 2021
@bubnikv
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bubnikv commented Oct 23, 2021

We cannot support Linux OpenGL driver issues. Closing.

@bubnikv bubnikv closed this as completed Oct 23, 2021
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