Lightroom Classic: GPU Issue on Mac Pro

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  • Updated 3 months ago
  • (Edited)
I've noticed that in LR 9.2.1 on a 2019 Mac Pro running an AMD Radeon Pro 580x when I go to Preferences > Performance and change 'Use Graphics Processor' to either 'Auto' or 'Custom' the develop module shows massively oversaturated colours.
However, as soon as I turn it to 'Off', I get what are normal colours.
According to Live Chat support it's a bug due to the GPU being untested with Lightroom and his suggestion was to file the report here.
Any ideas on how I can resolve this or is it just a case of waiting for Adobe to fix the bug?
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Mark Hewitson

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Posted 3 months ago

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John R. Ellis, Champion

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Your 2019 Mac Pro with that graphics chipset is supported:
https://helpx.adobe.com/lightroom-classic/kb/lightroom-gpu-faq.html

Don't waste any further time with Adobe support -- they often say pretty much anything when they don't know the answer so they can mark the issue as successfully closed.

Two initial troubleshooting steps:

1. Update to Mac OS 10.15.4.  LR pushes the limits of GPUs in ways different than other apps and often trips over bugs in the drivers, and updating is the only way to get the most recent GPU drivers on Mac. 

2. You may have a in ICC color profile assigned to your display that is corrupt or incompatible with LR.  See this article for how to quickly test that: 
http://www.lightroomqueen.com/articles-page/how-do-i-change-my-monitor-profile-to-check-whether-its-...







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Mark Hewitson

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Thanks for that.
1. I was already running 10.15.4.

2. I changed to another ICC profile and whilst the oversaturation is less, it is still there and noticable when I turn the Graphics Processing on.
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Robert Somrak, Champion

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Did you switch the the sRGB profile and try it as the article stated?
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Mark Hewitson

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Yes, I followed the instructions.
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John R. Ellis, Champion

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Good. Using the built-in sRGB profile, rather than another custom profile from a calibrator, helps identify incompatibilities in profiles built by the calibrating software.
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John R. Ellis, Champion

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This is the right forum in which to report possible bugs. I recommend you post the following information for Adobe:

1. Screenshots of the Develop module with and without the GPU enabled, using sRGB assigned to the display. 

2. Copy and paste the result of doing the LR command Help > System Info.

3. Click the Apple menu in the upper-left corner, then About This Mac > System Report > Hardware. Copy and paste the lines through Boot ROM Version (don't include serial number or after).
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Mark Hewitson

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As suggested by John above. Screenshot of with Graphics Processor turned on.


And without the Graphics Processor



Both images in sRGB. It's a subtle difference but it's there.

Help > System Info is:

Lightroom Classic version: 9.2.1 [ 202004070813-7699d98a ]
License: Creative Cloud
Language setting: en-GB
Operating system: Mac OS 10
Version: 10.15.4 [19E287]
Application architecture: x64
Logical processor count: 16
Processor speed: 3.5 GHz
SqLite Version: 3.30.1
Built-in memory: 32,768.0 MB
Real memory available to Lightroom: 32,768.0 MB
Real memory used by Lightroom: 2,240.2 MB (6.8%)
Virtual memory used by Lightroom: 12,892.4 MB
Memory cache size: 22.7MB
Internal Camera Raw version: 12.2.1 [ 415 ]
Maximum thread count used by Camera Raw: 5
Camera Raw SIMD optimization: SSE2,AVX,AVX2
Camera Raw virtual memory: 1107MB / 16383MB (6%)
Camera Raw real memory: 1119MB / 32768MB (3%)
Displays: 1) 2560x1440

Graphics Processor Info:
Metal: AMD Radeon Pro 580X



Application folder: /Applications/Adobe Lightroom Classic

Installed Plugins:
1) AdobeStock
2) Aperture/iPhoto Importer Plug-in
3) Facebook
4) Flickr
5) HDR Efex Pro 2
6) Nikon Tether Plugin

Config.lua flags: None

AudioDeviceIOBlockSize: 512
AudioDeviceName: Mac Pro Speakers
AudioDeviceNumberOfChannels: 2
AudioDeviceSampleRate: 48000
Build: 12.1x4
CoreImage: true
GL_ACCUM_ALPHA_BITS: 0
GL_ACCUM_BLUE_BITS: 0
GL_ACCUM_GREEN_BITS: 0
GL_ACCUM_RED_BITS: 0
GL_ALPHA_BITS: 8
GL_BLUE_BITS: 8
GL_DEPTH_BITS: 24
GL_GREEN_BITS: 8
GL_MAX_3D_TEXTURE_SIZE: 16384
GL_MAX_TEXTURE_SIZE: 16384
GL_MAX_TEXTURE_UNITS: 8
GL_MAX_VIEWPORT_DIMS: 16384,16384
GL_RED_BITS: 8
GL_RENDERER: AMD Radeon Pro 580X OpenGL Engine
GL_SHADING_LANGUAGE_VERSION: 1.20
GL_STENCIL_BITS: 8
GL_VENDOR: ATI Technologies Inc.
GL_VERSION: 2.1 ATI-3.8.24
OGLEnabled: true
GL_EXTENSIONS: GL_ARB_color_buffer_float GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_seamless_cube_map GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_transpose_matrix GL_ARB_vertex_array_bgra GL_ARB_vertex_blend GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos 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_clip_volume_hint GL_EXT_debug_label GL_EXT_debug_marker GL_EXT_depth_bounds_test GL_EXT_draw_buffers2 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_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture_array GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_s3tc GL_EXT_texture_env_add GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_rectangle GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array_bgra GL_APPLE_aux_depth_stencil GL_APPLE_client_storage GL_APPLE_element_array GL_APPLE_fence GL_APPLE_float_pixels GL_APPLE_flush_buffer_range GL_APPLE_flush_render GL_APPLE_object_purgeable GL_APPLE_packed_pixels GL_APPLE_pixel_buffer GL_APPLE_rgb_422 GL_APPLE_row_bytes GL_APPLE_specular_vector GL_APPLE_texture_range GL_APPLE_transform_hint GL_APPLE_vertex_array_object GL_APPLE_vertex_array_range GL_APPLE_vertex_point_size GL_APPLE_vertex_program_evaluators GL_APPLE_ycbcr_422 GL_ATI_blend_equation_separate GL_ATI_blend_weighted_minmax GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_IBM_rasterpos_clip GL_NV_blend_square GL_NV_conditional_render GL_NV_depth_clamp GL_NV_fog_distance GL_NV_light_max_exponent GL_NV_texgen_reflection GL_NV_texture_barrier GL_SGI_color_matrix GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod


Hardware Report Is:

Hardware Overview:

  Model Name:    Mac Pro
  Model Identifier:    MacPro7,1
  Processor Name:    8-Core Intel Xeon W
  Processor Speed:    3.5 GHz
  Number of Processors:    1
  Total Number of Cores:    8
  L2 Cache (per Core):    1 MB
  L3 Cache:    16.5 MB
  Hyper-Threading Technology:    Enabled
  Memory:    32 GB



(Edited)
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eartho, Champion

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is that view 1:1 or are you zoomed out to fit?
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Mark Hewitson

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That's zoomed out to fit.
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Robert Somrak, Champion

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I loaded you two screen clip into Photoshop and aligned them and flipped between the two and the only thing I notice is a difference in sharpness between the two with unnoticeable saturation difference.  

Doing difference been mode I see this

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eartho, Champion

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Mark, you're probably just seeing the difference that GPU rendering has on zoomed out pixels then...