Driven shader causing Exception Violation during animation play #64247
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Reference: blender/blender#64247
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System Information
Operating system: Windows-10-10.0.17134 64 Bits
Graphics card: GeForce GTX 650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.67
Blender Version
Broken: version: 2.80 (sub 60), branch: blender2.7, commit date: 2019-05-07 00:16, hash:
bfef3bce1a
Worked: (optional)
Short description of error
Shader with complex nested groups with multiple drivers seems to be cause of crash on animation play.
Crash occurs regularly but not always at the same interval. Always same memory location.
Exact steps for others to reproduce the error
Attached .blend is saved in the Shader workflow with shaded object visible.
Play animation, allow to play in infinite repeating loop. I have seen crashes in the first 200 frames, and seen crashes after 3 repeats.StarportV3Lights2.blend
Occasional other actions that correlate to crashes:
Update shader "copies" value during animation play.
blender_debug_output.txt
blender_system_info.txt
Added subscriber: @IanFinn
Added subscribers: @brecht, @ZedDB
Unsure if this is eevee or nodes (or both) @brecht . So feel free to reassign.
Backtrace:
Added subscriber: @Sergey
It seems to be a threading hazard between the icon rendering and the viewport. The nodetree is being freed/updated for new frame in the main thread when the icon job is using to prepare for drawing.
Maybe the easy fix is to disable icon rendering during playback? Would save performance too.
@brecht @Sergey any thoughts?
Icon rendering should not be triggered by animation playback, only user edits. So that is a bug at least.
But icon rendering and viewport should also not share evaluated node trees, they are supposed to be in separate dependency graphs. If that's an issue it can cause crashes in other cases too.
Preview icon is supposed to have localized material, so to this sounds as localization went wrong. Or someone accesses original/pre-localized datablock when it must not.
Think icon rendering should follow general area redraw during playback rules, similar to updating sliders and such. Even if it's disabled it sounds more like a workaround/hiding an actual bug under the carpet.
@brecht, this is a driven shader, so it should be re-rendered at the end of playback at least.
Icon rendering should never be affected by animation or drivers. They are fixed per-datablock previews of the material. Trying to make them match the current frame of the current scene would be too inefficient, think of cases like an asset browser or library linking.
@brecht, oh, i see now. Icons behave different from the preview.
Still weird why they are affected by viewport. They are supposed to be localized already.
Added subscriber: @fclem
Seems really related to depsgraph P991
This issue was referenced by
b998a7b384
Changed status from 'Open' to: 'Resolved'