Regression: Blender 3.4 release candidate crashes upon loading blend file #102965

Closed
opened 2022-12-06 06:44:57 +01:00 by Eliot Mack · 17 comments

System Information
Operating system: Windows 10 x64, 64GB RAM
Graphics card: RTX 8000

Blender Version
Broken: blender-3.4.0-candidate+v34.f95768d1e07b-windows.amd64-release
Worked: version: 3.4.0 Alpha, branch: master, commit date: 2022-10-10 08:50, hash: f77eadc203
Caused by {6d7a067a83bbae7ebb965e364eb9a6b8d0f333f3}

running blender_debug_gpu.cmd produces these log files:
blender_system_info.txt

blender_debug_output.txt

Short description of error

Blender immediately crashes when attempting to load this blend file:

Exact steps for others to reproduce the error

Open Blender. Open attached blend file. warthog.blend

**System Information** Operating system: Windows 10 x64, 64GB RAM Graphics card: RTX 8000 **Blender Version** Broken: blender-3.4.0-candidate+v34.f95768d1e07b-windows.amd64-release Worked: version: 3.4.0 Alpha, branch: master, commit date: 2022-10-10 08:50, hash: `f77eadc203` Caused by {6d7a067a83bbae7ebb965e364eb9a6b8d0f333f3} running blender_debug_gpu.cmd produces these log files: [blender_system_info.txt](https://archive.blender.org/developer/F13999838/blender_system_info.txt) [blender_debug_output.txt](https://archive.blender.org/developer/F13999839/blender_debug_output.txt) **Short description of error** Blender immediately crashes when attempting to load this blend file: **Exact steps for others to reproduce the error** Open Blender. Open attached blend file. [warthog.blend](https://archive.blender.org/developer/F13999844/warthog.blend)
Author

Added subscriber: @Eliot-Mack

Added subscriber: @Eliot-Mack

Added subscriber: @iss

Added subscriber: @iss

Can reproduce crash, storage was NULL at:

>	blender.exe!ntree_shader_disconnect_inactive_mix_branches(bNodeTree * ntree) Řádek 1060	C++

 	blender.exe!ntree_shader_pruned_unused(bNodeTree * ntree, bNode * output_node) Řádek 1103	C++
 	blender.exe!ntreeGPUMaterialNodes(bNodeTree * localtree, GPUMaterial * mat) Řádek 1148	C++
 	blender.exe!GPU_material_from_nodetree(Scene * scene, Material * ma, bNodeTree * ntree, ListBase * gpumaterials, const unsigned char * name, unsigned __int64 shader_uuid, bool is_volume_shader, bool is_lookdev, void(*)(void *, GPUMaterial *, GPUCodegenOutput *) callback, void * thunk) Řádek 752	C
 	blender.exe!DRW_shader_from_material(Material * ma, bNodeTree * ntree, const unsigned __int64 shader_id, const bool is_volume_shader, bool deferred, void(*)(void *, GPUMaterial *, GPUCodegenOutput *) callback, void * thunk) Řádek 442	C
 	blender.exe!eevee_material_get_ex(Scene * UNUSED_scene, Material * ma, World * wo, int options, bool deferred) Řádek 1472	C++
 	blender.exe!EEVEE_material_get(EEVEE_Data * vedata, Scene * scene, Material * ma, World * wo, int options) Řádek 1501	C++
 	blender.exe!material_opaque(EEVEE_Data * vedata, EEVEE_ViewLayerData * sldata, Material * ma, const bool is_hair) Řádek 612	C
 	blender.exe!eevee_material_cache_get(EEVEE_Data * vedata, EEVEE_ViewLayerData * sldata, Object * ob, int slot, bool is_hair) Řádek 777	C
 	blender.exe!EEVEE_materials_cache_populate(EEVEE_Data * vedata, EEVEE_ViewLayerData * sldata, Object * ob, bool * cast_shadow) Řádek 826	C
 	blender.exe!EEVEE_cache_populate(void * vedata, Object * ob) Řádek 114	C
 	blender.exe!drw_engines_cache_populate(Object * ob) Řádek 1079	C
 	blender.exe!DRW_draw_render_loop_ex(Depsgraph * depsgraph, RenderEngineType * engine_type, ARegion * region, View3D * v3d, GPUViewport * viewport, const bContext * evil_C) Řádek 1732	C
 	blender.exe!DRW_draw_view(const bContext * C) Řádek 1636	C
 	blender.exe!view3d_draw_view(const bContext * C, ARegion * region) Řádek 1552	C++
 	blender.exe!view3d_main_region_draw(const bContext * C, ARegion * region) Řádek 1587	C++
 	blender.exe!ED_region_do_draw(bContext * C, ARegion * region) Řádek 551	C
 	blender.exe!wm_draw_window_offscreen(bContext * C, wmWindow * win, bool stereo) Řádek 929	C
 	blender.exe!wm_draw_window(bContext * C, wmWindow * win) Řádek 1096	C
 	blender.exe!wm_draw_update(bContext * C) Řádek 1354	C
 	blender.exe!WM_main(bContext * C) Řádek 647	C
 	blender.exe!main(int argc, const unsigned char * * UNUSED_argv_c) Řádek 581	C
Can reproduce crash, `storage` was NULL at: ``` > blender.exe!ntree_shader_disconnect_inactive_mix_branches(bNodeTree * ntree) Řádek 1060 C++ blender.exe!ntree_shader_pruned_unused(bNodeTree * ntree, bNode * output_node) Řádek 1103 C++ blender.exe!ntreeGPUMaterialNodes(bNodeTree * localtree, GPUMaterial * mat) Řádek 1148 C++ blender.exe!GPU_material_from_nodetree(Scene * scene, Material * ma, bNodeTree * ntree, ListBase * gpumaterials, const unsigned char * name, unsigned __int64 shader_uuid, bool is_volume_shader, bool is_lookdev, void(*)(void *, GPUMaterial *, GPUCodegenOutput *) callback, void * thunk) Řádek 752 C blender.exe!DRW_shader_from_material(Material * ma, bNodeTree * ntree, const unsigned __int64 shader_id, const bool is_volume_shader, bool deferred, void(*)(void *, GPUMaterial *, GPUCodegenOutput *) callback, void * thunk) Řádek 442 C blender.exe!eevee_material_get_ex(Scene * UNUSED_scene, Material * ma, World * wo, int options, bool deferred) Řádek 1472 C++ blender.exe!EEVEE_material_get(EEVEE_Data * vedata, Scene * scene, Material * ma, World * wo, int options) Řádek 1501 C++ blender.exe!material_opaque(EEVEE_Data * vedata, EEVEE_ViewLayerData * sldata, Material * ma, const bool is_hair) Řádek 612 C blender.exe!eevee_material_cache_get(EEVEE_Data * vedata, EEVEE_ViewLayerData * sldata, Object * ob, int slot, bool is_hair) Řádek 777 C blender.exe!EEVEE_materials_cache_populate(EEVEE_Data * vedata, EEVEE_ViewLayerData * sldata, Object * ob, bool * cast_shadow) Řádek 826 C blender.exe!EEVEE_cache_populate(void * vedata, Object * ob) Řádek 114 C blender.exe!drw_engines_cache_populate(Object * ob) Řádek 1079 C blender.exe!DRW_draw_render_loop_ex(Depsgraph * depsgraph, RenderEngineType * engine_type, ARegion * region, View3D * v3d, GPUViewport * viewport, const bContext * evil_C) Řádek 1732 C blender.exe!DRW_draw_view(const bContext * C) Řádek 1636 C blender.exe!view3d_draw_view(const bContext * C, ARegion * region) Řádek 1552 C++ blender.exe!view3d_main_region_draw(const bContext * C, ARegion * region) Řádek 1587 C++ blender.exe!ED_region_do_draw(bContext * C, ARegion * region) Řádek 551 C blender.exe!wm_draw_window_offscreen(bContext * C, wmWindow * win, bool stereo) Řádek 929 C blender.exe!wm_draw_window(bContext * C, wmWindow * win) Řádek 1096 C blender.exe!wm_draw_update(bContext * C) Řádek 1354 C blender.exe!WM_main(bContext * C) Řádek 647 C blender.exe!main(int argc, const unsigned char * * UNUSED_argv_c) Řádek 581 C ```

Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'

Added subscriber: @fclem

Added subscriber: @fclem
Richard Antalik changed title from Blender 3.4 release candidate crashes upon loading blend file to Regression: Blender 3.4 release candidate crashes upon loading blend file 2022-12-06 08:36:28 +01:00

Added subscriber: @pragma37

Added subscriber: @pragma37

Caused by 6d7a067a83. To me it's just a matter of adding a nullptr check. But would like to know what @pragma37 thinks.

Caused by 6d7a067a83. To me it's just a matter of adding a `nullptr` check. But would like to know what @pragma37 thinks.
Miguel Pozo self-assigned this 2022-12-06 14:02:57 +01:00
Member

This comment was removed by @pragma37

*This comment was removed by @pragma37*
Member

We could add the nullptr check and call it a day, but there's something weird going on.
The node storage is allocated on the node init function, so it should never be null.
Even if I add the null check, the mix nodes are broken in the file:
imagen.png

We could add the `nullptr` check and call it a day, but there's something weird going on. The node storage is allocated on the node init function, so it should never be null. Even if I add the null check, the mix nodes are broken in the file: ![imagen.png](https://archive.blender.org/developer/F14001004/imagen.png)
Member

The root cause is that node_set_typeinfo leaves the bNode::type value as-is for nodes with undefined types.

We may want to fix that, but given how close we are to release I guess simply checking for node->typeinfo->type is a much safer bet.

The root cause is that `node_set_typeinfo` leaves the `bNode::type` value as-is for nodes with undefined types. We may want to fix that, but given how close we are to release I guess simply checking for `node->typeinfo->type` is a much safer bet.

This issue was referenced by 37b02b0432

This issue was referenced by 37b02b043246b416d66daf8aae60aaf9d9cd2506
Member

Changed status from 'Confirmed' to: 'Resolved'

Changed status from 'Confirmed' to: 'Resolved'

Added subscriber: @Corintio

Added subscriber: @Corintio

In #102965#1455823, @pragma37 wrote:
The root cause is that node_set_typeinfo leaves the bNode::type value as-is for nodes with undefined types.

We may want to fix that, but given how close we are to release I guess simply checking for node->typeinfo->type is a much safer bet.

This choice completely ruined all compatibility between 3.4 and 3.3 files in blender. Since now every material from 3.4 that we open on 3.3 is broken, with red nodes exactly how you posted here. Blender 3.4 is also not as stable as 3.3 and keeps crashing when working with rigify characters

> In #102965#1455823, @pragma37 wrote: > The root cause is that `node_set_typeinfo` leaves the `bNode::type` value as-is for nodes with undefined types. > > We may want to fix that, but given how close we are to release I guess simply checking for `node->typeinfo->type` is a much safer bet. This choice completely ruined all compatibility between 3.4 and 3.3 files in blender. Since now every material from 3.4 that we open on 3.3 is broken, with red nodes exactly how you posted here. Blender 3.4 is also not as stable as 3.3 and keeps crashing when working with rigify characters

Added subscriber: @FeAlmeida76

Added subscriber: @FeAlmeida76

In #102965#1465563, @Corintio wrote:

In #102965#1455823, @pragma37 wrote:
The root cause is that node_set_typeinfo leaves the bNode::type value as-is for nodes with undefined types.

We may want to fix that, but given how close we are to release I guess simply checking for node->typeinfo->type is a much safer bet.

This choice completely ruined all compatibility between 3.4 and 3.3 files in blender. Since now every material from 3.4 that we open on 3.3 is broken, with red nodes exactly how you posted here. Blender 3.4 is also not as stable as 3.3 and keeps crashing when working with rigify characters

I have two works for big brands using Blender.
300 frames more or less, but after 10/20 frames blender close.
I try to use 3.3.2 but some material nodes are red.
Is it necessary release new versions after four moths without lot of tests? I questing me.

> In #102965#1465563, @Corintio wrote: >> In #102965#1455823, @pragma37 wrote: >> The root cause is that `node_set_typeinfo` leaves the `bNode::type` value as-is for nodes with undefined types. >> >> We may want to fix that, but given how close we are to release I guess simply checking for `node->typeinfo->type` is a much safer bet. > > This choice completely ruined all compatibility between 3.4 and 3.3 files in blender. Since now every material from 3.4 that we open on 3.3 is broken, with red nodes exactly how you posted here. Blender 3.4 is also not as stable as 3.3 and keeps crashing when working with rigify characters I have two works for big brands using Blender. 300 frames more or less, but after 10/20 frames blender close. I try to use 3.3.2 but some material nodes are red. Is it necessary release new versions after four moths without lot of tests? I questing me.
Member

@Corintio @FeAlmeida76
Neither the fix for this issue nor the commit that caused it are related to your problem.

Nodes are drawn red when they have an undefined type.
By fixing the root cause I meant explicitly marking the nodes with undefined types as such, which wouldn't help with your issue at all.

If you have further comments, please keep them in #103462.

@Corintio @FeAlmeida76 Neither the fix for this issue nor the commit that caused it are related to your problem. Nodes are drawn red when they have an undefined type. By fixing the root cause I meant explicitly marking the nodes with undefined types as such, which wouldn't help with your issue at all. If you have further comments, please keep them in #103462.
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Reference: blender/blender#102965
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