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Blender crashes when View port sampling is set to 1 with an object that has volume
Closed, ResolvedPublic

Description

System Information
Operating system: Windows 10 Home
Graphics card: Nividia Geforce Gtx 950m

Blender Version
Broken: 2.80, e78770039397-win64, master, 2019-05-20

When viewport sampling (using Evee) is set to 1, blender crashes immediately.

  1. create a cube with a principle volume connected to its volume input
  2. Set sampling for the viewport to 1

Details

Differential Revisions
D4942: EEVEE: Volumetrics
Type
Bug

Event Timeline

>	blender.exe!GPU_framebuffer_bind(GPUFrameBuffer * fb) Line 504	C    <--- fb is NULL
 	blender.exe!EEVEE_volumes_resolve(EEVEE_ViewLayerData * UNUSED_sldata, EEVEE_Data * vedata) Line 644	C
 	blender.exe!eevee_draw_background(void * vedata) Line 305	C
 	blender.exe!drw_engines_draw_background() Line 1222	C
 	blender.exe!DRW_draw_render_loop_ex(Depsgraph * depsgraph, RenderEngineType * engine_type, ARegion * ar, View3D * v3d, GPUViewport * viewport, const bContext * evil_C) Line 1695	C
 	blender.exe!DRW_draw_view(const bContext * C) Line 1584	C
 	blender.exe!view3d_draw_view(const bContext * C, ARegion * ar) Line 1428	C
 	blender.exe!view3d_main_region_draw(const bContext * C, ARegion * ar) Line 1450	C
 	blender.exe!ED_region_do_draw(bContext * C, ARegion * ar) Line 572	C
 	blender.exe!wm_draw_window_offscreen(bContext * C, wmWindow * win, bool stereo) Line 597	C
 	blender.exe!wm_draw_window(bContext * C, wmWindow * win) Line 735	C
 	blender.exe!wm_draw_update(bContext * C) Line 897	C
 	blender.exe!WM_main(bContext * C) Line 424	C
 	blender.exe!main(int argc, const unsigned char * * UNUSED_argv_c) Line 502	C
 	[External Code]

From EEVEE_volumes_resolve

GPU_framebuffer_bind(fbl->effect_color_fb);  <---effect_color_fb is NULL
Jacques Lucke (JacquesLucke) triaged this task as Confirmed, Medium priority.
Brecht Van Lommel (brecht) raised the priority of this task from Confirmed, Medium to Confirmed, High.

Seem to only fail when during interactive viewport rendering.

It used to be that the user needed to enable the volumetrics. what would initialize the EFFECT_POST_BUFFER. In recent changes this option for volumetrics is set during drawing what didn't initialize the buffers. Note that when always enabling the EFFECT_POST_BUFFER results in drawing a lot of samples (not 1). Haven't found where this comes from.

Jeroen Bakker (jbakker) closed this task as Resolved.May 24 2019, 4:35 PM