Blender closes whenever I put in x-ray or wireframe mode #66723

Closed
opened 2019-07-12 01:05:01 +02:00 by Josemar Ferreira · 11 comments

System Information
Operating system: Windows-10-10.0.18362 64 Bits
Graphics card: GeForce MX150/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.36

Blender Version
Broken: version: 2.80 (sub 74), branch: master, commit date: 2019-07-10 23:46, hash: 676543d91f
Worked: (optional)

Short description of error
Blender closes whenever I put in x-ray or wireframe mode. I'm working in solid mode with MatCap and textures, when I change to x-ray it closes.PS-PROJ_FORTIUS_R00.blend
(I'm noticing that if the Archipack Collection is turned on and I put it on the x-ray or wireframe, Blender closes. But if I have the Archipack Collection turned off, I can switch between Solid mode and x-ray without problems.)

Exact steps for others to reproduce the error
I open Blender, then open the attached project in this subject, and when I select to display in x-ray or wireframe, Blender closes. In material and render modes everything remains normal.

**System Information** Operating system: Windows-10-10.0.18362 64 Bits Graphics card: GeForce MX150/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.36 **Blender Version** Broken: version: 2.80 (sub 74), branch: master, commit date: 2019-07-10 23:46, hash: `676543d91f` Worked: (optional) **Short description of error** Blender closes whenever I put in x-ray or wireframe mode. I'm working in solid mode with MatCap and textures, when I change to x-ray it closes.[PS-PROJ_FORTIUS_R00.blend](https://archive.blender.org/developer/F7596593/PS-PROJ_FORTIUS_R00.blend) (I'm noticing that if the Archipack Collection is turned on and I put it on the x-ray or wireframe, Blender closes. But if I have the Archipack Collection turned off, I can switch between Solid mode and x-ray without problems.) **Exact steps for others to reproduce the error** I open Blender, then open the attached project in this subject, and when I select to display in x-ray or wireframe, Blender closes. In material and render modes everything remains normal.

Added subscriber: @hanziwest

Added subscriber: @hanziwest

Added subscriber: @GavinScott

Added subscriber: @GavinScott

Dies in a debug build at the second assert (gpu_batch.c:318) with batch pointing to unreadable memory.

                            uint32_t program,
                            const GPUShaderInterface *shaderface)
{
# if TRUST_NO_ONE

assert(glIsProgram(shaderface->program));
assert(batch->program_in_use == 0);

Call Stack

blender.exe!GPU_batch_program_set_no_use(GPUBatch * batch, unsigned int program, const GPUShaderInterface * shaderface) Line 318 (g:\bdev\blender\source\blender\gpu\intern\gpu_batch.c:318)
blender.exe!draw_geometry_execute(DRWShadingGroup * shgroup, GPUBatch * geom, unsigned int vert_first, unsigned int vert_count, unsigned int inst_first, unsigned int inst_count) Line 601 (g:\bdev\blender\source\blender\draw\intern\draw_manager_exec.c:601)
blender.exe!draw_shgroup(DRWShadingGroup * shgroup, <unnamed-enum-DRW_STATE_WRITE_DEPTH> pass_state) Line 949 (g:\bdev\blender\source\blender\draw\intern\draw_manager_exec.c:949)
blender.exe!drw_draw_pass_ex(DRWPass * pass, DRWShadingGroup * start_group, DRWShadingGroup * end_group) Line 1001 (g:\bdev\blender\source\blender\draw\intern\draw_manager_exec.c:1001)
blender.exe!DRW_draw_pass(DRWPass * pass) Line 1040 (g:\bdev\blender\source\blender\draw\intern\draw_manager_exec.c:1040)
blender.exe!workbench_forward_draw_scene(WORKBENCH_Data * vedata) Line 763 (g:\bdev\blender\source\blender\draw\engines\workbench\workbench_forward.c:763)
blender.exe!workbench_transparent_draw_background(void * vedata) Line 67 (g:\bdev\blender\source\blender\draw\engines\workbench\transparent_mode.c:67)
blender.exe!drw_engines_draw_background() Line 1164 (g:\bdev\blender\source\blender\draw\intern\draw_manager.c:1164)
blender.exe!DRW_draw_render_loop_ex(Depsgraph * depsgraph, RenderEngineType * engine_type, ARegion * ar, View3D * v3d, GPUViewport * viewport, const bContext * evil_C) Line 1655 (g:\bdev\blender\source\blender\draw\intern\draw_manager.c:1655)
blender.exe!DRW_draw_view(const bContext * C) Line 1545 (g:\bdev\blender\source\blender\draw\intern\draw_manager.c:1545)
blender.exe!view3d_draw_view(const bContext * C, ARegion * ar) Line 1460 (g:\bdev\blender\source\blender\editors\space_view3d\view3d_draw.c:1460)
blender.exe!view3d_main_region_draw(const bContext * C, ARegion * ar) Line 1485 (g:\bdev\blender\source\blender\editors\space_view3d\view3d_draw.c:1485)
blender.exe!ED_region_do_draw(bContext * C, ARegion * ar) Line 572 (g:\bdev\blender\source\blender\editors\screen\area.c:572)
blender.exe!wm_draw_window_offscreen(bContext * C, wmWindow * win, bool stereo) Line 617 (g:\bdev\blender\source\blender\windowmanager\intern\wm_draw.c:617)
blender.exe!wm_draw_window(bContext * C, wmWindow * win) Line 755 (g:\bdev\blender\source\blender\windowmanager\intern\wm_draw.c:755)
blender.exe!wm_draw_update(bContext * C) Line 935 (g:\bdev\blender\source\blender\windowmanager\intern\wm_draw.c:935)
blender.exe!WM_main(bContext * C) Line 424 (g:\bdev\blender\source\blender\windowmanager\intern\wm.c:424)
blender.exe!main(int argc, const unsigned char * * UNUSED_argv_c) Line 502 (g:\bdev\blender\source\creator\creator.c:502)
blender.exe!invoke_main() Line 79 (d:\agent_work\2\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:79)
blender.exe!__scrt_common_main_seh() Line 288 (d:\agent_work\2\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288)

Dies in a debug build at the second assert (gpu_batch.c:318) with batch pointing to unreadable memory. ```void GPU_batch_program_set_no_use(GPUBatch *batch, ``` uint32_t program, const GPUShaderInterface *shaderface) ``` { # if TRUST_NO_ONE ``` assert(glIsProgram(shaderface->program)); assert(batch->program_in_use == 0); ``` ``` Call Stack blender.exe!GPU_batch_program_set_no_use(GPUBatch * batch, unsigned int program, const GPUShaderInterface * shaderface) Line 318 (g:\bdev\blender\source\blender\gpu\intern\gpu_batch.c:318) blender.exe!draw_geometry_execute(DRWShadingGroup * shgroup, GPUBatch * geom, unsigned int vert_first, unsigned int vert_count, unsigned int inst_first, unsigned int inst_count) Line 601 (g:\bdev\blender\source\blender\draw\intern\draw_manager_exec.c:601) blender.exe!draw_shgroup(DRWShadingGroup * shgroup, <unnamed-enum-DRW_STATE_WRITE_DEPTH> pass_state) Line 949 (g:\bdev\blender\source\blender\draw\intern\draw_manager_exec.c:949) blender.exe!drw_draw_pass_ex(DRWPass * pass, DRWShadingGroup * start_group, DRWShadingGroup * end_group) Line 1001 (g:\bdev\blender\source\blender\draw\intern\draw_manager_exec.c:1001) blender.exe!DRW_draw_pass(DRWPass * pass) Line 1040 (g:\bdev\blender\source\blender\draw\intern\draw_manager_exec.c:1040) blender.exe!workbench_forward_draw_scene(WORKBENCH_Data * vedata) Line 763 (g:\bdev\blender\source\blender\draw\engines\workbench\workbench_forward.c:763) blender.exe!workbench_transparent_draw_background(void * vedata) Line 67 (g:\bdev\blender\source\blender\draw\engines\workbench\transparent_mode.c:67) blender.exe!drw_engines_draw_background() Line 1164 (g:\bdev\blender\source\blender\draw\intern\draw_manager.c:1164) blender.exe!DRW_draw_render_loop_ex(Depsgraph * depsgraph, RenderEngineType * engine_type, ARegion * ar, View3D * v3d, GPUViewport * viewport, const bContext * evil_C) Line 1655 (g:\bdev\blender\source\blender\draw\intern\draw_manager.c:1655) blender.exe!DRW_draw_view(const bContext * C) Line 1545 (g:\bdev\blender\source\blender\draw\intern\draw_manager.c:1545) blender.exe!view3d_draw_view(const bContext * C, ARegion * ar) Line 1460 (g:\bdev\blender\source\blender\editors\space_view3d\view3d_draw.c:1460) blender.exe!view3d_main_region_draw(const bContext * C, ARegion * ar) Line 1485 (g:\bdev\blender\source\blender\editors\space_view3d\view3d_draw.c:1485) blender.exe!ED_region_do_draw(bContext * C, ARegion * ar) Line 572 (g:\bdev\blender\source\blender\editors\screen\area.c:572) blender.exe!wm_draw_window_offscreen(bContext * C, wmWindow * win, bool stereo) Line 617 (g:\bdev\blender\source\blender\windowmanager\intern\wm_draw.c:617) blender.exe!wm_draw_window(bContext * C, wmWindow * win) Line 755 (g:\bdev\blender\source\blender\windowmanager\intern\wm_draw.c:755) blender.exe!wm_draw_update(bContext * C) Line 935 (g:\bdev\blender\source\blender\windowmanager\intern\wm_draw.c:935) blender.exe!WM_main(bContext * C) Line 424 (g:\bdev\blender\source\blender\windowmanager\intern\wm.c:424) blender.exe!main(int argc, const unsigned char * * UNUSED_argv_c) Line 502 (g:\bdev\blender\source\creator\creator.c:502) blender.exe!invoke_main() Line 79 (d:\agent\_work\2\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:79) blender.exe!__scrt_common_main_seh() Line 288 (d:\agent\_work\2\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288)

Added subscriber: @CraigD

Added subscriber: @CraigD

Operating system: Windows-10-10.0.17134 64 Bits
Graphics card: GeForce MX130/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.25
7/11/2019 build

Well, there's definitely something funky about your file. First up: please pack all resources into the blend file when you upload. Otherwise everything is pink!

Secondly, I can confirm that when you open the file uploaded on my system, and try to switch immediately to wireframe, Blender crashes for me too. If I switch to material mode first, then switch to wireframe, it does not crash.

However, if I then save a new copy of the file, close Blender, then reopen the file, Blender crashes on load. So: I'm guessing that something is corrupted in your file.

To test I tried replicating the issue in the default file and a file of mine with a character model and a lot of textures and stuff. Could not replicate.

Then I went through your Archippack collection and discovered the issue seems to be triggered by the 'hole' object which is a child of the first 'door' object in your reference collection.

I deleted that object and the issue seems to be gone. So, I think you have some corrupted data in one of your objects which is causing the issue you reported.

Operating system: Windows-10-10.0.17134 64 Bits Graphics card: GeForce MX130/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.25 7/11/2019 build Well, there's definitely something funky about your file. First up: please pack all resources into the blend file when you upload. Otherwise everything is pink! Secondly, I can confirm that when you open the file uploaded on my system, and try to switch immediately to wireframe, Blender crashes for me too. If I switch to material mode first, then switch to wireframe, it does not crash. However, if I then save a new copy of the file, close Blender, then reopen the file, Blender crashes on load. So: I'm guessing that something is corrupted in your file. To test I tried replicating the issue in the default file and a file of mine with a character model and a lot of textures and stuff. Could not replicate. Then I went through your Archippack collection and discovered the issue seems to be triggered by the 'hole' object which is a child of the first 'door' object in your reference collection. I deleted that object and the issue seems to be gone. So, I think you have some corrupted data in one of your objects which is causing the issue you reported.

Very interesting! I tried the append for a new blank file and the error kept happening. What you said about Archipack made me curious, maybe some kind of conflict might be happening because of the 'hole' created for the openings. I'll check this out and I'll come back with the results! Thanks a lot for the help!

Very interesting! I tried the append for a new blank file and the error kept happening. What you said about Archipack made me curious, maybe some kind of conflict might be happening because of the 'hole' created for the openings. I'll check this out and I'll come back with the results! Thanks a lot for the help!

Added subscriber: @ZedDB

Added subscriber: @ZedDB

I can confirm that it is indeed the "hole" object that seems to be corrupted. Unless you can replicate the steps to produce a corrupted object like this, there is not much we can do, as the corruption could be from something outside of blender.

I can confirm that it is indeed the "hole" object that seems to be corrupted. Unless you can replicate the steps to produce a corrupted object like this, there is not much we can do, as the corruption could be from something outside of blender.

Added subscriber: @mont29

Added subscriber: @mont29

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Bastien Montagne self-assigned this 2019-07-23 14:54:29 +02:00

More than a week without reply or activity. Due to the policy of the tracker archiving for until required info/data are provided.

More than a week without reply or activity. Due to the policy of the tracker archiving for until required info/data are provided.
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Reference: blender/blender#66723
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