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Crash in edit mode changing from x-ray
Closed, ResolvedPublic


System Information
Operating system: Windows-10-10.0.18362 64 Bits
Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.30

Blender Version
Broken: version: 2.81 (sub 11), branch: master (modified), commit date: 2019-09-18 12:51, hash: rBb962aca8003d
Worked: (optional)

Short description of error
This is a hit and miss bug, since the exact steps are quite hard to reproduce, but happens after working a while editing objects. But essentially it crash Blender.

Exact steps for others to reproduce the error
There isn't a specific file for causing the crash, it happens a bit randomly.
The crash occurs after a call to glew, in line 893 of the file source\blender\gpu\intern\gpu_batch.c, the exact error on the debug console is:
Exception thrown at 0x0000000059BD7154 (nvoglv64.dll) in blender.exe: 0xC0000005: Access violation reading location 0x0000000000000000
The call stack is:

nvoglv64.dll!0000000059bd7154() (Unknown Source:0)
nvoglv64.dll!00000000598bbca8() (Unknown Source:0)
nvoglv64.dll!0000000059745598() (Unknown Source:0)
nvoglv64.dll!0000000059748040() (Unknown Source:0)
nvoglv64.dll!0000000059aefbb8() (Unknown Source:0)
nvoglv64.dll!00000000597464ae() (Unknown Source:0)
nvoglv64.dll!00000000597467e7() (Unknown Source:0)
nvoglv64.dll!0000000059baa35b() (Unknown Source:0)
nvoglv64.dll!0000000059baabee() (Unknown Source:0)
nvoglv64.dll!0000000059743013() (Unknown Source:0)
nvoglv64.dll!000000005974f3fb() (Unknown Source:0)
blender.exe!GPU_draw_list_submit(GPUDrawList * list) Line 894 (d:\dev\blender\blender\source\blender\gpu\intern\gpu_batch.c:894)
blender.exe!draw_call_batching_flush(DRWShadingGroup * shgroup, DRWCommandsState * state) Line 1082 (d:\dev\blender\blender\source\blender\draw\intern\draw_manager_exec.c:1082)
blender.exe!draw_call_batching_finish(DRWShadingGroup * shgroup, DRWCommandsState * state) Line 1185 (d:\dev\blender\blender\source\blender\draw\intern\draw_manager_exec.c:1185)
blender.exe!draw_shgroup(DRWShadingGroup * shgroup, DRWState pass_state) Line 1333 (d:\dev\blender\blender\source\blender\draw\intern\draw_manager_exec.c:1333)
blender.exe!drw_draw_pass_ex(DRWPass * pass, DRWShadingGroup * start_group, DRWShadingGroup * end_group) Line 1380 (d:\dev\blender\blender\source\blender\draw\intern\draw_manager_exec.c:1380)
blender.exe!workbench_deferred_draw_scene(WORKBENCH_Data * vedata) Line 1264 (d:\dev\blender\blender\source\blender\draw\engines\workbench\workbench_deferred.c:1264)
blender.exe!workbench_solid_draw_background(void * vedata) Line 68 (d:\dev\blender\blender\source\blender\draw\engines\workbench\solid_mode.c:68)
blender.exe!drw_engines_draw_background() Line 1185 (d:\dev\blender\blender\source\blender\draw\intern\draw_manager.c:1185)
blender.exe!DRW_draw_render_loop_ex(Depsgraph * depsgraph, RenderEngineType * engine_type, ARegion * ar, View3D * v3d, GPUViewport * viewport, const bContext * evil_C) Line 1690 (d:\dev\blender\blender\source\blender\draw\intern\draw_manager.c:1690)



Event Timeline

Philipp Oeser (lichtwerk) lowered the priority of this task from Needs Triage by Developer to Waiting for Developer to Reproduce.Sep 19 2019, 12:11 PM

Please try again with the very latest build, there were some fixes in this area:

Running master 93e8c962fcc1f9979d4dbb539d5ff4e1f5295068.
So far no crashes (3h session), I do have an issue with objects with multiple materials, where some of them don't show in Material and Texture shading mode. They do appear in Object shading mode. I can restore the visualization of the materials if I allow blender to compile with USE_MULTI_DRAW_INDIRECT 1, but node links disappear sometimes (as reported on other ticket related to this)

PS: I have also updated the nvidia drivers today.

Wrong sha for the compiled master, its aabd8701e98595bae57d59344ed5d127b8b0f7db.