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Eevee random crashes on macOS
Open, Confirmed, HighPublic


System Information
Operating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits
Graphics card: AMD Radeon R9 M395X OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.11.20

Blender Version
Broken: version: 2.81 (sub 13), branch: master (modified), commit date: 2019-10-05 15:18, hash: rB0bdf4e2f2d1c
Worked: (2.80)

Short description of error
I am getting an enormous amount of crashes in Eevee lately in the past few weeks or so. Between 50 and 100 crashes per day. Tested on three different Macs - same thing.
The annoying thing is that the crashes seem to be somewhat random.

In the many crashlogs, the crash always seems to be connected to glrWriteBufferData

Exact steps for others to reproduce the error
The crashes seem to happen mainly when mesh modeling, while in Rendered view using Eevee.

I will try and see if I can create a reproducible scenario, but for now, here's a typical crash log:



Event Timeline

I haven't noticed it so far with my Intel laptop, but I'm not using Eevee much on it or it may be AMD driver specific.

Definitely something we should investigate for 2.81.

Brecht Van Lommel (brecht) lowered the priority of this task from Needs Triage by Developer to Confirmed, High.Mon, Oct 7, 8:42 AM
Brecht Van Lommel (brecht) renamed this task from Loads of crashes in Eevee to Eevee random crashes on macOS.Mon, Oct 7, 9:49 AM

also having this issue. can't seem to make anything 100% reproducible, but the common factors seem to be eevee in edit mode, and trying to either perform vertex selections (such as clicking 'L' over a mesh) or connecting image nodes to a principled shader.

the bug seemed to crop up in builds since around mid september.

i'll also share if i manage to create a reproducible test case.

edit: also should note, macbook pro 2018, macos 10.14.6, and occurrs on by my internal amd 560x and connected egpu running a vega 64.

@steve miller (winnertakesteve) yes I also am using Edit Mode and Eevee together here when I got all those crashes. I will do further testing to see if the recent fix has affected this issue or not.