Blender fails to start #71619

Closed
opened 2019-11-16 02:31:09 +01:00 by Chris Johnson · 10 comments

System Information
Operating system: Windows 7 Pro SP1 (64)
Graphics card: ASUS HD7870 (Nov 15, 2019 drivers)

Core i7-3770K / 8GB RAM

Blender Version
Broken: 14a7e49abb000a937e90808211b8927f blender-2.80-windows64.msi (downloaded Nov 15, 2019)
Worked: never

Short description of error

Attempting to start a fresh install of Blender brings up a console windows briefly, then an application window (empty) but immediately terminates with error.
EXCEPTION_ACCESS_VIOLATION

Exact steps for others to reproduce the error

c:\Program Files\Blender Foundation\Blender>blender -d
Switching to fully guarded memory allocator.
Blender 2.80 (sub 75)
Build: 2019-07-29 09:44 AM Windows
argv- [x] = blender
argv- [x] = -d
read file

Version 280 sub 39 date unknown hash unknown

found bundled python: c:\Program Files\Blender Foundation\Blender\2.80\python
GPUShader: compile error:
shader string 1
1 #version 330
shader string 2
2 #define GPU_FRAGMENT_SHADER
shader string 3
3 #extension GL_ARB_texture_gather: enable
4 #define GPU_ARB_texture_gather
5 #extension GL_ARB_texture_query_lod: enable
shader string 4
6 #define GPU_ATI
7 #define OS_WIN
shader string 5
8
9 /* keep in sync with GlobalsUboStorage /
10 layout(std140) uniform globalsBlock
11 {
12 vec4 colorWire;
13 vec4 colorWireEdit;
14 vec4 colorActive;
15 vec4 colorSelect;
16 vec4 colorDupliSelect;
17 vec4 colorDupli;
18 vec4 colorLibrarySelect;
19 vec4 colorLibrary;
20 vec4 colorTransform;
21 vec4 colorLight;
22 vec4 colorSpeaker;
23 vec4 colorCamera;
24 vec4 colorEmpty;
25 vec4 colorVertex;
26 vec4 colorVertexSelect;
27 vec4 colorVertexUnreferenced;
28 vec4 colorVertexMissingData;
29 vec4 colorEditMeshActive;
30 vec4 colorEdgeSelect;
31 vec4 colorEdgeSeam;
32 vec4 colorEdgeSharp;
33 vec4 colorEdgeCrease;
34 vec4 colorEdgeBWeight;
35 vec4 colorEdgeFaceSelect;
36 vec4 colorEdgeFreestyle;
37 vec4 colorFace;
38 vec4 colorFaceSelect;
39 vec4 colorFaceFreestyle;
40 vec4 colorNormal;
41 vec4 colorVNormal;
42 vec4 colorLNormal;
43 vec4 colorFaceDot;
44 vec4 colorDeselect;
45 vec4 colorOutline;
46 vec4 colorLightNoAlpha;
47
48 vec4 colorBackground;
49 vec4 colorEditMeshMiddle;
50
51 vec4 colorHandleFree;
52 vec4 colorHandleAuto;
53 vec4 colorHandleVect;
54 vec4 colorHandleAlign;
55 vec4 colorHandleAutoclamp;
56 vec4 colorHandleSelFree;
57 vec4 colorHandleSelAuto;
58 vec4 colorHandleSelVect;
59 vec4 colorHandleSelAlign;
60 vec4 colorHandleSelAutoclamp;
61 vec4 colorNurbUline;
62 vec4 colorNurbVline;
63 vec4 colorNurbSelUline;
64 vec4 colorNurbSelVline;
65 vec4 colorActiveSpline;
66
67 vec4 colorBonePose;
68
69 vec4 colorCurrentFrame;
70
71 vec4 colorGrid;
72 vec4 colorGridEmphasise;
73 vec4 colorGridAxisX;
74 vec4 colorGridAxisY;
75 vec4 colorGridAxisZ;
76
77 float sizeLightCenter;
78 float sizeLightCircle;
79 float sizeLightCircleShadow;
80 float sizeVertex;
81 float sizeEdge;
82 float sizeEdgeFix;
83 float sizeFaceDot;
84
85 float gridDistance;
86 float gridResolution;
87 float gridSubdivisions;
88 float gridScale;
89
90 float pad_globalsBlock;
91 };
92
93 /
data- [x] (1nd byte flags) /
94 #define FACE_ACTIVE (1 << 0)
95 #define FACE_SELECTED (1 << 1)
96 #define FACE_FREESTYLE (1 << 2)
97 #define VERT_UV_SELECT (1 << 3)
98 #define VERT_UV_PINNED (1 << 4)
99 #define EDGE_UV_SELECT (1 << 5)
100 #define FACE_UV_ACTIVE (1 << 6)
101 #define FACE_UV_SELECT (1 << 7)
102 /
data- [x] (2st byte flags) /
103 #define VERT_ACTIVE (1 << 0)
104 #define VERT_SELECTED (1 << 1)
105 #define EDGE_ACTIVE (1 << 2)
106 #define EDGE_SELECTED (1 << 3)
107 #define EDGE_SEAM (1 << 4)
108 #define EDGE_SHARP (1 << 5)
109 #define EDGE_FREESTYLE (1 << 6)
110
111 in vec4 uvcoordsvar;
112
113 out vec4 FragColor;
114
115 uniform usampler2D outlineId;
116 uniform sampler2D outlineDepth;
117 uniform sampler2D sceneDepth;
118
119 uniform int idOffsets[4];
120
121 uniform float alphaOcclu;
122 uniform vec2 viewportSize;
123
124 vec4 convert_id_to_color(int id)
125 {
126 if (id == 0) {
127 return vec4(0.0);
128 }
129 if (id < idOffsets[1]) {
130 return colorActive;
131 }
132 else if (id < idOffsets[2]) {
133 return colorSelect;
134 }
135 else if (id < idOffsets[3]) {
136 return colorDupliSelect;
137 }
138 else {
139 return colorTransform;
140 }
141 }
142
143 void main()
144 {
145 ivec2 texel = ivec2(gl_FragCoord.xy);
146
147 #ifdef GPU_ARB_texture_gather
148 vec2 texel_size = 1.0 / vec2(textureSize(outlineId, 0).xy);
149 vec2 uv = ceil(gl_FragCoord.xy) * texel_size;
150
151 /
Samples order is CW starting from top left. /
152 uvec4 tmp1 = textureGather(outlineId, uv - texel_size);
153 uvec4 tmp2 = textureGather(outlineId, uv);
154
155 uint ref_id = tmp1.y;
156 uvec4 id = uvec4(tmp1.xz, tmp2.xz);
157 #else
158 uvec4 id;
159 uint ref_id = texelFetch(outlineId, texel, 0).r;
160 id.x = texelFetchOffset(outlineId, texel, 0, ivec2(-1, 0)).r;
161 id.y = texelFetchOffset(outlineId, texel, 0, ivec2(0, -1)).r;
162 id.z = texelFetchOffset(outlineId, texel, 0, ivec2(0, 1)).r;
163 id.w = texelFetchOffset(outlineId, texel, 0, ivec2(1, 0)).r;
164 #endif
165
166 #ifdef WIRE
167 /
We want only 2px outlines. /
168 /
TODO optimize, don't sample if we don't need to. /
169 id.xy = uvec2(ref_id);
170 #endif
171
172 bool outline = any(notEqual(id, uvec4(ref_id)));
173
174 ivec2 depth_texel = texel;
175 /
If texel is an outline but has no valid id ...
176 * replace id and depth texel by a valid one.
177 * This keeps the outline thickness consistent everywhere. /
178 if (ref_id == 0u && outline) {
179 depth_texel = (id.x != 0u) ? texel + ivec2(-1, 0) : depth_texel;
180 depth_texel = (id.y != 0u) ? texel + ivec2(0, -1) : depth_texel;
181 depth_texel = (id.z != 0u) ? texel + ivec2(0, 1) : depth_texel;
182 depth_texel = (id.w != 0u) ? texel + ivec2(1, 0) : depth_texel;
183
184 ref_id = (id.x != 0u) ? id.x : ref_id;
185 ref_id = (id.y != 0u) ? id.y : ref_id;
186 ref_id = (id.z != 0u) ? id.z : ref_id;
187 ref_id = (id.w != 0u) ? id.w : ref_id;
188 }
189
190 float ref_depth = texelFetch(outlineDepth, depth_texel, 0).r;
191 float scene_depth = texelFetch(sceneDepth, depth_texel, 0).r;
192
193 /
Avoid bad cases of zfighting for occlusion only. */
194 const float epsilon = 3.0 / 8388608.0;
195 bool occluded = (ref_depth > scene_depth + epsilon);
196
197 FragColor = convert_id_to_color(int(ref_id));
198 FragColor.a *= (occluded) ? alphaOcclu : 1.0;
199 FragColor.a = (outline) ? FragColor.a : 0.0;
200 }
Fragment shader failed to compile with the following errors:
ERROR: 4:145: error(#160) Cannot convert from '4-component vector of vec4' to '4-component vector of uvec4'
ERROR: 4:146: error(#160) Cannot convert from '4-component vector of vec4' to '4-component vector of uvec4'
ERROR: error(#273) 2 compilation errors. No code generated

GPUShader: compile error:
shader string 1
1 #version 330
shader string 2
2 #define GPU_FRAGMENT_SHADER
shader string 3
3 #extension GL_ARB_texture_gather: enable
4 #define GPU_ARB_texture_gather
5 #extension GL_ARB_texture_query_lod: enable
shader string 4
6 #define GPU_ATI
7 #define OS_WIN
shader string 5
8 #define WIRE
shader string 6
9
10 /* keep in sync with GlobalsUboStorage /
11 layout(std140) uniform globalsBlock
12 {
13 vec4 colorWire;
14 vec4 colorWireEdit;
15 vec4 colorActive;
16 vec4 colorSelect;
17 vec4 colorDupliSelect;
18 vec4 colorDupli;
19 vec4 colorLibrarySelect;
20 vec4 colorLibrary;
21 vec4 colorTransform;
22 vec4 colorLight;
23 vec4 colorSpeaker;
24 vec4 colorCamera;
25 vec4 colorEmpty;
26 vec4 colorVertex;
27 vec4 colorVertexSelect;
28 vec4 colorVertexUnreferenced;
29 vec4 colorVertexMissingData;
30 vec4 colorEditMeshActive;
31 vec4 colorEdgeSelect;
32 vec4 colorEdgeSeam;
33 vec4 colorEdgeSharp;
34 vec4 colorEdgeCrease;
35 vec4 colorEdgeBWeight;
36 vec4 colorEdgeFaceSelect;
37 vec4 colorEdgeFreestyle;
38 vec4 colorFace;
39 vec4 colorFaceSelect;
40 vec4 colorFaceFreestyle;
41 vec4 colorNormal;
42 vec4 colorVNormal;
43 vec4 colorLNormal;
44 vec4 colorFaceDot;
45 vec4 colorDeselect;
46 vec4 colorOutline;
47 vec4 colorLightNoAlpha;
48
49 vec4 colorBackground;
50 vec4 colorEditMeshMiddle;
51
52 vec4 colorHandleFree;
53 vec4 colorHandleAuto;
54 vec4 colorHandleVect;
55 vec4 colorHandleAlign;
56 vec4 colorHandleAutoclamp;
57 vec4 colorHandleSelFree;
58 vec4 colorHandleSelAuto;
59 vec4 colorHandleSelVect;
60 vec4 colorHandleSelAlign;
61 vec4 colorHandleSelAutoclamp;
62 vec4 colorNurbUline;
63 vec4 colorNurbVline;
64 vec4 colorNurbSelUline;
65 vec4 colorNurbSelVline;
66 vec4 colorActiveSpline;
67
68 vec4 colorBonePose;
69
70 vec4 colorCurrentFrame;
71
72 vec4 colorGrid;
73 vec4 colorGridEmphasise;
74 vec4 colorGridAxisX;
75 vec4 colorGridAxisY;
76 vec4 colorGridAxisZ;
77
78 float sizeLightCenter;
79 float sizeLightCircle;
80 float sizeLightCircleShadow;
81 float sizeVertex;
82 float sizeEdge;
83 float sizeEdgeFix;
84 float sizeFaceDot;
85
86 float gridDistance;
87 float gridResolution;
88 float gridSubdivisions;
89 float gridScale;
90
91 float pad_globalsBlock;
92 };
93
94 /
data- [x] (1nd byte flags) /
95 #define FACE_ACTIVE (1 << 0)
96 #define FACE_SELECTED (1 << 1)
97 #define FACE_FREESTYLE (1 << 2)
98 #define VERT_UV_SELECT (1 << 3)
99 #define VERT_UV_PINNED (1 << 4)
100 #define EDGE_UV_SELECT (1 << 5)
101 #define FACE_UV_ACTIVE (1 << 6)
102 #define FACE_UV_SELECT (1 << 7)
103 /
data- [x] (2st byte flags) /
104 #define VERT_ACTIVE (1 << 0)
105 #define VERT_SELECTED (1 << 1)
106 #define EDGE_ACTIVE (1 << 2)
107 #define EDGE_SELECTED (1 << 3)
108 #define EDGE_SEAM (1 << 4)
109 #define EDGE_SHARP (1 << 5)
110 #define EDGE_FREESTYLE (1 << 6)
111
112 in vec4 uvcoordsvar;
113
114 out vec4 FragColor;
115
116 uniform usampler2D outlineId;
117 uniform sampler2D outlineDepth;
118 uniform sampler2D sceneDepth;
119
120 uniform int idOffsets[4];
121
122 uniform float alphaOcclu;
123 uniform vec2 viewportSize;
124
125 vec4 convert_id_to_color(int id)
126 {
127 if (id == 0) {
128 return vec4(0.0);
129 }
130 if (id < idOffsets[1]) {
131 return colorActive;
132 }
133 else if (id < idOffsets[2]) {
134 return colorSelect;
135 }
136 else if (id < idOffsets[3]) {
137 return colorDupliSelect;
138 }
139 else {
140 return colorTransform;
141 }
142 }
143
144 void main()
145 {
146 ivec2 texel = ivec2(gl_FragCoord.xy);
147
148 #ifdef GPU_ARB_texture_gather
149 vec2 texel_size = 1.0 / vec2(textureSize(outlineId, 0).xy);
150 vec2 uv = ceil(gl_FragCoord.xy) * texel_size;
151
152 /
Samples order is CW starting from top left. /
153 uvec4 tmp1 = textureGather(outlineId, uv - texel_size);
154 uvec4 tmp2 = textureGather(outlineId, uv);
155
156 uint ref_id = tmp1.y;
157 uvec4 id = uvec4(tmp1.xz, tmp2.xz);
158 #else
159 uvec4 id;
160 uint ref_id = texelFetch(outlineId, texel, 0).r;
161 id.x = texelFetchOffset(outlineId, texel, 0, ivec2(-1, 0)).r;
162 id.y = texelFetchOffset(outlineId, texel, 0, ivec2(0, -1)).r;
163 id.z = texelFetchOffset(outlineId, texel, 0, ivec2(0, 1)).r;
164 id.w = texelFetchOffset(outlineId, texel, 0, ivec2(1, 0)).r;
165 #endif
166
167 #ifdef WIRE
168 /
We want only 2px outlines. /
169 /
TODO optimize, don't sample if we don't need to. /
170 id.xy = uvec2(ref_id);
171 #endif
172
173 bool outline = any(notEqual(id, uvec4(ref_id)));
174
175 ivec2 depth_texel = texel;
176 /
If texel is an outline but has no valid id ...
177 * replace id and depth texel by a valid one.
178 * This keeps the outline thickness consistent everywhere. /
179 if (ref_id == 0u && outline) {
180 depth_texel = (id.x != 0u) ? texel + ivec2(-1, 0) : depth_texel;
181 depth_texel = (id.y != 0u) ? texel + ivec2(0, -1) : depth_texel;
182 depth_texel = (id.z != 0u) ? texel + ivec2(0, 1) : depth_texel;
183 depth_texel = (id.w != 0u) ? texel + ivec2(1, 0) : depth_texel;
184
185 ref_id = (id.x != 0u) ? id.x : ref_id;
186 ref_id = (id.y != 0u) ? id.y : ref_id;
187 ref_id = (id.z != 0u) ? id.z : ref_id;
188 ref_id = (id.w != 0u) ? id.w : ref_id;
189 }
190
191 float ref_depth = texelFetch(outlineDepth, depth_texel, 0).r;
192 float scene_depth = texelFetch(sceneDepth, depth_texel, 0).r;
193
194 /
Avoid bad cases of zfighting for occlusion only. */
195 const float epsilon = 3.0 / 8388608.0;
196 bool occluded = (ref_depth > scene_depth + epsilon);
197
198 FragColor = convert_id_to_color(int(ref_id));
199 FragColor.a *= (occluded) ? alphaOcclu : 1.0;
200 FragColor.a = (outline) ? FragColor.a : 0.0;
201 }
Fragment shader failed to compile with the following errors:
ERROR: 5:145: error(#160) Cannot convert from '4-component vector of vec4' to '4-component vector of uvec4'
ERROR: 5:146: error(#160) Cannot convert from '4-component vector of vec4' to '4-component vector of uvec4'
ERROR: error(#273) 2 compilation errors. No code generated

Error : EXCEPTION_ACCESS_VIOLATION
Address : 0x0000000140DBB354
Module : c:\Program Files\Blender Foundation\Blender\blender.exe

**System Information** Operating system: Windows 7 Pro SP1 (64) Graphics card: ASUS HD7870 (Nov 15, 2019 drivers) Core i7-3770K / 8GB RAM **Blender Version** Broken: 14a7e49abb000a937e90808211b8927f blender-2.80-windows64.msi (downloaded Nov 15, 2019) Worked: never **Short description of error** Attempting to start a fresh install of Blender brings up a console windows briefly, then an application window (empty) but immediately terminates with error. EXCEPTION_ACCESS_VIOLATION **Exact steps for others to reproduce the error** c:\Program Files\Blender Foundation\Blender>blender -d Switching to fully guarded memory allocator. Blender 2.80 (sub 75) Build: 2019-07-29 09:44 AM Windows argv- [x] = blender argv- [x] = -d read file ``` Version 280 sub 39 date unknown hash unknown ``` found bundled python: c:\Program Files\Blender Foundation\Blender\2.80\python GPUShader: compile error: **shader string 1** 1 #version 330 **shader string 2** 2 #define GPU_FRAGMENT_SHADER **shader string 3** 3 #extension GL_ARB_texture_gather: enable 4 #define GPU_ARB_texture_gather 5 #extension GL_ARB_texture_query_lod: enable **shader string 4** 6 #define GPU_ATI 7 #define OS_WIN **shader string 5** 8 9 /* keep in sync with GlobalsUboStorage */ 10 layout(std140) uniform globalsBlock 11 { 12 vec4 colorWire; 13 vec4 colorWireEdit; 14 vec4 colorActive; 15 vec4 colorSelect; 16 vec4 colorDupliSelect; 17 vec4 colorDupli; 18 vec4 colorLibrarySelect; 19 vec4 colorLibrary; 20 vec4 colorTransform; 21 vec4 colorLight; 22 vec4 colorSpeaker; 23 vec4 colorCamera; 24 vec4 colorEmpty; 25 vec4 colorVertex; 26 vec4 colorVertexSelect; 27 vec4 colorVertexUnreferenced; 28 vec4 colorVertexMissingData; 29 vec4 colorEditMeshActive; 30 vec4 colorEdgeSelect; 31 vec4 colorEdgeSeam; 32 vec4 colorEdgeSharp; 33 vec4 colorEdgeCrease; 34 vec4 colorEdgeBWeight; 35 vec4 colorEdgeFaceSelect; 36 vec4 colorEdgeFreestyle; 37 vec4 colorFace; 38 vec4 colorFaceSelect; 39 vec4 colorFaceFreestyle; 40 vec4 colorNormal; 41 vec4 colorVNormal; 42 vec4 colorLNormal; 43 vec4 colorFaceDot; 44 vec4 colorDeselect; 45 vec4 colorOutline; 46 vec4 colorLightNoAlpha; 47 48 vec4 colorBackground; 49 vec4 colorEditMeshMiddle; 50 51 vec4 colorHandleFree; 52 vec4 colorHandleAuto; 53 vec4 colorHandleVect; 54 vec4 colorHandleAlign; 55 vec4 colorHandleAutoclamp; 56 vec4 colorHandleSelFree; 57 vec4 colorHandleSelAuto; 58 vec4 colorHandleSelVect; 59 vec4 colorHandleSelAlign; 60 vec4 colorHandleSelAutoclamp; 61 vec4 colorNurbUline; 62 vec4 colorNurbVline; 63 vec4 colorNurbSelUline; 64 vec4 colorNurbSelVline; 65 vec4 colorActiveSpline; 66 67 vec4 colorBonePose; 68 69 vec4 colorCurrentFrame; 70 71 vec4 colorGrid; 72 vec4 colorGridEmphasise; 73 vec4 colorGridAxisX; 74 vec4 colorGridAxisY; 75 vec4 colorGridAxisZ; 76 77 float sizeLightCenter; 78 float sizeLightCircle; 79 float sizeLightCircleShadow; 80 float sizeVertex; 81 float sizeEdge; 82 float sizeEdgeFix; 83 float sizeFaceDot; 84 85 float gridDistance; 86 float gridResolution; 87 float gridSubdivisions; 88 float gridScale; 89 90 float pad_globalsBlock; 91 }; 92 93 /* data- [x] (1nd byte flags) */ 94 #define FACE_ACTIVE (1 << 0) 95 #define FACE_SELECTED (1 << 1) 96 #define FACE_FREESTYLE (1 << 2) 97 #define VERT_UV_SELECT (1 << 3) 98 #define VERT_UV_PINNED (1 << 4) 99 #define EDGE_UV_SELECT (1 << 5) 100 #define FACE_UV_ACTIVE (1 << 6) 101 #define FACE_UV_SELECT (1 << 7) 102 /* data- [x] (2st byte flags) */ 103 #define VERT_ACTIVE (1 << 0) 104 #define VERT_SELECTED (1 << 1) 105 #define EDGE_ACTIVE (1 << 2) 106 #define EDGE_SELECTED (1 << 3) 107 #define EDGE_SEAM (1 << 4) 108 #define EDGE_SHARP (1 << 5) 109 #define EDGE_FREESTYLE (1 << 6) 110 111 in vec4 uvcoordsvar; 112 113 out vec4 FragColor; 114 115 uniform usampler2D outlineId; 116 uniform sampler2D outlineDepth; 117 uniform sampler2D sceneDepth; 118 119 uniform int idOffsets[4]; 120 121 uniform float alphaOcclu; 122 uniform vec2 viewportSize; 123 124 vec4 convert_id_to_color(int id) 125 { 126 if (id == 0) { 127 return vec4(0.0); 128 } 129 if (id < idOffsets[1]) { 130 return colorActive; 131 } 132 else if (id < idOffsets[2]) { 133 return colorSelect; 134 } 135 else if (id < idOffsets[3]) { 136 return colorDupliSelect; 137 } 138 else { 139 return colorTransform; 140 } 141 } 142 143 void main() 144 { 145 ivec2 texel = ivec2(gl_FragCoord.xy); 146 147 #ifdef GPU_ARB_texture_gather 148 vec2 texel_size = 1.0 / vec2(textureSize(outlineId, 0).xy); 149 vec2 uv = ceil(gl_FragCoord.xy) * texel_size; 150 151 /* Samples order is CW starting from top left. */ 152 uvec4 tmp1 = textureGather(outlineId, uv - texel_size); 153 uvec4 tmp2 = textureGather(outlineId, uv); 154 155 uint ref_id = tmp1.y; 156 uvec4 id = uvec4(tmp1.xz, tmp2.xz); 157 #else 158 uvec4 id; 159 uint ref_id = texelFetch(outlineId, texel, 0).r; 160 id.x = texelFetchOffset(outlineId, texel, 0, ivec2(-1, 0)).r; 161 id.y = texelFetchOffset(outlineId, texel, 0, ivec2(0, -1)).r; 162 id.z = texelFetchOffset(outlineId, texel, 0, ivec2(0, 1)).r; 163 id.w = texelFetchOffset(outlineId, texel, 0, ivec2(1, 0)).r; 164 #endif 165 166 #ifdef WIRE 167 /* We want only 2px outlines. */ 168 /* TODO optimize, don't sample if we don't need to. */ 169 id.xy = uvec2(ref_id); 170 #endif 171 172 bool outline = any(notEqual(id, uvec4(ref_id))); 173 174 ivec2 depth_texel = texel; 175 /* If texel is an outline but has no valid id ... 176 * replace id and depth texel by a valid one. 177 * This keeps the outline thickness consistent everywhere. */ 178 if (ref_id == 0u && outline) { 179 depth_texel = (id.x != 0u) ? texel + ivec2(-1, 0) : depth_texel; 180 depth_texel = (id.y != 0u) ? texel + ivec2(0, -1) : depth_texel; 181 depth_texel = (id.z != 0u) ? texel + ivec2(0, 1) : depth_texel; 182 depth_texel = (id.w != 0u) ? texel + ivec2(1, 0) : depth_texel; 183 184 ref_id = (id.x != 0u) ? id.x : ref_id; 185 ref_id = (id.y != 0u) ? id.y : ref_id; 186 ref_id = (id.z != 0u) ? id.z : ref_id; 187 ref_id = (id.w != 0u) ? id.w : ref_id; 188 } 189 190 float ref_depth = texelFetch(outlineDepth, depth_texel, 0).r; 191 float scene_depth = texelFetch(sceneDepth, depth_texel, 0).r; 192 193 /* Avoid bad cases of zfighting for occlusion only. */ 194 const float epsilon = 3.0 / 8388608.0; 195 bool occluded = (ref_depth > scene_depth + epsilon); 196 197 FragColor = convert_id_to_color(int(ref_id)); 198 FragColor.a *= (occluded) ? alphaOcclu : 1.0; 199 FragColor.a = (outline) ? FragColor.a : 0.0; 200 } Fragment shader failed to compile with the following errors: ERROR: 4:145: error(#160) Cannot convert from '4-component vector of vec4' to '4-component vector of uvec4' ERROR: 4:146: error(#160) Cannot convert from '4-component vector of vec4' to '4-component vector of uvec4' ERROR: error(#273) 2 compilation errors. No code generated GPUShader: compile error: **shader string 1** 1 #version 330 **shader string 2** 2 #define GPU_FRAGMENT_SHADER **shader string 3** 3 #extension GL_ARB_texture_gather: enable 4 #define GPU_ARB_texture_gather 5 #extension GL_ARB_texture_query_lod: enable **shader string 4** 6 #define GPU_ATI 7 #define OS_WIN **shader string 5** 8 #define WIRE **shader string 6** 9 10 /* keep in sync with GlobalsUboStorage */ 11 layout(std140) uniform globalsBlock 12 { 13 vec4 colorWire; 14 vec4 colorWireEdit; 15 vec4 colorActive; 16 vec4 colorSelect; 17 vec4 colorDupliSelect; 18 vec4 colorDupli; 19 vec4 colorLibrarySelect; 20 vec4 colorLibrary; 21 vec4 colorTransform; 22 vec4 colorLight; 23 vec4 colorSpeaker; 24 vec4 colorCamera; 25 vec4 colorEmpty; 26 vec4 colorVertex; 27 vec4 colorVertexSelect; 28 vec4 colorVertexUnreferenced; 29 vec4 colorVertexMissingData; 30 vec4 colorEditMeshActive; 31 vec4 colorEdgeSelect; 32 vec4 colorEdgeSeam; 33 vec4 colorEdgeSharp; 34 vec4 colorEdgeCrease; 35 vec4 colorEdgeBWeight; 36 vec4 colorEdgeFaceSelect; 37 vec4 colorEdgeFreestyle; 38 vec4 colorFace; 39 vec4 colorFaceSelect; 40 vec4 colorFaceFreestyle; 41 vec4 colorNormal; 42 vec4 colorVNormal; 43 vec4 colorLNormal; 44 vec4 colorFaceDot; 45 vec4 colorDeselect; 46 vec4 colorOutline; 47 vec4 colorLightNoAlpha; 48 49 vec4 colorBackground; 50 vec4 colorEditMeshMiddle; 51 52 vec4 colorHandleFree; 53 vec4 colorHandleAuto; 54 vec4 colorHandleVect; 55 vec4 colorHandleAlign; 56 vec4 colorHandleAutoclamp; 57 vec4 colorHandleSelFree; 58 vec4 colorHandleSelAuto; 59 vec4 colorHandleSelVect; 60 vec4 colorHandleSelAlign; 61 vec4 colorHandleSelAutoclamp; 62 vec4 colorNurbUline; 63 vec4 colorNurbVline; 64 vec4 colorNurbSelUline; 65 vec4 colorNurbSelVline; 66 vec4 colorActiveSpline; 67 68 vec4 colorBonePose; 69 70 vec4 colorCurrentFrame; 71 72 vec4 colorGrid; 73 vec4 colorGridEmphasise; 74 vec4 colorGridAxisX; 75 vec4 colorGridAxisY; 76 vec4 colorGridAxisZ; 77 78 float sizeLightCenter; 79 float sizeLightCircle; 80 float sizeLightCircleShadow; 81 float sizeVertex; 82 float sizeEdge; 83 float sizeEdgeFix; 84 float sizeFaceDot; 85 86 float gridDistance; 87 float gridResolution; 88 float gridSubdivisions; 89 float gridScale; 90 91 float pad_globalsBlock; 92 }; 93 94 /* data- [x] (1nd byte flags) */ 95 #define FACE_ACTIVE (1 << 0) 96 #define FACE_SELECTED (1 << 1) 97 #define FACE_FREESTYLE (1 << 2) 98 #define VERT_UV_SELECT (1 << 3) 99 #define VERT_UV_PINNED (1 << 4) 100 #define EDGE_UV_SELECT (1 << 5) 101 #define FACE_UV_ACTIVE (1 << 6) 102 #define FACE_UV_SELECT (1 << 7) 103 /* data- [x] (2st byte flags) */ 104 #define VERT_ACTIVE (1 << 0) 105 #define VERT_SELECTED (1 << 1) 106 #define EDGE_ACTIVE (1 << 2) 107 #define EDGE_SELECTED (1 << 3) 108 #define EDGE_SEAM (1 << 4) 109 #define EDGE_SHARP (1 << 5) 110 #define EDGE_FREESTYLE (1 << 6) 111 112 in vec4 uvcoordsvar; 113 114 out vec4 FragColor; 115 116 uniform usampler2D outlineId; 117 uniform sampler2D outlineDepth; 118 uniform sampler2D sceneDepth; 119 120 uniform int idOffsets[4]; 121 122 uniform float alphaOcclu; 123 uniform vec2 viewportSize; 124 125 vec4 convert_id_to_color(int id) 126 { 127 if (id == 0) { 128 return vec4(0.0); 129 } 130 if (id < idOffsets[1]) { 131 return colorActive; 132 } 133 else if (id < idOffsets[2]) { 134 return colorSelect; 135 } 136 else if (id < idOffsets[3]) { 137 return colorDupliSelect; 138 } 139 else { 140 return colorTransform; 141 } 142 } 143 144 void main() 145 { 146 ivec2 texel = ivec2(gl_FragCoord.xy); 147 148 #ifdef GPU_ARB_texture_gather 149 vec2 texel_size = 1.0 / vec2(textureSize(outlineId, 0).xy); 150 vec2 uv = ceil(gl_FragCoord.xy) * texel_size; 151 152 /* Samples order is CW starting from top left. */ 153 uvec4 tmp1 = textureGather(outlineId, uv - texel_size); 154 uvec4 tmp2 = textureGather(outlineId, uv); 155 156 uint ref_id = tmp1.y; 157 uvec4 id = uvec4(tmp1.xz, tmp2.xz); 158 #else 159 uvec4 id; 160 uint ref_id = texelFetch(outlineId, texel, 0).r; 161 id.x = texelFetchOffset(outlineId, texel, 0, ivec2(-1, 0)).r; 162 id.y = texelFetchOffset(outlineId, texel, 0, ivec2(0, -1)).r; 163 id.z = texelFetchOffset(outlineId, texel, 0, ivec2(0, 1)).r; 164 id.w = texelFetchOffset(outlineId, texel, 0, ivec2(1, 0)).r; 165 #endif 166 167 #ifdef WIRE 168 /* We want only 2px outlines. */ 169 /* TODO optimize, don't sample if we don't need to. */ 170 id.xy = uvec2(ref_id); 171 #endif 172 173 bool outline = any(notEqual(id, uvec4(ref_id))); 174 175 ivec2 depth_texel = texel; 176 /* If texel is an outline but has no valid id ... 177 * replace id and depth texel by a valid one. 178 * This keeps the outline thickness consistent everywhere. */ 179 if (ref_id == 0u && outline) { 180 depth_texel = (id.x != 0u) ? texel + ivec2(-1, 0) : depth_texel; 181 depth_texel = (id.y != 0u) ? texel + ivec2(0, -1) : depth_texel; 182 depth_texel = (id.z != 0u) ? texel + ivec2(0, 1) : depth_texel; 183 depth_texel = (id.w != 0u) ? texel + ivec2(1, 0) : depth_texel; 184 185 ref_id = (id.x != 0u) ? id.x : ref_id; 186 ref_id = (id.y != 0u) ? id.y : ref_id; 187 ref_id = (id.z != 0u) ? id.z : ref_id; 188 ref_id = (id.w != 0u) ? id.w : ref_id; 189 } 190 191 float ref_depth = texelFetch(outlineDepth, depth_texel, 0).r; 192 float scene_depth = texelFetch(sceneDepth, depth_texel, 0).r; 193 194 /* Avoid bad cases of zfighting for occlusion only. */ 195 const float epsilon = 3.0 / 8388608.0; 196 bool occluded = (ref_depth > scene_depth + epsilon); 197 198 FragColor = convert_id_to_color(int(ref_id)); 199 FragColor.a *= (occluded) ? alphaOcclu : 1.0; 200 FragColor.a = (outline) ? FragColor.a : 0.0; 201 } Fragment shader failed to compile with the following errors: ERROR: 5:145: error(#160) Cannot convert from '4-component vector of vec4' to '4-component vector of uvec4' ERROR: 5:146: error(#160) Cannot convert from '4-component vector of vec4' to '4-component vector of uvec4' ERROR: error(#273) 2 compilation errors. No code generated Error : EXCEPTION_ACCESS_VIOLATION Address : 0x0000000140DBB354 Module : c:\Program Files\Blender Foundation\Blender\blender.exe
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Added subscriber: @cjohnson01432

Added subscriber: @cjohnson01432

Added subscriber: @MassimilianoPuliero

Added subscriber: @MassimilianoPuliero

for me is just taking forever.

for me is just taking forever.

Added subscriber: @AdamPreisler

Added subscriber: @AdamPreisler

Not sure what this can be, but you can update to Windows 10 anytime from Windows 7 with this tool: https://www.microsoft.com/en-us/software-download/windows10
It is really worth it in the end

Not sure what this can be, but **you can update to Windows 10 anytime from Windows 7** with this tool: https://www.microsoft.com/en-us/software-download/windows10 It is really worth it in the end

Added subscribers: @fclem, @mano-wii

Added subscribers: @fclem, @mano-wii

The problem is a compilation error in object_outline_detect_frag.glsl

Fragment shader failed to compile with the following errors:
ERROR: 4:145: error(#160) Cannot convert from '4-component vector of vec4' to '4-component vector of uvec4'
ERROR: 4:146: error(#160) Cannot convert from '4-component vector of vec4' to '4-component vector of uvec4'
ERROR: error(#273) 2 compilation errors. No code generated

I believe this problem should not happen with the latest graphics drivers.
Try installing the latest drivers from the AMD website: https://www.amd.com/en/support

@fclem, is there anything we can do here?

The problem is a compilation error in `object_outline_detect_frag.glsl` ``` Fragment shader failed to compile with the following errors: ERROR: 4:145: error(#160) Cannot convert from '4-component vector of vec4' to '4-component vector of uvec4' ERROR: 4:146: error(#160) Cannot convert from '4-component vector of vec4' to '4-component vector of uvec4' ERROR: error(#273) 2 compilation errors. No code generated ``` I believe this problem should not happen with the latest graphics drivers. Try installing the latest drivers from the AMD website: https://www.amd.com/en/support @fclem, is there anything we can do here?
Member

Added subscriber: @lichtwerk

Added subscriber: @lichtwerk
Member

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Philipp Oeser self-assigned this 2019-12-05 15:31:56 +01:00
Member

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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