Crashes when selecting Material Properties tab. #74206

Closed
opened 2020-02-25 19:23:11 +01:00 by Hector DeAnda · 39 comments

System Information
Operating system: Darwin-19.3.0-x86_64-i386-64bit 64 Bits
Graphics card: AMD Radeon HD - FirePro D500 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.5.5

Blender Version
Broken: version: 2.83 (sub 4), branch: master, commit date: 2020-02-24 22:25, hash: a322b43e3d
Worked: (optional)

Short description of error
Crashes when selecting default cube and then selecting Material Properties tab.

Exact steps for others to reproduce the error
Open Blender. Close splash screen. Default cube is already selected. Select Material Properties tab. Wait a few seconds, crash. Mac Pro late 2013.

**System Information** Operating system: Darwin-19.3.0-x86_64-i386-64bit 64 Bits Graphics card: AMD Radeon HD - FirePro [D500](https://archive.blender.org/developer/D500) OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.5.5 **Blender Version** Broken: version: 2.83 (sub 4), branch: master, commit date: 2020-02-24 22:25, hash: `a322b43e3d` Worked: (optional) **Short description of error** Crashes when selecting default cube and then selecting Material Properties tab. **Exact steps for others to reproduce the error** Open Blender. Close splash screen. Default cube is already selected. Select Material Properties tab. Wait a few seconds, crash. Mac Pro late 2013.
Author

Added subscriber: @HectorDeAnda

Added subscriber: @HectorDeAnda

#74373 was marked as duplicate of this issue

#74373 was marked as duplicate of this issue

#74303 was marked as duplicate of this issue

#74303 was marked as duplicate of this issue

#74265 was marked as duplicate of this issue

#74265 was marked as duplicate of this issue

#74174 was marked as duplicate of this issue

#74174 was marked as duplicate of this issue
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Added subscriber: @ankitm

Added subscriber: @ankitm
Member

Does it happen if render engine is cycles ? #74174 Eevee: Crash upon opening material properties

Does it happen if render engine is cycles ? #74174 Eevee: Crash upon opening material properties
Member

Changed status from 'Needs Triage' to: 'Needs User Info'

Changed status from 'Needs Triage' to: 'Needs User Info'
Author

Default cube, select cycles, select Material Properties tab: no crash.

Then go back and change to Eevee again, then Material Properties: crash.

Default cube, select cycles, select Material Properties tab: no crash. Then go back and change to Eevee again, then Material Properties: crash.
Member

Added subscribers: @Drawingistmusashi, @blenderrocket

Added subscribers: @Drawingistmusashi, @blenderrocket
Member

Although this has a less complex file (default cube), it cannot be redone on my GPU (intel HD integrated ). The other task has a 5 MB file, but gives crash on mine too.

Although this has a less complex file (default cube), it cannot be redone on my GPU (intel HD integrated ). The other task has a 5 MB file, but gives crash on mine too.
Member

Changed status from 'Needs User Info' to: 'Needs Developer To Reproduce'

Changed status from 'Needs User Info' to: 'Needs Developer To Reproduce'
Member

It does not happen anymore if you change from eevee to cycles, open the material properties and then change back to eevee, then you can open the material properties without a crash.

this seems to be an important insight in #74174

> It does not happen anymore if you change from eevee to cycles, open the material properties and then change back to eevee, then you can open the material properties without a crash. this seems to be an important insight in #74174
Author

I restarted my Mac and tried default cube, change to cycles, Material Properties tab, change to glass, change color to blue.

Go back and change to Eevee: No crash. I then go to Material Properties tab: no crash. I then change surface back to principled bsdf: CRASH.

I restarted my Mac and tried default cube, change to cycles, Material Properties tab, change to glass, change color to blue. Go back and change to Eevee: No crash. I then go to Material Properties tab: no crash. I then change surface back to principled bsdf: CRASH.

Added subscriber: @iss

Added subscriber: @iss
Richard Antalik self-assigned this 2020-02-26 13:24:44 +01:00

Changed status from 'Needs Developer To Reproduce' to: 'Confirmed'

Changed status from 'Needs Developer To Reproduce' to: 'Confirmed'

In this case I got this backtrace:

 	atio6axx.dll!00007ff996956c13()	
 	atio6axx.dll!00007ff99695d01b()	
 	atio6axx.dll!00007ff99692d7cb()	
 	atio6axx.dll!00007ff996947e4d()	
 	atio6axx.dll!00007ff99699499b()	
 	atio6axx.dll!00007ff99564cc19()	
>	blender.exe!GPU_shader_create_ex(const unsigned char * vertexcode, const unsigned char * fragcode, const unsigned char * geocode, const unsigned char * libcode, const unsigned char * defines, const eGPUShaderTFBType tf_type, const unsigned char * * tf_names, const int tf_count, const unsigned char * shname) Line 531	C

 	blender.exe!GPU_shader_create(const unsigned char * vertexcode, const unsigned char * fragcode, const unsigned char * geocode, const unsigned char * libcode, const unsigned char * defines, const unsigned char * shname) Line 295	C
 	blender.exe!DRW_shader_create_fullscreen(const unsigned char * frag, const unsigned char * defines) Line 350	C
 	blender.exe!EEVEE_renderpasses_output_init(EEVEE_ViewLayerData * sldata, EEVEE_Data * vedata, unsigned int tot_samples) Line 143	C
 	blender.exe!EEVEE_render_draw(EEVEE_Data * vedata, RenderEngine * engine, RenderLayer * rl, const rcti * rect) Line 515	C
 	blender.exe!eevee_render_to_image(void * vedata, RenderEngine * engine, RenderLayer * render_layer, const rcti * rect) Line 434	C
 	blender.exe!DRW_render_to_image(RenderEngine * engine, Depsgraph * depsgraph) Line 1840	C
 	blender.exe!RE_engine_render(Render * re, int do_all) Line 786	C
 	blender.exe!do_render_3d(Render * re) Line 1166	C
 	blender.exe!RE_PreviewRender(Render * re, Main * bmain, Scene * sce) Line 2785	C
 	blender.exe!shader_preview_render(ShaderPreview * sp, ID * id, int split, int first) Line 907	C
 	blender.exe!shader_preview_startjob(void * customdata, short * stop, short * do_update) Line 945	C
 	blender.exe!icon_preview_startjob(void * customdata, short * stop, short * do_update) Line 1181	C
 	blender.exe!common_preview_startjob(void * customdata, short * stop, short * do_update, float * UNUSED_progress) Line 1200	C
 	blender.exe!icon_preview_startjob_all_sizes(void * customdata, short * stop, short * do_update, float * progress) Line 1286	C
 	blender.exe!do_job_thread(void * job_v) Line 384	C
 	blender.exe!tslot_thread_start(void * tslot_p) Line 261	C
In this case I got this backtrace: ``` atio6axx.dll!00007ff996956c13() atio6axx.dll!00007ff99695d01b() atio6axx.dll!00007ff99692d7cb() atio6axx.dll!00007ff996947e4d() atio6axx.dll!00007ff99699499b() atio6axx.dll!00007ff99564cc19() > blender.exe!GPU_shader_create_ex(const unsigned char * vertexcode, const unsigned char * fragcode, const unsigned char * geocode, const unsigned char * libcode, const unsigned char * defines, const eGPUShaderTFBType tf_type, const unsigned char * * tf_names, const int tf_count, const unsigned char * shname) Line 531 C blender.exe!GPU_shader_create(const unsigned char * vertexcode, const unsigned char * fragcode, const unsigned char * geocode, const unsigned char * libcode, const unsigned char * defines, const unsigned char * shname) Line 295 C blender.exe!DRW_shader_create_fullscreen(const unsigned char * frag, const unsigned char * defines) Line 350 C blender.exe!EEVEE_renderpasses_output_init(EEVEE_ViewLayerData * sldata, EEVEE_Data * vedata, unsigned int tot_samples) Line 143 C blender.exe!EEVEE_render_draw(EEVEE_Data * vedata, RenderEngine * engine, RenderLayer * rl, const rcti * rect) Line 515 C blender.exe!eevee_render_to_image(void * vedata, RenderEngine * engine, RenderLayer * render_layer, const rcti * rect) Line 434 C blender.exe!DRW_render_to_image(RenderEngine * engine, Depsgraph * depsgraph) Line 1840 C blender.exe!RE_engine_render(Render * re, int do_all) Line 786 C blender.exe!do_render_3d(Render * re) Line 1166 C blender.exe!RE_PreviewRender(Render * re, Main * bmain, Scene * sce) Line 2785 C blender.exe!shader_preview_render(ShaderPreview * sp, ID * id, int split, int first) Line 907 C blender.exe!shader_preview_startjob(void * customdata, short * stop, short * do_update) Line 945 C blender.exe!icon_preview_startjob(void * customdata, short * stop, short * do_update) Line 1181 C blender.exe!common_preview_startjob(void * customdata, short * stop, short * do_update, float * UNUSED_progress) Line 1200 C blender.exe!icon_preview_startjob_all_sizes(void * customdata, short * stop, short * do_update, float * progress) Line 1286 C blender.exe!do_job_thread(void * job_v) Line 384 C blender.exe!tslot_thread_start(void * tslot_p) Line 261 C ```
Member

I think another easier, one click way to repro the bug is to set file > defaults > load default settings; and then select "material" viewport shading, instead of the default "solid". It seems to be due to material preview. Can you confirm @iss @HectorDeAnda ?

0   Blender                             0x000000010b992584 BLI_system_backtrace + 52
1   Blender                             0x0000000100915d5f draw_update_uniforms + 1503
2   Blender                             0x0000000100915112 draw_shgroup + 402
3   Blender                             0x0000000100914988 drw_draw_pass_ex + 392
4   Blender                             0x00000001009147f4 DRW_draw_pass + 36
5   Blender                             0x000000010083e7ae eevee_draw_scene + 1518
6   Blender                             0x0000000100908151 drw_engines_draw_scene + 113
7   Blender                             0x0000000100906f77 DRW_draw_render_loop_ex + 1447
8   Blender                             0x00000001009069bf DRW_draw_view + 319
9   Blender                             0x0000000101430b8f view3d_draw_view + 127
10  Blender                             0x0000000101430ac7 view3d_main_region_draw + 55
11  Blender                             0x0000000100c71056 ED_region_do_draw + 374
12  Blender                             0x00000001004af498 wm_draw_window_offscreen + 840
13  Blender                             0x00000001004ae532 wm_draw_window + 66
14  Blender                             0x00000001004ae26d wm_draw_update + 173
15  Blender                             0x00000001004ab919 WM_main + 57
16  Blender                             0x0000000100140a7b main + 1243
17  libdyld.dylib                       0x00007fff69a713d5 start + 1
BLI_assert failed: blender/source/blender/draw/intern/draw_manager_exec.c:1003, draw_update_uniforms(), at 'ubo_bindings_validate(shgroup)
I think another easier, one click way to repro the bug is to set file > defaults > load default settings; and then select "material" viewport shading, instead of the default "solid". It seems to be due to material preview. Can you confirm @iss @HectorDeAnda ? ``` 0 Blender 0x000000010b992584 BLI_system_backtrace + 52 1 Blender 0x0000000100915d5f draw_update_uniforms + 1503 2 Blender 0x0000000100915112 draw_shgroup + 402 3 Blender 0x0000000100914988 drw_draw_pass_ex + 392 4 Blender 0x00000001009147f4 DRW_draw_pass + 36 5 Blender 0x000000010083e7ae eevee_draw_scene + 1518 6 Blender 0x0000000100908151 drw_engines_draw_scene + 113 7 Blender 0x0000000100906f77 DRW_draw_render_loop_ex + 1447 8 Blender 0x00000001009069bf DRW_draw_view + 319 9 Blender 0x0000000101430b8f view3d_draw_view + 127 10 Blender 0x0000000101430ac7 view3d_main_region_draw + 55 11 Blender 0x0000000100c71056 ED_region_do_draw + 374 12 Blender 0x00000001004af498 wm_draw_window_offscreen + 840 13 Blender 0x00000001004ae532 wm_draw_window + 66 14 Blender 0x00000001004ae26d wm_draw_update + 173 15 Blender 0x00000001004ab919 WM_main + 57 16 Blender 0x0000000100140a7b main + 1243 17 libdyld.dylib 0x00007fff69a713d5 start + 1 BLI_assert failed: blender/source/blender/draw/intern/draw_manager_exec.c:1003, draw_update_uniforms(), at 'ubo_bindings_validate(shgroup) ```
Richard Antalik removed their assignment 2020-02-27 14:42:23 +01:00

Added subscribers: @Jeroen-Bakker, @mano-wii

Added subscribers: @Jeroen-Bakker, @mano-wii

I can also confirm the crash.
The shader is e_data.postprocess_sh in eevee_renderpasses.c.

Operating system: Windows-10-10.0.18941 64 Bits
Graphics card: Radeon (TM) RX 480 Graphics ATI Technologies Inc. 4.5.13586 Core Profile Context 19.50.01.05 26.20.15001.5006

I can also confirm the crash. The shader is `e_data.postprocess_sh` in `eevee_renderpasses.c`. **Operating system:** Windows-10-10.0.18941 64 Bits **Graphics card:** Radeon (TM) RX 480 Graphics ATI Technologies Inc. 4.5.13586 Core Profile Context 19.50.01.05 26.20.15001.5006
Member

even though changing render engine to cycles, back to eevee and then clicking material properties doesn't cause crash; viewport shading: material immediately does.

even though changing render engine to cycles, back to eevee and then clicking material properties doesn't cause crash; viewport shading: material immediately does.
Member

Added subscribers: @Debuk, @ideasman42, @TheRedWaxPolice

Added subscribers: @Debuk, @ideasman42, @TheRedWaxPolice

Don't know if it still has to get narrowed down to what causes it, but it still worked in:

2.83 (sub 4), branch: master, commit date: 2020-02-20 12:28, hash: rBd95e9c7cf80a
Don't know if it still has to get narrowed down to what causes it, but it still worked in: ``` 2.83 (sub 4), branch: master, commit date: 2020-02-20 12:28, hash: rBd95e9c7cf80a ```
Member

Thanks for the working hash @Debuk.. Bisecting.

Thanks for the working hash @Debuk.. Bisecting.
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Added subscriber: @fclem

Added subscriber: @fclem
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caused by 6e23433c1a CC: @fclem @Jeroen-Bakker
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Added subscriber: @CharlieJolly

Added subscriber: @CharlieJolly
Member

Same crash here: Intel HD 520 Windows 10

Same crash here: Intel HD 520 Windows 10

Added subscriber: @growwup

Added subscriber: @growwup

@iss: Not sure if https://developer.blender.org/T74303 and this one belong together. I tried importing some images from within the Shading Workspace to the scene and aswell as to the shader editor. Both worked fine for me even if my material properties panel causes crashes.

@iss: Not sure if https://developer.blender.org/T74303 and this one belong together. I tried importing some images from within the Shading Workspace to the scene and aswell as to the shader editor. Both worked fine for me even if my material properties panel causes crashes.

Updated to version: 2.83 (sub 5), branch: master, commit date: 2020-02-28 16:45, hash: 85f980c517

It's no longer crashing for me!! The old version still does.

Updated to version: 2.83 (sub 5), branch: master, commit date: 2020-02-28 16:45, hash: 85f980c517 **It's no longer crashing for me!!** The old version still does.
Author

Latest builds no longer crashing.

Latest builds no longer crashing.
Member

I still get crashes on Debug builds, backtrace here: https://developer.blender.org/P1277

Open Blender > Select Shading Workspace - crash

Maybe this is a graphics card/driver issue if no one else is getting this?

Intel HD 520 Windows 10

image.png

I still get crashes on Debug builds, backtrace here: https://developer.blender.org/P1277 Open Blender > Select Shading Workspace - crash Maybe this is a graphics card/driver issue if no one else is getting this? Intel HD 520 Windows 10 ![image.png](https://archive.blender.org/developer/F8383194/image.png)

@CharlieJolly : I never had the shading workspace crash. I still think that this is not one but two different bugs. So did you try applying D6959? It's not yet reviewed, so it's also not in master yet.

@CharlieJolly : I never had the shading workspace crash. I still think that this is not one but two different bugs. So did you try applying [D6959](https://archive.blender.org/developer/D6959)? It's not yet reviewed, so it's also not in master yet.
Member

Failed assert on Debug builds, Intel HD 520 Windows 10, backtrace here: https://developer.blender.org/P1277

Caused by 6e23433c1a, works fine in release builds.

D6959 did not fix the issue.

This looks like it is a separate issue.

My assert was fixed by #74362

Failed assert on Debug builds, Intel HD 520 Windows 10, backtrace here: https://developer.blender.org/P1277 Caused by 6e23433c1a, works fine in release builds. [D6959](https://archive.blender.org/developer/D6959) did not fix the issue. This looks like it is a separate issue. My assert was fixed by #74362
Member

Added subscriber: @Stretch

Added subscriber: @Stretch

Added subscriber: @brecht

Added subscriber: @brecht

Changed status from 'Confirmed' to: 'Resolved'

Changed status from 'Confirmed' to: 'Resolved'
Brecht Van Lommel self-assigned this 2020-03-04 09:05:24 +01:00

As far as I can tell all issues here have been resolved.

As far as I can tell all issues here have been resolved.
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Reference: blender/blender#74206
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