Repeated switch to Rendered viewport mode causes crash #88026

Closed
opened 2021-05-04 15:16:35 +02:00 by vicbay · 11 comments

System Information
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 465.89

Blender Version
Broken: version: 2.93.0 Beta, branch: master, commit date: 2021-05-03 20:45, hash: 874c70d088, also fresh 3.0
Worked: 2.92.0 release

Apparently caused by 46d980228b

Short description of error
Repeated switch to Rendered viewport mode causes crash.

Exact steps for others to reproduce the error

  1. Open attached file.
  2. Double check that selected renderer is Cycles.
  3. Switch to Rendered viewport mode.
  4. Switch to Solid viewport mode.
  5. Switch to Rendered mode again. Blender should crash immediately.

CurveCrash.blend 2021-05-04 16-10-59.mp4

**System Information** Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 465.89 **Blender Version** Broken: version: 2.93.0 Beta, branch: master, commit date: 2021-05-03 20:45, hash: `874c70d088`, also fresh 3.0 Worked: 2.92.0 release Apparently caused by 46d980228b **Short description of error** Repeated switch to Rendered viewport mode causes crash. **Exact steps for others to reproduce the error** 1. Open attached file. 2. Double check that selected renderer is Cycles. 3. Switch to Rendered viewport mode. 4. Switch to Solid viewport mode. 5. Switch to Rendered mode again. Blender should crash immediately. [CurveCrash.blend](https://archive.blender.org/developer/F10053040/CurveCrash.blend) [2021-05-04 16-10-59.mp4](https://archive.blender.org/developer/F10053049/2021-05-04_16-10-59.mp4)
Author

Added subscriber: @vicbay

Added subscriber: @vicbay
Member

Added subscriber: @lichtwerk

Added subscriber: @lichtwerk
Member

Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'
Member

Can confirm, will bisect.

Can confirm, will bisect.
Member

Added subscriber: @ideasman42

Added subscriber: @ideasman42
Member

Apparently caused by 46d980228b

CC @ideasman42

Apparently caused by 46d980228b CC @ideasman42
Campbell Barton self-assigned this 2021-05-10 09:30:51 +02:00

Added subscriber: @brecht

Added subscriber: @brecht

Maybe the better solution is to have some variable / flag in the softbody data structure to indicate shared caches, rather than relying on ID flags.

Maybe the better solution is to have some variable / flag in the softbody data structure to indicate shared caches, rather than relying on ID flags.

This is fairly similar to other shared pointers (such as edit-mesh or eevee light cache data), the depsgraph has logic that handles these so I think it's simplest to handle this the same way.

Although this has some drawbacks too, see: D11228

This is fairly similar to other shared pointers (such as edit-mesh or eevee light cache data), the depsgraph has logic that handles these so I think it's simplest to handle this the same way. Although this has some drawbacks too, see: [D11228](https://archive.blender.org/developer/D11228)

This issue was referenced by dfb963c70d

This issue was referenced by dfb963c70df515213c452094c20c83720bc017ee

Changed status from 'Confirmed' to: 'Resolved'

Changed status from 'Confirmed' to: 'Resolved'
Thomas Dinges added this to the 2.93 LTS milestone 2023-02-07 18:46:14 +01:00
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Reference: blender/blender#88026
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