Segfault on Bake Indirect Lighting with corrupt shader node #64904

Closed
opened 2019-05-20 21:27:03 +02:00 by Daniel Salazar · 4 comments
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System Information
Operating system: Windows-10-10.0.17134 64 Bits
Graphics card: GeForce GTX 1080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.64

Blender Version
Broken: version: 2.80 (sub 71), branch: master, commit date: 2019-05-20 16:16, hash: 9efe117535

Short description of error
Instant crash when pressing Bake Indirect Lighting with a specific shader node.

Exact steps for others to reproduce the error
BakeIndirect.blend
Press Bake Indirect Lighting

The crash will not happen if the PrincipledBSDF shader is deleted or even replaced with a fresh Principled BSDF node!

**System Information** Operating system: Windows-10-10.0.17134 64 Bits Graphics card: GeForce GTX 1080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.64 **Blender Version** Broken: version: 2.80 (sub 71), branch: master, commit date: 2019-05-20 16:16, hash: `9efe117535` **Short description of error** Instant crash when pressing Bake Indirect Lighting with a specific shader node. **Exact steps for others to reproduce the error** [BakeIndirect.blend](https://archive.blender.org/developer/F7053206/BakeIndirect.blend) Press Bake Indirect Lighting The crash will not happen if the PrincipledBSDF shader is deleted or even replaced with a fresh Principled BSDF node!
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Added subscriber: @zanqdo

Added subscriber: @zanqdo

Added subscriber: @Gvgeo-1

Added subscriber: @Gvgeo-1

pass is NULL

 	blender.exe!drw_shgroup_create_ex(GPUShader * shader, DRWPass * pass) Line 912	C
 	blender.exe!DRW_shgroup_create(GPUShader * shader, DRWPass * pass) Line 1010	C
>	blender.exe!EEVEE_subsurface_add_pass(EEVEE_ViewLayerData * sldata, EEVEE_Data * vedata, unsigned int sss_id, GPUUniformBuffer * sss_profile) Line 219	C

 	blender.exe!material_opaque(Material * ma, GHash * material_hash, EEVEE_ViewLayerData * sldata, EEVEE_Data * vedata, GPUMaterial * * gpumat, GPUMaterial * * gpumat_depth, DRWShadingGroup * * shgrp, DRWShadingGroup * * shgrp_depth, DRWShadingGroup * * shgrp_depth_clip) Line 1329	C
 	blender.exe!EEVEE_materials_cache_populate(EEVEE_Data * vedata, EEVEE_ViewLayerData * sldata, Object * ob, bool * cast_shadow) Line 1584	C
 	blender.exe!EEVEE_render_cache(void * vedata, Object * ob, RenderEngine * engine, Depsgraph * UNUSED_depsgraph) Line 186	C
 	blender.exe!DRW_render_object_iter(void * vedata, RenderEngine * engine, Depsgraph * depsgraph, void(*)(void *, Object *, RenderEngine *, Depsgraph *) callback) Line 2118	C
 	blender.exe!eevee_lightbake_cache_create(EEVEE_Data * vedata, EEVEE_LightBake * lbake) Line 760	C
 	blender.exe!eevee_lightbake_render_world_sample(void * ved, void * user_data) Line 803	C
 	blender.exe!DRW_custom_pipeline(DrawEngineType * draw_engine_type, Depsgraph * depsgraph, void(*)(void *, void *) callback, void * user_data) Line 2166	C
 	blender.exe!lightbake_do_sample(EEVEE_LightBake * lbake, void(*)(void *, void *) render_callback) Line 1151	C
 	blender.exe!EEVEE_lightbake_job(void * custom_data, short * stop, short * do_update, float * progress) Line 1202	C
 	blender.exe!do_job_thread(void * job_v) Line 377	C
 	blender.exe!tslot_thread_start(void * tslot_p) Line 260	C
 	[External Code]	
 	blender.exe!invoke_thread_procedure(unsigned int(*)(void *) procedure, void * const context) Line 92	C++
 	blender.exe!thread_start<unsigned int (__cdecl*)(void * __ptr64)>(void * const parameter) Line 115	C++
 	[External Code]	

From EEVEE_subsurface_add_pass

  DRWShadingGroup *grp = DRW_shgroup_create(e_data.sss_sh[0], psl->sss_blur_ps);  <--sss_blur_ps is NULL
pass is NULL ``` blender.exe!drw_shgroup_create_ex(GPUShader * shader, DRWPass * pass) Line 912 C blender.exe!DRW_shgroup_create(GPUShader * shader, DRWPass * pass) Line 1010 C > blender.exe!EEVEE_subsurface_add_pass(EEVEE_ViewLayerData * sldata, EEVEE_Data * vedata, unsigned int sss_id, GPUUniformBuffer * sss_profile) Line 219 C blender.exe!material_opaque(Material * ma, GHash * material_hash, EEVEE_ViewLayerData * sldata, EEVEE_Data * vedata, GPUMaterial * * gpumat, GPUMaterial * * gpumat_depth, DRWShadingGroup * * shgrp, DRWShadingGroup * * shgrp_depth, DRWShadingGroup * * shgrp_depth_clip) Line 1329 C blender.exe!EEVEE_materials_cache_populate(EEVEE_Data * vedata, EEVEE_ViewLayerData * sldata, Object * ob, bool * cast_shadow) Line 1584 C blender.exe!EEVEE_render_cache(void * vedata, Object * ob, RenderEngine * engine, Depsgraph * UNUSED_depsgraph) Line 186 C blender.exe!DRW_render_object_iter(void * vedata, RenderEngine * engine, Depsgraph * depsgraph, void(*)(void *, Object *, RenderEngine *, Depsgraph *) callback) Line 2118 C blender.exe!eevee_lightbake_cache_create(EEVEE_Data * vedata, EEVEE_LightBake * lbake) Line 760 C blender.exe!eevee_lightbake_render_world_sample(void * ved, void * user_data) Line 803 C blender.exe!DRW_custom_pipeline(DrawEngineType * draw_engine_type, Depsgraph * depsgraph, void(*)(void *, void *) callback, void * user_data) Line 2166 C blender.exe!lightbake_do_sample(EEVEE_LightBake * lbake, void(*)(void *, void *) render_callback) Line 1151 C blender.exe!EEVEE_lightbake_job(void * custom_data, short * stop, short * do_update, float * progress) Line 1202 C blender.exe!do_job_thread(void * job_v) Line 377 C blender.exe!tslot_thread_start(void * tslot_p) Line 260 C [External Code] blender.exe!invoke_thread_procedure(unsigned int(*)(void *) procedure, void * const context) Line 92 C++ blender.exe!thread_start<unsigned int (__cdecl*)(void * __ptr64)>(void * const parameter) Line 115 C++ [External Code] ``` From `EEVEE_subsurface_add_pass` ``` DRWShadingGroup *grp = DRW_shgroup_create(e_data.sss_sh[0], psl->sss_blur_ps); <--sss_blur_ps is NULL ```

Closed as duplicate of #64806

Closed as duplicate of #64806
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Reference: blender/blender#64904
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