GPU Subdivision Crashes When Setting Last Subdivision Surface Modifier to 0 levels #96565

Closed
opened 2022-03-17 16:04:34 +01:00 by Ethan-Hall · 9 comments

System Information
Operating system: Windows-10-10.0.19043-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.79

Blender Version
Broken: version: 3.1.0, branch: master, commit date: 2022-03-08 18:16, hash: c77597cd0e
Still Broken: version: 3.2.0 Alpha, branch: master, commit date: 2022-03-17 13:09, hash: 236ef11a07

Short description of error
Blender crashes when using multiple subdivision surface modifiers and the last modifier is set to 0 subdivision levels.

Exact steps for others to reproduce the error
Make sure GPU subdivision is enabled.
With the test file, set the viewport subdivision level to 0 for the last subdivision modifier in the stack.

Test File:
gpu_subdivision_crash.blend

Crash Log:
gpu_subdivision_crash.crash.txt

**System Information** Operating system: Windows-10-10.0.19043-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.79 **Blender Version** Broken: version: 3.1.0, branch: master, commit date: 2022-03-08 18:16, hash: `c77597cd0e` Still Broken: version: 3.2.0 Alpha, branch: master, commit date: 2022-03-17 13:09, hash: `236ef11a07` **Short description of error** Blender crashes when using multiple subdivision surface modifiers and the last modifier is set to 0 subdivision levels. **Exact steps for others to reproduce the error** Make sure GPU subdivision is enabled. With the test file, set the viewport subdivision level to 0 for the last subdivision modifier in the stack. Test File: [gpu_subdivision_crash.blend](https://archive.blender.org/developer/F12931974/gpu_subdivision_crash.blend) Crash Log: [gpu_subdivision_crash.crash.txt](https://archive.blender.org/developer/F12931976/gpu_subdivision_crash.crash.txt)
Author

Added subscriber: @Ethan-Hall

Added subscriber: @Ethan-Hall

#97091 was marked as duplicate of this issue

#97091 was marked as duplicate of this issue

Added subscriber: @iss

Added subscriber: @iss

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

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

Can confirm. Trace:

>	blender.exe!do_subdiv_traversal(DRWCacheBuildingContext * cache_building_context, Subdiv * subdiv) Line 921	C++

 	blender.exe!draw_subdiv_build_cache(DRWSubdivCache * cache, Subdiv * subdiv, Mesh * mesh_eval, const Scene * scene, const SubsurfModifierData * smd, const bool is_final_render) Line 1011	C++
 	blender.exe!draw_subdiv_create_requested_buffers(const Scene * scene, Object * ob, Mesh * mesh, MeshBatchCache * batch_cache, MeshBufferCache * mbc, const bool is_editmode, const bool is_paint_mode, const bool is_mode_active, const float[4] * obmat, const bool do_final, const bool do_uvedit, const bool __formal, const ToolSettings * ts, const bool __formal, OpenSubdiv_EvaluatorCache * evaluator_cache) Line 1900	C++
 	blender.exe!DRW_create_subdivision(const Scene * scene, Object * ob, Mesh * mesh, MeshBatchCache * batch_cache, MeshBufferCache * mbc, const bool is_editmode, const bool is_paint_mode, const bool is_mode_active, const float[4] * obmat, const bool do_final, const bool do_uvedit, const bool use_subsurf_fdots, const ToolSettings * ts, const bool use_hide) Line 2058	C++
 	blender.exe!DRW_mesh_batch_cache_create_requested(TaskGraph * task_graph, Object * ob, Mesh * me, const Scene * scene, const bool is_paint_mode, const bool use_hide) Line 2075	C
 	blender.exe!drw_batch_cache_generate_requested(Object * ob) Line 3425	C
 	blender.exe!drw_engines_cache_populate(Object * ob) Line 1071	C
 	blender.exe!DRW_draw_render_loop_ex(Depsgraph * depsgraph, RenderEngineType * engine_type, ARegion * region, View3D * v3d, GPUViewport * viewport, const bContext * evil_C) Line 1674	C
 	blender.exe!DRW_draw_view(const bContext * C) Line 1587	C
 	blender.exe!view3d_draw_view(const bContext * C, ARegion * region) Line 1541	C
 	blender.exe!view3d_main_region_draw(const bContext * C, ARegion * region) Line 1564	C
 	blender.exe!ED_region_do_draw(bContext * C, ARegion * region) Line 547	C
 	blender.exe!wm_draw_window_offscreen(bContext * C, wmWindow * win, bool stereo) Line 716	C
 	blender.exe!wm_draw_window(bContext * C, wmWindow * win) Line 868	C
 	blender.exe!wm_draw_update(bContext * C) Line 1067	C
 	blender.exe!WM_main(bContext * C) Line 630	C
 	blender.exe!main(int argc, const unsigned char * * UNUSED_argv_c) Line 548	C
 	[External Code]	
Can confirm. Trace: ``` > blender.exe!do_subdiv_traversal(DRWCacheBuildingContext * cache_building_context, Subdiv * subdiv) Line 921 C++ blender.exe!draw_subdiv_build_cache(DRWSubdivCache * cache, Subdiv * subdiv, Mesh * mesh_eval, const Scene * scene, const SubsurfModifierData * smd, const bool is_final_render) Line 1011 C++ blender.exe!draw_subdiv_create_requested_buffers(const Scene * scene, Object * ob, Mesh * mesh, MeshBatchCache * batch_cache, MeshBufferCache * mbc, const bool is_editmode, const bool is_paint_mode, const bool is_mode_active, const float[4] * obmat, const bool do_final, const bool do_uvedit, const bool __formal, const ToolSettings * ts, const bool __formal, OpenSubdiv_EvaluatorCache * evaluator_cache) Line 1900 C++ blender.exe!DRW_create_subdivision(const Scene * scene, Object * ob, Mesh * mesh, MeshBatchCache * batch_cache, MeshBufferCache * mbc, const bool is_editmode, const bool is_paint_mode, const bool is_mode_active, const float[4] * obmat, const bool do_final, const bool do_uvedit, const bool use_subsurf_fdots, const ToolSettings * ts, const bool use_hide) Line 2058 C++ blender.exe!DRW_mesh_batch_cache_create_requested(TaskGraph * task_graph, Object * ob, Mesh * me, const Scene * scene, const bool is_paint_mode, const bool use_hide) Line 2075 C blender.exe!drw_batch_cache_generate_requested(Object * ob) Line 3425 C blender.exe!drw_engines_cache_populate(Object * ob) Line 1071 C blender.exe!DRW_draw_render_loop_ex(Depsgraph * depsgraph, RenderEngineType * engine_type, ARegion * region, View3D * v3d, GPUViewport * viewport, const bContext * evil_C) Line 1674 C blender.exe!DRW_draw_view(const bContext * C) Line 1587 C blender.exe!view3d_draw_view(const bContext * C, ARegion * region) Line 1541 C blender.exe!view3d_main_region_draw(const bContext * C, ARegion * region) Line 1564 C blender.exe!ED_region_do_draw(bContext * C, ARegion * region) Line 547 C blender.exe!wm_draw_window_offscreen(bContext * C, wmWindow * win, bool stereo) Line 716 C blender.exe!wm_draw_window(bContext * C, wmWindow * win) Line 868 C blender.exe!wm_draw_update(bContext * C) Line 1067 C blender.exe!WM_main(bContext * C) Line 630 C blender.exe!main(int argc, const unsigned char * * UNUSED_argv_c) Line 548 C [External Code] ```
Member

Added subscriber: @kevindietrich

Added subscriber: @kevindietrich
Member

Added subscribers: @YAFU, @PratikPB2123

Added subscribers: @YAFU, @PratikPB2123

This issue has the same origin as #96283 (GPU subdivision: Last subsurf modifier is always used for GPU subdivision, even when disabled.), and is fixed by the patch for it D14488: Fix #96283: last disabled subsurf is used for GPU subdivision. Will merge the reports.

This issue has the same origin as #96283 (GPU subdivision: Last subsurf modifier is always used for GPU subdivision, even when disabled.), and is fixed by the patch for it [D14488: Fix #96283: last disabled subsurf is used for GPU subdivision](https://archive.blender.org/developer/D14488). Will merge the reports.

Closed as duplicate of #96283

Closed as duplicate of #96283
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Reference: blender/blender#96565
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