The crash happens at any render that needs the e_data.postprocess_sh in eevee_renderpasses.c.
Sometimes all RGBA components are written and sometimes not. Therefore, always write on all components
Details
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- Repository
- rB Blender
- Branch
- master
- Build Status
Buildable 6873 Build 6873: arc lint + arc unit
Event Timeline
- No this doesn't remove the crash. gives the same trace as in https://developer.blender.org/T74206#880820.
- ubo_bindings_validate https://developer.blender.org/diffusion/B/browse/master/source/blender/draw/intern/draw_manager_exec.c$841
- not that I'm a reviewer, but just validating the revision, since I happen to have an Intel GPU. in case it is at all related with "See T55475." in the line linked above.
I don't think this is the issue, but more likely an effect.
I would suggest that we look at why icon rendering uses post processing. Perhaps we just need to disable the depth render layer when rendering previews. I thought that the material previews uses the custom blend files. if we just disable the depth pass there it perhaps should fix the crash. I am not saying that that is the root cause, but it is just strange that AMD/Apple cannot draw using this shader, seems more likely a driver issue...
Without this patch, the shader does not compile and crashes in glGetProgramiv(shader->program, GL_LINK_STATUS, &status);
Please try after File > Defaults > load factory settings. Otherwise, it could be a fix for another bug, not the linked one. (or obviously as Jeroen said, symptom, not the problem)
I tried to clarify this on the report*. There are two ways to get the crash. Either viewport shading: material, or material properties. The latter can be mitigated by changing render engine to cycles once, back to eevee. The former is what I am trying to emphasise. It is permanent. (now that I am stuck in the middle of a older build process, I cannot test if this patch fixed the latter; sorry)
*: https://developer.blender.org/T74206#881878
| source/blender/draw/engines/eevee/shaders/renderpass_postprocess_frag.glsl | ||
|---|---|---|
| 62 | vec4(depth) | |
