In last linux buildbots (difficult to say when exactly this started) I have instant crash with segmentation fault as I switch to the Eevee render engine. It worked before.
I'm under Ubuntu Mate 15.04 and I have a Nvidia Geforce GT 320M.
Here following the console output:
Received X11 Error:
error code: 8
request code: 154
minor code: 34
error text: BadMatch (invalid parameter attributes)
Received X11 Error:
error code: 2
request code: 154
minor code: 34
error text: BadValue (integer parameter out of range for operation)
Received X11 Error:
error code: 2
request code: 154
minor code: 34
error text: BadValue (integer parameter out of range for operation)
Received X11 Error:
error code: 2
request code: 154
minor code: 34
error text: BadValue (integer parameter out of range for operation)
Received X11 Error:
error code: 2
request code: 154
minor code: 34
error text: BadValue (integer parameter out of range for operation)
Received X11 Error:
error code: 2
request code: 154
minor code: 34
error text: BadValue (integer parameter out of range for operation)
found bundled python: /home/env/blender_inst/blender-2.80-linux-glibc219-x86_64/2.80/python
GPUShader: compile error:
0(27) : warning C7555: 'varying' is deprecated, use 'in/out' instead
0(41) : error C7616: global variable gl_Vertex is removed after version 140
0(66) : error C7616: global variable gl_ClipVertex is removed after version 140
0(73) : error C7616: global variable gl_Color is removed after version 140
GPUShader: linking error:
Vertex info
-----------
0(22) : warning C7050: "finalColor.w" might be used before being initialized
Internal error: assembly compile error for vertex shader at offset 2432:
-- error message --
line 75, column 27: error: invalid operand variable
-- internal assembly text --
!!NVvp4.1
OPTION NV_parameter_buffer_object2;
# cgc version 3.4.0001, build date Nov 8 2015
# command line args:
#vendor NVIDIA Corporation
#version 3.4.0.1
#profile gp4_1vp
#program main
#semantic ModelViewProjectionMatrix
#semantic ViewProjectionMatrix
#semantic ModelViewMatrix
#semantic ProjectionMatrix
#semantic screen_space
#semantic draw_size
#semantic color
#semantic ramp
#var float4 gl_Position : $vout.POSITION : HPOS : -1 : 1
#var float4x4 ModelViewProjectionMatrix : : c[0], 4 : -1 : 1
#var float4x4 ViewProjectionMatrix : : , 4 : -1 : 0
#var float4x4 ModelViewMatrix : : c[4], 4 : -1 : 1
#var float4x4 ProjectionMatrix : : c[8], 4 : -1 : 1
#var int screen_space : : c[12] : -1 : 1
#var float draw_size : : c[13] : -1 : 1
#var float3 color : : : -1 : 0
#var sampler1D ramp : : : -1 : 0
#var float3 pos : $vin.ATTR0 : ATTR0 : -1 : 1
#var float4 rot : $vin.ATTR1 : ATTR1 : -1 : 1
#var float val : : : -1 : 0
#var float3 inst_pos : $vin.ATTR2 : ATTR2 : -1 : 1
#var int axis : $vin.ATTR3 : ATTR3 : -1 : 1
#var float4 finalColor : $vout.ATTR0_FLAT : ATTR0 : -1 : 1
PARAM c[14] = { program.local[0..13] };
ATTRIB vertex_attrib[] = { vertex.attrib[0..3] };
OUTPUT result_attrib[] = { result.attrib[0..0] };
TEMP R0, R1, R2;
TEMP RC, HC;
SEQ.S R0.x, c[12], {1, 0, 0, 0};
MOV.U.CC RC.x, -R0;
IF NE.x;
MUL.F R0, vertex.attrib[0].y, c[5];
MAD.F R0, vertex.attrib[0].x, c[4], R0;
MAD.F R0, vertex.attrib[0].z, c[6], R0;
ADD.F R1, R0, c[7];
MOV.F R0.w, {0, 0, 0, 0}.x;
MUL.F R0.xyz, vertex.attrib[2], c[13].x;
ADD.F R0, R1, R0;
MUL.F R1, R0.y, c[9];
MAD.F R1, R0.x, c[8], R1;
MAD.F R1, R0.z, c[10], R1;
MAD.F result.position, R0.w, c[11], R1;
ELSE;
SGT.S R0.y, vertex.attrib[3].x, {-1, 0, 0, 0}.x;
MOV.U.CC RC.x, -R0.y;
MOV.F R0.x, c[13];
IF NE.x;
MUL.F R0.x, c[13], {2, 0, 0, 0};
ENDIF;
MUL.F R0.xyz, vertex.attrib[2], R0.x;
MUL.F R1.xyz, vertex.attrib[1].wyzw, R0.yzxw;
MAD.F R1.xyz, vertex.attrib[1].zwyw, R0.zxyw, -R1;
MAD.F R1.xyz, vertex.attrib[1].x, R0, R1;
MUL.F R2.xyz, vertex.attrib[1].wyzw, R1.yzxw;
MAD.F R1.xyz, vertex.attrib[1].zwyw, R1.zxyw, -R2;
MAD.F R0.xyz, R1, {2, 0, 0, 0}.x, R0;
ADD.F R0.xyz, vertex.attrib[0], R0;
MUL.F R1, R0.y, c[1];
MAD.F R1, R0.x, c[0], R1;
MAD.F R0, R0.z, c[2], R1;
ADD.F result.position, R0, c[3];
ENDIF;
SEQ.S R1.xyz, vertex.attrib[3].x, {0, 1, 2, 0};
MOV.U.CC RC.x, -R1;
MOV.F result.attrib[0].xyz, {0, 0, 0, 0}.x;
MOV.U R0.xy, -R1.yzzw;
MOV.F result.attrib[0].w, result.attrib[0];
IF NE.x;
MOV.F R0.xyz, {1, 0, 0, 0}.xyyw;
ELSE;
MOV.U.CC RC.x, R0;
IF NE.x;
MOV.F R0.xyz, {0, 1, 0, 0}.xyxw;
ELSE;
MOV.U.CC RC.x, R0.y;
IF NE.x;
MOV.F R0.xyz, {0, 1, 0, 0}.xxyw;
ELSE;
MOV.F R0.xyz, {0, 0, 0, 0}.x;
ENDIF;
ENDIF;
ENDIF;
MOV.F result.attrib[0].xyz, R0;
MOV.F result.attrib[0].w, {1, 0, 0, 0}.x;
END
# 56 instructions, 3 R-regs
GPUShader: linking error:
Vertex info
-----------
0(22) : warning C7050: "finalColor.w" might be used before being initialized
Internal error: assembly compile error for vertex shader at offset 2432:
-- error message --
line 75, column 27: error: invalid operand variable
-- internal assembly text --
!!NVvp4.1
OPTION NV_parameter_buffer_object2;
# cgc version 3.4.0001, build date Nov 8 2015
# command line args:
#vendor NVIDIA Corporation
#version 3.4.0.1
#profile gp4_1vp
#program main
#semantic ModelViewProjectionMatrix
#semantic ViewProjectionMatrix
#semantic ModelViewMatrix
#semantic ProjectionMatrix
#semantic screen_space
#semantic draw_size
#semantic color
#semantic ramp
#var float4 gl_Position : $vout.POSITION : HPOS : -1 : 1
#var float4x4 ModelViewProjectionMatrix : : c[0], 4 : -1 : 1
#var float4x4 ViewProjectionMatrix : : , 4 : -1 : 0
#var float4x4 ModelViewMatrix : : c[4], 4 : -1 : 1
#var float4x4 ProjectionMatrix : : c[8], 4 : -1 : 1
#var int screen_space : : c[12] : -1 : 1
#var float draw_size : : c[13] : -1 : 1
#var float3 color : : : -1 : 0
#var sampler1D ramp : : : -1 : 0
#var float3 pos : $vin.ATTR0 : ATTR0 : -1 : 1
#var float4 rot : $vin.ATTR1 : ATTR1 : -1 : 1
#var float val : : : -1 : 0
#var float3 inst_pos : $vin.ATTR2 : ATTR2 : -1 : 1
#var int axis : $vin.ATTR3 : ATTR3 : -1 : 1
#var float4 finalColor : $vout.ATTR0_FLAT : ATTR0 : -1 : 1
PARAM c[14] = { program.local[0..13] };
ATTRIB vertex_attrib[] = { vertex.attrib[0..3] };
OUTPUT result_attrib[] = { result.attrib[0..0] };
TEMP R0, R1, R2;
TEMP RC, HC;
SEQ.S R0.x, c[12], {1, 0, 0, 0};
MOV.U.CC RC.x, -R0;
IF NE.x;
MUL.F R0, vertex.attrib[0].y, c[5];
MAD.F R0, vertex.attrib[0].x, c[4], R0;
MAD.F R0, vertex.attrib[0].z, c[6], R0;
ADD.F R1, R0, c[7];
MOV.F R0.w, {0, 0, 0, 0}.x;
MUL.F R0.xyz, vertex.attrib[2], c[13].x;
ADD.F R0, R1, R0;
MUL.F R1, R0.y, c[9];
MAD.F R1, R0.x, c[8], R1;
MAD.F R1, R0.z, c[10], R1;
MAD.F result.position, R0.w, c[11], R1;
ELSE;
SGT.S R0.y, vertex.attrib[3].x, {-1, 0, 0, 0}.x;
MOV.U.CC RC.x, -R0.y;
MOV.F R0.x, c[13];
IF NE.x;
MUL.F R0.x, c[13], {2, 0, 0, 0};
ENDIF;
MUL.F R0.xyz, vertex.attrib[2], R0.x;
MUL.F R1.xyz, vertex.attrib[1].wyzw, R0.yzxw;
MAD.F R1.xyz, vertex.attrib[1].zwyw, R0.zxyw, -R1;
MAD.F R1.xyz, vertex.attrib[1].x, R0, R1;
MUL.F R2.xyz, vertex.attrib[1].wyzw, R1.yzxw;
MAD.F R1.xyz, vertex.attrib[1].zwyw, R1.zxyw, -R2;
MAD.F R0.xyz, R1, {2, 0, 0, 0}.x, R0;
ADD.F R0.xyz, vertex.attrib[0], R0;
MUL.F R1, R0.y, c[1];
MAD.F R1, R0.x, c[0], R1;
MAD.F R0, R0.z, c[2], R1;
ADD.F result.position, R0, c[3];
ENDIF;
SEQ.S R1.xyz, vertex.attrib[3].x, {0, 1, 2, 0};
MOV.U.CC RC.x, -R1;
MOV.F result.attrib[0].xyz, {0, 0, 0, 0}.x;
MOV.U R0.xy, -R1.yzzw;
MOV.F result.attrib[0].w, result.attrib[0];
IF NE.x;
MOV.F R0.xyz, {1, 0, 0, 0}.xyyw;
ELSE;
MOV.U.CC RC.x, R0;
IF NE.x;
MOV.F R0.xyz, {0, 1, 0, 0}.xyxw;
ELSE;
MOV.U.CC RC.x, R0.y;
IF NE.x;
MOV.F R0.xyz, {0, 1, 0, 0}.xxyw;
ELSE;
MOV.F R0.xyz, {0, 0, 0, 0}.x;
ENDIF;
ENDIF;
ENDIF;
MOV.F result.attrib[0].xyz, R0;
MOV.F result.attrib[0].w, {1, 0, 0, 0}.x;
END
# 56 instructions, 3 R-regs
Writing: /tmp/blender.crash.txt
Errore di segmentazione ("segmentation fault" in english)