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Crash to desktop afer seting anable "show faces" in UV editor
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Description

System Information
Operating system: win 10
Graphics card: GTX 950m

Blender Version
Broken: 14884cda1ff5-windows64

Short description of error
Crashing to desctop after clicking on UV editor in display section->overlays->faces.

Exact steps for others to reproduce the error
Just do what i do in short video is my explenation is writen too badly :P



I have all drivers updated.

Event Timeline

builder is a nullptr.

>	blender.exe!GPU_indexbuf_add_generic_vert(GPUIndexBufBuilder * builder, unsigned int v) Line 104	C
 	blender.exe!uvedit_fill_buffer_data(MeshRenderData * rdata, GPUVertBuf * vbo_area, GPUVertBuf * vbo_angle, GPUVertBuf * vbo_fdots_pos, GPUVertBuf * vbo_fdots_data, GPUIndexBufBuilder * elb_vert, GPUIndexBufBuilder * elb_edge, GPUIndexBufBuilder * elb_face) Line 4402	C
 	blender.exe!mesh_create_uvedit_buffers(MeshRenderData * rdata, GPUVertBuf * vbo_area, GPUVertBuf * vbo_angle, GPUVertBuf * vbo_fdots_pos, GPUVertBuf * vbo_fdots_data, GPUIndexBuf * ibo_vert, GPUIndexBuf * ibo_edge, GPUIndexBuf * ibo_face) Line 4572	C
 	blender.exe!DRW_mesh_batch_cache_create_requested(Object * ob, Mesh * me, const ToolSettings * ts, const bool is_paint_mode, const bool use_hide) Line 5010	C
 	blender.exe!uvedit_get_batches(Object * ob, SpaceImage * sima, const ToolSettings * ts, GPUBatch * * faces, GPUBatch * * edges, GPUBatch * * verts, GPUBatch * * facedots) Line 187	C
 	blender.exe!draw_uvs(SpaceImage * sima, Scene * scene, Object * obedit, Depsgraph * depsgraph) Line 290	C
 	blender.exe!ED_uvedit_draw_main(SpaceImage * sima, ARegion * ar, Scene * scene, ViewLayer * view_layer, Object * obedit, Object * obact, Depsgraph * depsgraph) Line 494	C
 	blender.exe!image_main_region_draw(const bContext * C, ARegion * ar) Line 674	C
 	blender.exe!ED_region_do_draw(bContext * C, ARegion * ar) Line 512	C
 	blender.exe!wm_draw_window_offscreen(bContext * C, wmWindow * win, bool stereo) Line 593	C
 	blender.exe!wm_draw_window(bContext * C, wmWindow * win) Line 728	C
 	blender.exe!wm_draw_update(bContext * C) Line 889	C
 	blender.exe!WM_main(bContext * C) Line 428	C
 	blender.exe!main(int argc, const unsigned char * * UNUSED_argv_c) Line 505	C
Sebastian Parborg (zeddb) lowered the priority of this task from 90 to 50.

Backtrace:

Thread 1 "blender" received signal SIGSEGV, Segmentation fault.
0x00005555581a20c2 in GPU_indexbuf_add_generic_vert (builder=0x0, v=0) at /home/zed/prog/blender/source/blender/gpu/intern/gpu_element.c:104
104		assert(builder->data != NULL);
(gdb) bt
#0  0x00005555581a20c2 in GPU_indexbuf_add_generic_vert (builder=0x0, v=0) at /home/zed/prog/blender/source/blender/gpu/intern/gpu_element.c:104
#1  0x00005555581ec334 in uvedit_fill_buffer_data (rdata=0x7fffc2285f08, vbo_area=0x0, vbo_angle=0x0, vbo_fdots_pos=0x0, vbo_fdots_data=0x0, elb_vert=0x0,
    elb_edge=0x0, elb_face=0x7fffffffd320) at /home/zed/prog/blender/source/blender/draw/intern/draw_cache_impl_mesh.c:4401
#2  0x00005555581eded8 in mesh_create_uvedit_buffers (rdata=0x7fffc2285f08, vbo_area=0x0, vbo_angle=0x0, vbo_fdots_pos=0x0, vbo_fdots_data=0x0, ibo_vert=0x0,
    ibo_edge=0x0, ibo_face=0x7fffde7df548) at /home/zed/prog/blender/source/blender/draw/intern/draw_cache_impl_mesh.c:4566
#3  0x00005555581f0638 in DRW_mesh_batch_cache_create_requested (ob=0x7fffc22a2008, me=0x7fffc648e608, ts=0x7fffc229b408, is_paint_mode=false, use_hide=false)
    at /home/zed/prog/blender/source/blender/draw/intern/draw_cache_impl_mesh.c:5002
#4  0x0000555557751309 in uvedit_get_batches (ob=0x7fffc22a2008, sima=0x7fffc222d008, ts=0x7fffc229b408, faces=0x7fffffffdad0, edges=0x7fffffffdad8,
    verts=0x7fffffffdae0, facedots=0x7fffffffdae8) at /home/zed/prog/blender/source/blender/editors/uvedit/uvedit_draw.c:186
#5  0x00005555577517e1 in draw_uvs (sima=0x7fffc222d008, scene=0x7fffc9fbf008, obedit=0x7fffc229c608, depsgraph=0x7fffc22cbb08)
    at /home/zed/prog/blender/source/blender/editors/uvedit/uvedit_draw.c:284
#6  0x00005555577523a6 in ED_uvedit_draw_main (sima=0x7fffc222d008, ar=0x7fffc5d2b608, scene=0x7fffc9fbf008, view_layer=0x7fffc27dce08,
    obedit=0x7fffc229c608, obact=0x7fffc229c608, depsgraph=0x7fffc22cbb08) at /home/zed/prog/blender/source/blender/editors/uvedit/uvedit_draw.c:493
#7  0x00005555575999bb in image_main_region_draw (C=0x7fffe3858188, ar=0x7fffc5d2b608)
    at /home/zed/prog/blender/source/blender/editors/space_image/space_image.c:671
#8  0x0000555557b23cd7 in ED_region_do_draw (C=0x7fffe3858188, ar=0x7fffc5d2b608) at /home/zed/prog/blender/source/blender/editors/screen/area.c:508
#9  0x000055555750e79a in wm_draw_window_offscreen (C=0x7fffe3858188, win=0x7fffc2be6f08, stereo=false)
    at /home/zed/prog/blender/source/blender/windowmanager/intern/wm_draw.c:592
#10 0x000055555750ed18 in wm_draw_window (C=0x7fffe3858188, win=0x7fffc2be6f08) at /home/zed/prog/blender/source/blender/windowmanager/intern/wm_draw.c:725
#11 0x000055555750f224 in wm_draw_update (C=0x7fffe3858188) at /home/zed/prog/blender/source/blender/windowmanager/intern/wm_draw.c:887
#12 0x000055555750bee7 in WM_main (C=0x7fffe3858188) at /home/zed/prog/blender/source/blender/windowmanager/intern/wm.c:427
#13 0x000055555750657f in main (argc=1, argv=0x7fffffffe078) at /home/zed/prog/blender/source/creator/creator.c:503

I found the way how to overcome that. For example ... if i want to get to leafs UV i have to mark one vertex then enable "show faces". Next mark everyone by "A" and here we go.