This was caused by a mismatch in the conditions that enabled GPU subdivision. The mesh normals domain for meshes with no faces was reported incorrectly, causing the code to think there are auto-smooth style split normals when there actually aren't. Also the GPU subdiv normals extraction had a crash binding a vertex buffer that doesn't exist when there are no faces. Add an early return for the wire-only mesh case to avoid that. Pull Request: https://projects.blender.org/blender/blender/pulls/143961