Fix T43311: using displacement shader crashes blender
Issue was caused by wrong order of scene device update, which could lead to missing object flags in shader kernel. This patch solves a bit more than that making sure objects flags are always properly updated, so adding/removing volume BSDF will properly reflect on viewport where camera might become being in volume and so.
This commit is contained in:
parent
18ae259cc4
commit
7fd4c440ec
@ -556,6 +556,7 @@ MeshManager::MeshManager()
|
||||
{
|
||||
bvh = NULL;
|
||||
need_update = true;
|
||||
need_flags_update = true;
|
||||
}
|
||||
|
||||
MeshManager::~MeshManager()
|
||||
@ -1034,20 +1035,33 @@ void MeshManager::device_update_bvh(Device *device, DeviceScene *dscene, Scene *
|
||||
dscene->data.bvh.use_qbvh = scene->params.use_qbvh;
|
||||
}
|
||||
|
||||
void MeshManager::device_update_flags(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
|
||||
{
|
||||
if(!need_update && !need_flags_update) {
|
||||
return;
|
||||
}
|
||||
/* update flags */
|
||||
foreach(Mesh *mesh, scene->meshes) {
|
||||
mesh->has_volume = false;
|
||||
foreach(uint shader, mesh->used_shaders) {
|
||||
if(scene->shaders[shader]->has_volume) {
|
||||
mesh->has_volume = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
need_flags_update = false;
|
||||
}
|
||||
|
||||
void MeshManager::device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
|
||||
{
|
||||
if(!need_update)
|
||||
return;
|
||||
|
||||
/* update normals and flags */
|
||||
/* update normals */
|
||||
foreach(Mesh *mesh, scene->meshes) {
|
||||
mesh->has_volume = false;
|
||||
foreach(uint shader, mesh->used_shaders) {
|
||||
if(scene->shaders[shader]->need_update_attributes)
|
||||
mesh->need_update = true;
|
||||
if(scene->shaders[shader]->has_volume) {
|
||||
mesh->has_volume = true;
|
||||
}
|
||||
}
|
||||
|
||||
if(mesh->need_update) {
|
||||
|
@ -79,7 +79,7 @@ public:
|
||||
vector<uint> shader;
|
||||
vector<bool> smooth;
|
||||
|
||||
bool has_volume; /* Set in the device_update(). */
|
||||
bool has_volume; /* Set in the device_update_flags(). */
|
||||
|
||||
vector<float4> curve_keys; /* co + radius */
|
||||
vector<Curve> curves;
|
||||
@ -145,6 +145,7 @@ public:
|
||||
BVH *bvh;
|
||||
|
||||
bool need_update;
|
||||
bool need_flags_update;
|
||||
|
||||
MeshManager();
|
||||
~MeshManager();
|
||||
@ -160,6 +161,7 @@ public:
|
||||
void device_update_mesh(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress);
|
||||
void device_update_attributes(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress);
|
||||
void device_update_bvh(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress);
|
||||
void device_update_flags(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress);
|
||||
void device_free(Device *device, DeviceScene *dscene);
|
||||
|
||||
void tag_update(Scene *scene);
|
||||
|
@ -221,6 +221,7 @@ vector<float> Object::motion_times()
|
||||
ObjectManager::ObjectManager()
|
||||
{
|
||||
need_update = true;
|
||||
need_flags_update = true;
|
||||
}
|
||||
|
||||
ObjectManager::~ObjectManager()
|
||||
@ -404,10 +405,11 @@ void ObjectManager::device_update(Device *device, DeviceScene *dscene, Scene *sc
|
||||
void ObjectManager::device_update_flags(Device *device, DeviceScene *dscene,
|
||||
Scene *scene, Progress& progress)
|
||||
{
|
||||
if(!need_update)
|
||||
if(!need_update && !need_flags_update)
|
||||
return;
|
||||
|
||||
need_update = false;
|
||||
need_flags_update = false;
|
||||
|
||||
if(scene->objects.size() == 0)
|
||||
return;
|
||||
@ -427,6 +429,9 @@ void ObjectManager::device_update_flags(Device *device, DeviceScene *dscene,
|
||||
if(object->mesh->has_volume) {
|
||||
object_flag[object_index] |= SD_OBJECT_HAS_VOLUME;
|
||||
}
|
||||
else {
|
||||
object_flag[object_index] &= ~SD_OBJECT_HAS_VOLUME;
|
||||
}
|
||||
|
||||
foreach(Object *volume_object, volume_objects) {
|
||||
if(object == volume_object) {
|
||||
|
@ -70,6 +70,7 @@ public:
|
||||
class ObjectManager {
|
||||
public:
|
||||
bool need_update;
|
||||
bool need_flags_update;
|
||||
|
||||
ObjectManager();
|
||||
~ObjectManager();
|
||||
|
@ -170,8 +170,8 @@ void Scene::device_update(Device *device_, Progress& progress)
|
||||
|
||||
if(progress.get_cancel() || device->have_error()) return;
|
||||
|
||||
progress.set_status("Updating Meshes");
|
||||
mesh_manager->device_update(device, &dscene, this, progress);
|
||||
progress.set_status("Updating Meshes Flags");
|
||||
mesh_manager->device_update_flags(device, &dscene, this, progress);
|
||||
|
||||
if(progress.get_cancel() || device->have_error()) return;
|
||||
|
||||
@ -180,6 +180,11 @@ void Scene::device_update(Device *device_, Progress& progress)
|
||||
|
||||
if(progress.get_cancel() || device->have_error()) return;
|
||||
|
||||
progress.set_status("Updating Meshes");
|
||||
mesh_manager->device_update(device, &dscene, this, progress);
|
||||
|
||||
if(progress.get_cancel() || device->have_error()) return;
|
||||
|
||||
progress.set_status("Updating Hair Systems");
|
||||
curve_system_manager->device_update(device, &dscene, this, progress);
|
||||
|
||||
|
@ -21,6 +21,7 @@
|
||||
#include "light.h"
|
||||
#include "mesh.h"
|
||||
#include "nodes.h"
|
||||
#include "object.h"
|
||||
#include "osl.h"
|
||||
#include "scene.h"
|
||||
#include "shader.h"
|
||||
@ -194,6 +195,7 @@ void Shader::tag_update(Scene *scene)
|
||||
* e.g. surface attributes when there is only a volume shader. this could
|
||||
* be more fine grained but it's better than nothing */
|
||||
OutputNode *output = graph->output();
|
||||
bool prev_has_volume = has_volume;
|
||||
has_surface = has_surface || output->input("Surface")->link;
|
||||
has_volume = has_volume || output->input("Volume")->link;
|
||||
has_displacement = has_displacement || output->input("Displacement")->link;
|
||||
@ -215,6 +217,11 @@ void Shader::tag_update(Scene *scene)
|
||||
need_update_attributes = true;
|
||||
scene->mesh_manager->need_update = true;
|
||||
}
|
||||
|
||||
if(has_volume != prev_has_volume) {
|
||||
scene->mesh_manager->need_flags_update = true;
|
||||
scene->object_manager->need_flags_update = true;
|
||||
}
|
||||
}
|
||||
|
||||
void Shader::tag_used(Scene *scene)
|
||||
|
Loading…
Reference in New Issue
Block a user