Fix #35272: cycles GPU crash with anisotropic shader in group node.

Problem was that due to group proxy node the anisotropic node did not detect
early enough that it needs generated texture coordinate data to generate the
tangent. Now the proxy nodes are removed earlier.
This commit is contained in:
Brecht Van Lommel 2013-05-10 11:31:57 +00:00
parent 4392fc6f1d
commit e46551246c
3 changed files with 42 additions and 27 deletions

@ -312,10 +312,14 @@ void ShaderGraph::copy_nodes(set<ShaderNode*>& nodes, map<ShaderNode*, ShaderNod
}
}
void ShaderGraph::remove_proxy_nodes(vector<bool>& removed)
void ShaderGraph::remove_unneeded_nodes()
{
vector<bool> removed(nodes.size(), false);
bool any_node_removed = false;
/* find and unlink proxy nodes */
foreach(ShaderNode *node, nodes) {
if (node->special_type == SHADER_SPECIAL_TYPE_PROXY) {
if(node->special_type == SHADER_SPECIAL_TYPE_PROXY) {
ProxyNode *proxy = static_cast<ProxyNode*>(node);
ShaderInput *input = proxy->inputs[0];
ShaderOutput *output = proxy->outputs[0];
@ -327,7 +331,7 @@ void ShaderGraph::remove_proxy_nodes(vector<bool>& removed)
ShaderOutput *from = input->link;
/* bypass the proxy node */
if (from) {
if(from) {
disconnect(input);
foreach(ShaderInput *to, links) {
disconnect(to);
@ -345,6 +349,7 @@ void ShaderGraph::remove_proxy_nodes(vector<bool>& removed)
}
removed[proxy->id] = true;
any_node_removed = true;
}
/* remove useless mix closures nodes */
@ -360,7 +365,7 @@ void ShaderGraph::remove_proxy_nodes(vector<bool>& removed)
foreach(ShaderInput *input, inputs) {
disconnect(input);
if (output)
if(output)
connect(output, input);
}
}
@ -378,33 +383,47 @@ void ShaderGraph::remove_proxy_nodes(vector<bool>& removed)
vector<ShaderInput*> inputs = mix->outputs[0]->links;
foreach(ShaderInput *sock, mix->inputs)
if(sock->link)
disconnect(sock);
if(sock->link)
disconnect(sock);
foreach(ShaderInput *input, inputs) {
disconnect(input);
if (output)
connect(output, input);
if(output)
connect(output, input);
}
}
/* Factor 1.0 */
else if (mix->inputs[0]->value.x == 1.0f) {
else if(mix->inputs[0]->value.x == 1.0f) {
ShaderOutput *output = mix->inputs[2]->link;
vector<ShaderInput*> inputs = mix->outputs[0]->links;
foreach(ShaderInput *sock, mix->inputs)
if(sock->link)
disconnect(sock);
if(sock->link)
disconnect(sock);
foreach(ShaderInput *input, inputs) {
disconnect(input);
if (output)
if(output)
connect(output, input);
}
}
}
}
}
/* remove nodes */
if (any_node_removed) {
list<ShaderNode*> newnodes;
foreach(ShaderNode *node, nodes) {
if(!removed[node->id])
newnodes.push_back(node);
else
delete node;
}
nodes = newnodes;
}
}
void ShaderGraph::break_cycles(ShaderNode *node, vector<bool>& visited, vector<bool>& on_stack)
@ -433,27 +452,17 @@ void ShaderGraph::break_cycles(ShaderNode *node, vector<bool>& visited, vector<b
void ShaderGraph::clean()
{
/* remove proxy and unnecessary mix nodes */
remove_unneeded_nodes();
/* we do two things here: find cycles and break them, and remove unused
* nodes that don't feed into the output. how cycles are broken is
* undefined, they are invalid input, the important thing is to not crash */
vector<bool> removed(nodes.size(), false);
vector<bool> visited(nodes.size(), false);
vector<bool> on_stack(nodes.size(), false);
list<ShaderNode*> newnodes;
/* remove proxy nodes */
remove_proxy_nodes(removed);
foreach(ShaderNode *node, nodes) {
if(!removed[node->id])
newnodes.push_back(node);
else
delete node;
}
nodes = newnodes;
newnodes.clear();
/* break cycles */
break_cycles(output(), visited, on_stack);
@ -464,7 +473,7 @@ void ShaderGraph::clean()
foreach(ShaderInput *to, node->inputs) {
ShaderOutput *from = to->link;
if (from) {
if(from) {
to->link = NULL;
from->links.erase(remove(from->links.begin(), from->links.end(), to), from->links.end());
}

@ -239,6 +239,7 @@ public:
void connect(ShaderOutput *from, ShaderInput *to);
void disconnect(ShaderInput *to);
void remove_unneeded_nodes();
void finalize(bool do_bump = false, bool do_osl = false, bool do_multi_closure = false);
protected:
@ -247,7 +248,6 @@ protected:
void find_dependencies(set<ShaderNode*>& dependencies, ShaderInput *input);
void copy_nodes(set<ShaderNode*>& nodes, map<ShaderNode*, ShaderNode*>& nnodemap);
void remove_proxy_nodes(vector<bool>& removed);
void break_cycles(ShaderNode *node, vector<bool>& visited, vector<bool>& on_stack);
void clean();
void bump_from_displacement();

@ -66,6 +66,12 @@ Shader::~Shader()
void Shader::set_graph(ShaderGraph *graph_)
{
/* do this here already so that we can detect if mesh or object attributes
* are needed, since the node attribute callbacks check if their sockets
* are connected but proxy nodes should not count */
if(graph_)
graph_->remove_unneeded_nodes();
/* assign graph */
delete graph;
delete graph_bump;