Cycles: Tag shaders for update after the threading part is over

This avoids write access happening in non-atomic manner in
Shader::tag_update which modifies the global managers. Even
for 1 byte data types it's quite dangerous.
This commit is contained in:
Sergey Sharybin 2017-04-04 13:36:58 +02:00
parent 7b149bfde6
commit 92aeb84fde
2 changed files with 12 additions and 11 deletions

@ -27,7 +27,9 @@
#include "blender/blender_util.h"
#include "util/util_debug.h"
#include "util/util_foreach.h"
#include "util/util_string.h"
#include "util/util_set.h"
#include "util/util_task.h"
CCL_NAMESPACE_BEGIN
@ -1158,13 +1160,6 @@ static void add_nodes(Scene *scene,
/* Sync Materials */
void BlenderSync::sync_materials_simpligy(Shader *shader)
{
ShaderGraph *graph = shader->graph;
graph->simplify(scene);
shader->tag_update(scene);
}
void BlenderSync::sync_materials(bool update_all)
{
shader_map.set_default(scene->default_surface);
@ -1173,6 +1168,7 @@ void BlenderSync::sync_materials(bool update_all)
BL::BlendData::materials_iterator b_mat;
TaskPool pool;
set<Shader*> updated_shaders;
for(b_data.materials.begin(b_mat); b_mat != b_data.materials.end(); ++b_mat) {
Shader *shader;
@ -1220,9 +1216,11 @@ void BlenderSync::sync_materials(bool update_all)
* right before compiling.
*/
if(!preview) {
pool.push(function_bind(&BlenderSync::sync_materials_simpligy,
this,
shader));
pool.push(function_bind(&ShaderGraph::simplify, graph, scene));
/* NOTE: Update shaders out of the threads since those routines
* are accessing and writing to a global context.
*/
updated_shaders.insert(shader);
}
else {
/* NOTE: Update tagging can access links which are being
@ -1234,6 +1232,10 @@ void BlenderSync::sync_materials(bool update_all)
}
pool.wait_work();
foreach(Shader *shader, updated_shaders) {
shader->tag_update(scene);
}
}
/* Sync World */

@ -96,7 +96,6 @@ public:
private:
/* sync */
void sync_lamps(bool update_all);
void sync_materials_simpligy(Shader *shader);
void sync_materials(bool update_all);
void sync_objects(BL::SpaceView3D& b_v3d, float motion_time = 0.0f);
void sync_motion(BL::RenderSettings& b_render,