forked from bartvdbraak/blender
Fix #31883: cycles vectors pass rendering crash with some render layers using
it and others not.
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parent
aa30e20272
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e3e75b3936
@ -218,7 +218,7 @@ void BlenderSession::render()
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}
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buffer_params.passes = passes;
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scene->film->passes = passes;
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scene->film->tag_passes_update(scene, passes);
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scene->film->tag_update(scene);
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scene->integrator->tag_update(scene);
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@ -20,6 +20,7 @@
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#include "device.h"
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#include "film.h"
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#include "integrator.h"
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#include "mesh.h"
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#include "scene.h"
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#include "util_algorithm.h"
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@ -296,6 +297,16 @@ bool Film::modified(const Film& film)
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&& Pass::equals(passes, film.passes));
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}
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void Film::tag_passes_update(Scene *scene, const vector<Pass>& passes_)
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{
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if(Pass::contains(passes, PASS_UV) != Pass::contains(passes_, PASS_UV))
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scene->mesh_manager->tag_update(scene);
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else if(Pass::contains(passes, PASS_MOTION) != Pass::contains(passes_, PASS_MOTION))
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scene->mesh_manager->tag_update(scene);
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passes = passes_;
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}
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void Film::tag_update(Scene *scene)
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{
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need_update = true;
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@ -56,6 +56,7 @@ public:
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void device_free(Device *device, DeviceScene *dscene);
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bool modified(const Film& film);
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void tag_passes_update(Scene *scene, const vector<Pass>& passes_);
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void tag_update(Scene *scene);
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};
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