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authorClément Foucault <foucault.clem@gmail.com>2018-08-01 20:25:58 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-08-01 23:08:36 +0300
commitad64cb63448d69ec1667bfa2e4941dfb996841dd (patch)
tree837354560da816a85fa4a4aa2602394eec7f0002
parent4510f30026da8eb090062687f386b9e3a7cf3fa3 (diff)
GPUMaterial: Make Localize tree live longer
This is in order to reference the localized node->storage when populating the UBO data.
-rw-r--r--source/blender/blenkernel/BKE_node.h2
-rw-r--r--source/blender/gpu/intern/gpu_material.c9
-rw-r--r--source/blender/nodes/shader/node_shader_tree.c8
3 files changed, 11 insertions, 8 deletions
diff --git a/source/blender/blenkernel/BKE_node.h b/source/blender/blenkernel/BKE_node.h
index cf55885a5ef..901822583cb 100644
--- a/source/blender/blenkernel/BKE_node.h
+++ b/source/blender/blenkernel/BKE_node.h
@@ -811,7 +811,7 @@ void ntreeShaderEndExecTree(struct bNodeTreeExec *exec);
bool ntreeShaderExecTree(struct bNodeTree *ntree, int thread);
struct bNode *ntreeShaderOutputNode(struct bNodeTree *ntree, int target);
-void ntreeGPUMaterialNodes(struct bNodeTree *ntree, struct GPUMaterial *mat,
+void ntreeGPUMaterialNodes(struct bNodeTree *localtree, struct GPUMaterial *mat,
bool *has_surface_output, bool *has_volume_output);
/** \} */
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c
index 2264836f24a..5e0d9275aa2 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -595,7 +595,9 @@ GPUMaterial *GPU_material_from_nodetree(
mat->engine_type = engine_type;
mat->options = options;
- ntreeGPUMaterialNodes(ntree, mat, &has_surface_output, &has_volume_output);
+ /* localize tree to create links for reroute and mute */
+ bNodeTree *localtree = ntreeLocalize(ntree);
+ ntreeGPUMaterialNodes(localtree, mat, &has_surface_output, &has_volume_output);
if (has_surface_output) {
mat->domain |= GPU_DOMAIN_SURFACE;
@@ -640,6 +642,11 @@ GPUMaterial *GPU_material_from_nodetree(
mat->status = GPU_MAT_FAILED;
}
+ /* Only free after GPU_pass_shader_get where GPUUniformBuffer
+ * read data from the local tree. */
+ ntreeFreeTree(localtree);
+ MEM_freeN(localtree);
+
/* note that even if building the shader fails in some way, we still keep
* it to avoid trying to compile again and again, and simply do not use
* the actual shader on drawing */
diff --git a/source/blender/nodes/shader/node_shader_tree.c b/source/blender/nodes/shader/node_shader_tree.c
index 919af171756..6f2c7835a3c 100644
--- a/source/blender/nodes/shader/node_shader_tree.c
+++ b/source/blender/nodes/shader/node_shader_tree.c
@@ -583,10 +583,9 @@ static void ntree_shader_tag_sss_node(bNodeTree *ntree, bNode *output_node)
nodeChainIter(ntree, output_node, ntree_tag_sss_bsdf_cb, &sss_id, true);
}
-void ntreeGPUMaterialNodes(bNodeTree *ntree, GPUMaterial *mat, bool *has_surface_output, bool *has_volume_output)
+/* This one needs to work on a local tree. */
+void ntreeGPUMaterialNodes(bNodeTree *localtree, GPUMaterial *mat, bool *has_surface_output, bool *has_volume_output)
{
- /* localize tree to create links for reroute and mute */
- bNodeTree *localtree = ntreeLocalize(ntree);
bNode *output = ntreeShaderOutputNode(localtree, SHD_OUTPUT_EEVEE);
bNodeTreeExec *exec;
@@ -618,9 +617,6 @@ void ntreeGPUMaterialNodes(bNodeTree *ntree, GPUMaterial *mat, bool *has_surface
*has_volume_output = (nodeCountSocketLinks(localtree, volume_sock) > 0);
}
}
-
- ntreeFreeTree(localtree);
- MEM_freeN(localtree);
}
bNodeTreeExec *ntreeShaderBeginExecTree_internal(bNodeExecContext *context, bNodeTree *ntree, bNodeInstanceKey parent_key)