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authorSergey Sharybin <sergey.vfx@gmail.com>2013-04-03 13:08:02 +0400
committerSergey Sharybin <sergey.vfx@gmail.com>2013-04-03 13:08:02 +0400
commitbfeef2f5f07094c4014ce7c7bf7e933c168c2bd0 (patch)
tree3aa0d09177fe75ec884fca39eaf78e0f961fd546
parent9512ae1a4a7b6242f425c219b4dec572f6a88bb8 (diff)
Fix/Workaround #34854: render buffer update writes to wrong layer
Was caused by recent change in image_buffer_rect_update which was writing data to ibuf-rect_float. Apparently, this buffer could point to different render layer than came from RenderResult. Made quick fix for this, which ends up in skipping float buffer update in image_buffer_rect_update and skipping GLSL when image has both byte and float buffers. This will bring speed down a bit, but slower blender is better than broken blender. Proper fix will arrive later this week.
-rw-r--r--source/blender/editors/render/render_internal.c22
-rw-r--r--source/blender/editors/screen/glutil.c9
2 files changed, 15 insertions, 16 deletions
diff --git a/source/blender/editors/render/render_internal.c b/source/blender/editors/render/render_internal.c
index de8accf0180..90c80cae1ad 100644
--- a/source/blender/editors/render/render_internal.c
+++ b/source/blender/editors/render/render_internal.c
@@ -140,23 +140,15 @@ void image_buffer_rect_update(Scene *scene, RenderResult *rr, ImBuf *ibuf, volat
}
}
if (rectf == NULL) return;
-
- rectf += 4 * (rr->rectx * ymin + xmin);
- if (ibuf->rect) {
- IMB_partial_display_buffer_update(ibuf, rectf, NULL, rr->rectx, rxmin, rymin,
- &scene->view_settings, &scene->display_settings,
- rxmin, rymin, rxmin + xmax, rymin + ymax, TRUE);
- }
+ if (ibuf->rect == NULL)
+ imb_addrectImBuf(ibuf);
- /* update float buffer as well, so fast GLSL display could use it
- *
- * TODO(sergey): not actually sure it is nice thing to modify something here
- * but ibuf->rect used to be modified here
- */
- IMB_buffer_float_from_float(ibuf->rect_float + 4 * (ibuf->x * rymin + rxmin), rectf,
- 4, IB_PROFILE_LINEAR_RGB, IB_PROFILE_LINEAR_RGB, FALSE,
- xmax, ymax, ibuf->x, rr->rectx);
+ rectf += 4 * (rr->rectx * ymin + xmin);
+
+ IMB_partial_display_buffer_update(ibuf, rectf, NULL, rr->rectx, rxmin, rymin,
+ &scene->view_settings, &scene->display_settings,
+ rxmin, rymin, rxmin + xmax, rymin + ymax, TRUE);
}
/* ****************************** render invoking ***************** */
diff --git a/source/blender/editors/screen/glutil.c b/source/blender/editors/screen/glutil.c
index fecb3c58a2d..74086c7cc8b 100644
--- a/source/blender/editors/screen/glutil.c
+++ b/source/blender/editors/screen/glutil.c
@@ -998,7 +998,14 @@ void glaDrawImBuf_glsl_ctx(const bContext *C, ImBuf *ibuf, float x, float y, int
bool need_fallback = true;
/* Bytes and dithering are not supported on GLSL yet */
- if (ibuf->rect_float && ibuf->dither == 0.0f) {
+
+ /* WORKAROUND: only use GLSL if there's no byte buffer at all,
+ * this is because of how render results are handled,
+ * they're not updating image buffer's float buffer,
+ * but writes data directly to it's byte buffer and
+ * modifies display buffer.
+ */
+ if (ibuf->rect == NULL && ibuf->rect_float && ibuf->dither == 0.0f) {
if (IMB_colormanagement_setup_glsl_draw_from_ctx(C)) {
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glColor4f(1.0, 1.0, 1.0, 1.0);