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authorJeroen Bakker <jeroen@blender.org>2022-05-09 14:30:48 +0300
committerJeroen Bakker <jeroen@blender.org>2022-05-09 14:32:13 +0300
commit0f7da9a72fa2dd610195e5009205b1b91c5ca132 (patch)
tree47ff65bfebd462e7dc16ac5637b1ee213397a9cd
parentb1b699412979ff7a3f2a48f95f9c3c1d131ba46a (diff)
GPU: Unable to compile material shaders.
This fixes a threading issues when material shaders with textures are used. It localizes the names of the samplers.
-rw-r--r--source/blender/gpu/intern/gpu_codegen.cc31
1 files changed, 27 insertions, 4 deletions
diff --git a/source/blender/gpu/intern/gpu_codegen.cc b/source/blender/gpu/intern/gpu_codegen.cc
index b6b0825a993..fa911037d00 100644
--- a/source/blender/gpu/intern/gpu_codegen.cc
+++ b/source/blender/gpu/intern/gpu_codegen.cc
@@ -32,6 +32,7 @@
#include "GPU_vertex_format.h"
#include "BLI_sys_types.h" /* for intptr_t support */
+#include "BLI_vector.hh"
#include "gpu_codegen.h"
#include "gpu_material_library.h"
@@ -58,6 +59,14 @@ struct GPUCodegenCreateInfo : ShaderCreateInfo {
/** Duplicate attribute names to avoid reference the GPUNodeGraph directly. */
char attr_names[16][GPU_MAX_SAFE_ATTR_NAME + 1];
char var_names[16][8];
+ blender::Vector<std::array<char, 32>, 16> sampler_names;
+
+ void append_sampler_name(const char name[32])
+ {
+ std::array<char, 32> sampler_name;
+ memcpy(sampler_name.data(), name, 32);
+ sampler_names.append(sampler_name);
+ }
};
/** Optional generated interface. */
@@ -348,14 +357,28 @@ void GPUCodegen::generate_resources()
/* Textures. */
LISTBASE_FOREACH (GPUMaterialTexture *, tex, &graph.textures) {
if (tex->colorband) {
- info.sampler(0, ImageType::FLOAT_1D_ARRAY, tex->sampler_name, Frequency::BATCH);
+ info.name_buffer->append_sampler_name(tex->sampler_name);
+ info.sampler(0,
+ ImageType::FLOAT_1D_ARRAY,
+ info.name_buffer->sampler_names.last().data(),
+ Frequency::BATCH);
}
else if (tex->tiled_mapping_name[0] != '\0') {
- info.sampler(0, ImageType::FLOAT_2D_ARRAY, tex->sampler_name, Frequency::BATCH);
- info.sampler(0, ImageType::FLOAT_1D_ARRAY, tex->tiled_mapping_name, Frequency::BATCH);
+ info.name_buffer->append_sampler_name(tex->sampler_name);
+ info.sampler(0,
+ ImageType::FLOAT_2D_ARRAY,
+ info.name_buffer->sampler_names.last().data(),
+ Frequency::BATCH);
+ info.name_buffer->append_sampler_name(tex->tiled_mapping_name);
+ info.sampler(0,
+ ImageType::FLOAT_1D_ARRAY,
+ info.name_buffer->sampler_names.last().data(),
+ Frequency::BATCH);
}
else {
- info.sampler(0, ImageType::FLOAT_2D, tex->sampler_name, Frequency::BATCH);
+ info.name_buffer->append_sampler_name(tex->sampler_name);
+ info.sampler(
+ 0, ImageType::FLOAT_2D, info.name_buffer->sampler_names.last().data(), Frequency::BATCH);
}
}