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authorJeroen Bakker <jeroen@blender.org>2020-11-16 11:44:41 +0300
committerJeroen Bakker <jeroen@blender.org>2020-11-17 11:33:47 +0300
commit2e1498ff16198742ba543004fd9c2c49083a6095 (patch)
treee50c81ef564d9e7d91006a0c1417c2b1a29f3cd6
parent75bd286813eb5e3c227696b4cfd5616b17166641 (diff)
Fix T82042: Crash when rendering huge images
Crash is related to the definition of the GL_MAX_TEXTURE_SIZE. OpenGL does not clearly defined `GL_MAX_TEXTURE_SIZE` exactly means. Both on AMD and NVIDIA we have issues with huge textures that they don't get created even if they are smaller. (See {D9530} for research). This patch will try to create the texture in a smaller size when the texture creation failed. Final implementation by: Clément Foucault We should create a solution that doesn't need downscaling. For this specific case ARB_sparse_texture might help to create cleaner code, but you still have to commit the whole image what introduces several draw calls. Other improvement is to optimize the scaling; current implementation isn't optimized for performance. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D9524
-rw-r--r--source/blender/imbuf/intern/util_gpu.c12
1 files changed, 9 insertions, 3 deletions
diff --git a/source/blender/imbuf/intern/util_gpu.c b/source/blender/imbuf/intern/util_gpu.c
index 607ab95f0b4..3dd7e52a638 100644
--- a/source/blender/imbuf/intern/util_gpu.c
+++ b/source/blender/imbuf/intern/util_gpu.c
@@ -222,7 +222,7 @@ GPUTexture *IMB_create_gpu_texture(const char *name,
bool use_premult)
{
GPUTexture *tex = NULL;
- const int size[2] = {GPU_texture_size_with_limit(ibuf->x), GPU_texture_size_with_limit(ibuf->y)};
+ int size[2] = {GPU_texture_size_with_limit(ibuf->x), GPU_texture_size_with_limit(ibuf->y)};
bool do_rescale = (ibuf->x != size[0]) || (ibuf->y != size[1]);
#ifdef WITH_DDS
@@ -263,10 +263,16 @@ GPUTexture *IMB_create_gpu_texture(const char *name,
const bool compress_as_srgb = (tex_format == GPU_SRGB8_A8);
bool freebuf = false;
- void *data = imb_gpu_get_data(ibuf, do_rescale, size, compress_as_srgb, use_premult, &freebuf);
-
/* Create Texture. */
tex = GPU_texture_create_2d(name, UNPACK2(size), 9999, tex_format, NULL);
+ if (tex == NULL) {
+ size[0] = max_ii(1, size[0] / 2);
+ size[1] = max_ii(1, size[1] / 2);
+ tex = GPU_texture_create_2d(name, UNPACK2(size), 9999, tex_format, NULL);
+ do_rescale = true;
+ }
+ BLI_assert(tex != NULL);
+ void *data = imb_gpu_get_data(ibuf, do_rescale, size, compress_as_srgb, use_premult, &freebuf);
GPU_texture_update(tex, data_format, data);
GPU_texture_anisotropic_filter(tex, true);