diff options
author | Kévin Dietrich <kevin.dietrich@mailoo.org> | 2020-11-04 18:29:06 +0300 |
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committer | Kévin Dietrich <kevin.dietrich@mailoo.org> | 2020-11-04 18:35:00 +0300 |
commit | c937f9c4e76c04cc245775d39cd2684e65515863 (patch) | |
tree | d74e72915d7e8cc08c0d8c92927c69dd02e44864 /intern/cycles | |
parent | 0802e9cf54f6858c8ad3ea91910eab6a51486b0a (diff) |
Cycles: fix another race condition in Geometry synchronization
This was forgotten in the previous fix, we should not modify sockets
updated in a separated thread.
Diffstat (limited to 'intern/cycles')
-rw-r--r-- | intern/cycles/blender/blender_curves.cpp | 2 | ||||
-rw-r--r-- | intern/cycles/blender/blender_mesh.cpp | 2 |
2 files changed, 2 insertions, 2 deletions
diff --git a/intern/cycles/blender/blender_curves.cpp b/intern/cycles/blender/blender_curves.cpp index 9070c093492..40f7a8c8c11 100644 --- a/intern/cycles/blender/blender_curves.cpp +++ b/intern/cycles/blender/blender_curves.cpp @@ -848,7 +848,7 @@ void BlenderSync::sync_hair(BL::Depsgraph b_depsgraph, BL::Object b_ob, Hair *ha for (const SocketType &socket : new_hair.type->inputs) { /* Those sockets are updated in sync_object, so do not modify them. */ - if (socket.name == "use_motion_blur" || socket.name == "motion_steps") { + if (socket.name == "use_motion_blur" || socket.name == "motion_steps" || socket.name == "used_shaders") { continue; } hair->set_value(socket, new_hair, socket); diff --git a/intern/cycles/blender/blender_mesh.cpp b/intern/cycles/blender/blender_mesh.cpp index d84433ecd27..e87d87419d0 100644 --- a/intern/cycles/blender/blender_mesh.cpp +++ b/intern/cycles/blender/blender_mesh.cpp @@ -1065,7 +1065,7 @@ void BlenderSync::sync_mesh(BL::Depsgraph b_depsgraph, BL::Object b_ob, Mesh *me for (const SocketType &socket : new_mesh.type->inputs) { /* Those sockets are updated in sync_object, so do not modify them. */ - if (socket.name == "use_motion_blur" || socket.name == "motion_steps") { + if (socket.name == "use_motion_blur" || socket.name == "motion_steps" || socket.name == "used_shaders") { continue; } mesh->set_value(socket, new_mesh, socket); |