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author | Clément Foucault <foucault.clem@gmail.com> | 2019-04-23 21:34:26 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2019-04-23 21:35:02 +0300 |
commit | 148c0aa0faa66b44ad26f2c4703d59e9a133ff71 (patch) | |
tree | 82a7c4fc5b88d9ec20c724abeac231bbce0cf88a /source/blender/draw/intern/draw_manager_data.c | |
parent | d10205c1a7d6d595db600842c9c2ed343d9f51aa (diff) |
Fix T63178 Eevee animation render crash
If image buffer is not loaded and blender attempts to reload it (during
`BKE_image_acquire_ibuf`) over and over for each frame rendered.
When attempting this reload, image_load_image_file is calling
`BKE_image_free_buffers` and tag the Image to the (GPU) image_free_queue
(because this run on the rendering thread).
If the main thread decide to redraw the UI and go through `GPU_free_unused_buffers` they all get deleted and if that happens before the rendering thread use them ... segfault.
If I replace the environment textures with correct ones (the file does not seems to contain them), there is no crash when rendering.
I used a list of GPUTexture from blender Image to increase and decrease the
reference counter correctly.
This add very little memory and computation overhead.
Diffstat (limited to 'source/blender/draw/intern/draw_manager_data.c')
-rw-r--r-- | source/blender/draw/intern/draw_manager_data.c | 6 |
1 files changed, 5 insertions, 1 deletions
diff --git a/source/blender/draw/intern/draw_manager_data.c b/source/blender/draw/intern/draw_manager_data.c index 77f84976165..de3505b4ccd 100644 --- a/source/blender/draw/intern/draw_manager_data.c +++ b/source/blender/draw/intern/draw_manager_data.c @@ -981,8 +981,12 @@ static DRWShadingGroup *drw_shgroup_material_inputs(DRWShadingGroup *grp, GPUTexture *tex = NULL; if (input->ima) { - tex = GPU_texture_from_blender( + GPUTexture **tex_ref = BLI_mempool_alloc(DST.vmempool->images); + + *tex_ref = tex = GPU_texture_from_blender( input->ima, input->iuser, GL_TEXTURE_2D, input->image_isdata); + + GPU_texture_ref(tex); } else { /* Color Ramps */ |