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authorClément Foucault <foucault.clem@gmail.com>2019-04-23 21:34:26 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-04-23 21:35:02 +0300
commit148c0aa0faa66b44ad26f2c4703d59e9a133ff71 (patch)
tree82a7c4fc5b88d9ec20c724abeac231bbce0cf88a /source/blender/draw/intern/draw_manager_data.c
parentd10205c1a7d6d595db600842c9c2ed343d9f51aa (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.c6
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 */