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authorKévin Dietrich <kevin.dietrich@mailoo.org>2022-02-14 12:09:06 +0300
committerKévin Dietrich <kevin.dietrich@mailoo.org>2022-02-14 16:48:44 +0300
commit993839ce85137ac37a978f49ae894703a39dbf6a (patch)
treef0e4edc59548d029f425f9dff150d170ab2463d6 /source/blender/draw/intern/mesh_extractors/extract_mesh_ibo_points.cc
parent3a9a37d6dccb0a981b1fad0cda977b4a445341a1 (diff)
Fix T95177: GPU subdiv crashes mirror modifier in edit-mode
The issue has two causes: on one hand origin indices were not handled properly, on the other hand the extraction type (Mesh, BMesh, or mapped) was not detected correctly. For the second case reuse the MeshRenderData creation from the coarse code path so that we make the same decisions. Loose geometry extraction had to be updated to properly handle the BMesh cases. For the origin indices, in some cases (for edges and faces), the arrays used by the subdivision code already have the origin indices baked into them, so mapping them a second time through the origin index layer is wrong, and could cause out of bounds accesses. For vertices especially, we would use two arrays: one for mapping subdivision vertices to coarse vertices, and another one to map coarse vertices to subdivision loops used for the selection index buffer. The second one is now removed (which saves a bit of memory) as it is did not have the proper data setup for use with the origin indices and we can easily compute it using the first array anyway.
Diffstat (limited to 'source/blender/draw/intern/mesh_extractors/extract_mesh_ibo_points.cc')
-rw-r--r--source/blender/draw/intern/mesh_extractors/extract_mesh_ibo_points.cc95
1 files changed, 73 insertions, 22 deletions
diff --git a/source/blender/draw/intern/mesh_extractors/extract_mesh_ibo_points.cc b/source/blender/draw/intern/mesh_extractors/extract_mesh_ibo_points.cc
index c3f89ab96ee..2bb4cc0fb47 100644
--- a/source/blender/draw/intern/mesh_extractors/extract_mesh_ibo_points.cc
+++ b/source/blender/draw/intern/mesh_extractors/extract_mesh_ibo_points.cc
@@ -163,16 +163,55 @@ static void extract_points_init_subdiv(const DRWSubdivCache *subdiv_cache,
void *data)
{
GPUIndexBufBuilder *elb = static_cast<GPUIndexBufBuilder *>(data);
- /* Copy the points as the data upload will free them. */
- elb->data = (uint *)MEM_dupallocN(subdiv_cache->point_indices);
- elb->index_len = mr->vert_len;
- elb->index_min = 0;
- elb->index_max = subdiv_cache->num_subdiv_loops + mr->loop_loose_len;
- elb->prim_type = GPU_PRIM_POINTS;
+ GPU_indexbuf_init(
+ elb, GPU_PRIM_POINTS, mr->vert_len, subdiv_cache->num_subdiv_loops + mr->loop_loose_len);
+}
+
+static void extract_points_iter_subdiv_common(GPUIndexBufBuilder *elb,
+ const MeshRenderData *mr,
+ const DRWSubdivCache *subdiv_cache,
+ uint subdiv_quad_index)
+{
+ int *subdiv_loop_vert_index = (int *)GPU_vertbuf_get_data(subdiv_cache->verts_orig_index);
+ uint start_loop_idx = subdiv_quad_index * 4;
+ uint end_loop_idx = (subdiv_quad_index + 1) * 4;
+ for (uint i = start_loop_idx; i < end_loop_idx; i++) {
+ int coarse_vertex_index = subdiv_loop_vert_index[i];
+
+ if (coarse_vertex_index == -1) {
+ continue;
+ }
+
+ if (mr->v_origindex && mr->v_origindex[coarse_vertex_index] == -1) {
+ continue;
+ }
+
+ GPU_indexbuf_set_point_vert(elb, coarse_vertex_index, i);
+ }
+}
+
+static void extract_points_iter_subdiv_bm(const DRWSubdivCache *subdiv_cache,
+ const MeshRenderData *mr,
+ void *_data,
+ uint subdiv_quad_index,
+ const BMFace *UNUSED(coarse_quad))
+{
+ GPUIndexBufBuilder *elb = static_cast<GPUIndexBufBuilder *>(_data);
+ extract_points_iter_subdiv_common(elb, mr, subdiv_cache, subdiv_quad_index);
+}
+
+static void extract_points_iter_subdiv_mesh(const DRWSubdivCache *subdiv_cache,
+ const MeshRenderData *mr,
+ void *_data,
+ uint subdiv_quad_index,
+ const MPoly *UNUSED(coarse_quad))
+{
+ GPUIndexBufBuilder *elb = static_cast<GPUIndexBufBuilder *>(_data);
+ extract_points_iter_subdiv_common(elb, mr, subdiv_cache, subdiv_quad_index);
}
static void extract_points_loose_geom_subdiv(const DRWSubdivCache *subdiv_cache,
- const MeshRenderData *UNUSED(mr),
+ const MeshRenderData *mr,
const MeshExtractLooseGeom *loose_geom,
void *UNUSED(buffer),
void *data)
@@ -183,28 +222,38 @@ static void extract_points_loose_geom_subdiv(const DRWSubdivCache *subdiv_cache,
}
GPUIndexBufBuilder *elb = static_cast<GPUIndexBufBuilder *>(data);
-
- const Mesh *coarse_mesh = subdiv_cache->mesh;
- const MEdge *coarse_edges = coarse_mesh->medge;
-
uint offset = subdiv_cache->num_subdiv_loops;
- for (int i = 0; i < loose_geom->edge_len; i++) {
- const MEdge *loose_edge = &coarse_edges[loose_geom->edges[i]];
- if (elb->data[loose_edge->v1] == -1u) {
- GPU_indexbuf_set_point_vert(elb, loose_edge->v1, offset);
+ if (mr->extract_type == MR_EXTRACT_MESH) {
+ const Mesh *coarse_mesh = subdiv_cache->mesh;
+ const MEdge *coarse_edges = coarse_mesh->medge;
+
+ for (int i = 0; i < loose_geom->edge_len; i++) {
+ const MEdge *loose_edge = &coarse_edges[loose_geom->edges[i]];
+ vert_set_mesh(elb, mr, loose_edge->v1, offset);
+ vert_set_mesh(elb, mr, loose_edge->v2, offset + 1);
+ offset += 2;
}
- if (elb->data[loose_edge->v2] == -1u) {
- GPU_indexbuf_set_point_vert(elb, loose_edge->v2, offset + 1);
+
+ for (int i = 0; i < loose_geom->vert_len; i++) {
+ vert_set_mesh(elb, mr, loose_geom->verts[i], offset);
+ offset += 1;
}
- offset += 2;
}
+ else {
+ BMesh *bm = mr->bm;
+ for (int i = 0; i < loose_geom->edge_len; i++) {
+ const BMEdge *loose_edge = BM_edge_at_index(bm, loose_geom->edges[i]);
+ vert_set_bm(elb, loose_edge->v1, offset);
+ vert_set_bm(elb, loose_edge->v2, offset + 1);
+ offset += 2;
+ }
- for (int i = 0; i < loose_geom->vert_len; i++) {
- if (elb->data[loose_geom->verts[i]] == -1u) {
- GPU_indexbuf_set_point_vert(elb, loose_geom->verts[i], offset);
+ for (int i = 0; i < loose_geom->vert_len; i++) {
+ const BMVert *loose_vert = BM_vert_at_index(bm, loose_geom->verts[i]);
+ vert_set_bm(elb, loose_vert, offset);
+ offset += 1;
}
- offset += 1;
}
}
@@ -232,6 +281,8 @@ constexpr MeshExtract create_extractor_points()
extractor.task_reduce = extract_points_task_reduce;
extractor.finish = extract_points_finish;
extractor.init_subdiv = extract_points_init_subdiv;
+ extractor.iter_subdiv_bm = extract_points_iter_subdiv_bm;
+ extractor.iter_subdiv_mesh = extract_points_iter_subdiv_mesh;
extractor.iter_loose_geom_subdiv = extract_points_loose_geom_subdiv;
extractor.finish_subdiv = extract_points_finish_subdiv;
extractor.use_threading = true;