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authorKévin Dietrich <kevin.dietrich@mailoo.org>2022-05-03 19:00:12 +0300
committerKévin Dietrich <kevin.dietrich@mailoo.org>2022-05-03 19:02:10 +0300
commit947f8ba300090027304680c624c6257c41417a6b (patch)
treedba89119d7a20b72c6db67036e44af095176a8da /source/blender/draw/intern/mesh_extractors
parent5962db093f2f1fcf735ceaaa1ba6bbd25efc397f (diff)
Fix T96338: GPU subdiv crash switching to UV editing
The crash is caused as the data for the UV editor is requested before the data for the mesh as a separate draw update. Since building the UV stretch angle buffer requires the position buffer, the latter is not created yet in this case. To fix this, create a local position buffer from the subdivision data. An alternate fix was considered to remove the dependency on the position buffer by interpolating on the GPU the coarse stretch angle buffer but this did work. Maybe this will be revisited.
Diffstat (limited to 'source/blender/draw/intern/mesh_extractors')
-rw-r--r--source/blender/draw/intern/mesh_extractors/extract_mesh_vbo_edituv_stretch_angle.cc19
-rw-r--r--source/blender/draw/intern/mesh_extractors/extract_mesh_vbo_pos_nor.cc13
2 files changed, 20 insertions, 12 deletions
diff --git a/source/blender/draw/intern/mesh_extractors/extract_mesh_vbo_edituv_stretch_angle.cc b/source/blender/draw/intern/mesh_extractors/extract_mesh_vbo_edituv_stretch_angle.cc
index 0d422180288..4ced14ab11a 100644
--- a/source/blender/draw/intern/mesh_extractors/extract_mesh_vbo_edituv_stretch_angle.cc
+++ b/source/blender/draw/intern/mesh_extractors/extract_mesh_vbo_edituv_stretch_angle.cc
@@ -224,6 +224,21 @@ static void extract_edituv_stretch_angle_init_subdiv(const DRWSubdivCache *subdi
GPUVertBuf *pos_nor = cache->final.buff.vbo.pos_nor;
GPUVertBuf *uvs = cache->final.buff.vbo.uv;
+ /* It may happen that the data for the UV editor is requested before (as a separate draw update)
+ * the data for the mesh when switching to the `UV Editing` workspace, and therefore the position
+ * buffer might not be created yet. In this case, create a buffer it locally, the subdivision
+ * data should already be evaluated if we are here. This can happen if the subsurf modifier is
+ * only enabled in edit-mode. See T96338. */
+ if (!pos_nor) {
+ const DRWSubdivLooseGeom &loose_geom = subdiv_cache->loose_geom;
+ pos_nor = GPU_vertbuf_calloc();
+ GPU_vertbuf_init_build_on_device(pos_nor,
+ draw_subdiv_get_pos_nor_format(),
+ subdiv_cache->num_subdiv_loops + loose_geom.loop_len);
+
+ draw_subdiv_extract_pos_nor(subdiv_cache, pos_nor);
+ }
+
/* UVs are stored contiguously so we need to compute the offset in the UVs buffer for the active
* UV layer. */
CustomData *cd_ldata = (mr->extract_type == MR_EXTRACT_MESH) ? &mr->me->ldata : &mr->bm->ldata;
@@ -253,6 +268,10 @@ static void extract_edituv_stretch_angle_init_subdiv(const DRWSubdivCache *subdi
draw_subdiv_build_edituv_stretch_angle_buffer(
subdiv_cache, pos_nor, uvs, uvs_offset, refined_vbo);
+
+ if (!cache->final.buff.vbo.pos_nor) {
+ GPU_vertbuf_discard(pos_nor);
+ }
}
constexpr MeshExtract create_extractor_edituv_edituv_stretch_angle()
diff --git a/source/blender/draw/intern/mesh_extractors/extract_mesh_vbo_pos_nor.cc b/source/blender/draw/intern/mesh_extractors/extract_mesh_vbo_pos_nor.cc
index dd056891a94..ea46d9c4caa 100644
--- a/source/blender/draw/intern/mesh_extractors/extract_mesh_vbo_pos_nor.cc
+++ b/source/blender/draw/intern/mesh_extractors/extract_mesh_vbo_pos_nor.cc
@@ -179,17 +179,6 @@ static void extract_pos_nor_finish(const MeshRenderData *UNUSED(mr),
MEM_freeN(data->normals);
}
-static GPUVertFormat *get_pos_nor_format()
-{
- static GPUVertFormat format = {0};
- if (format.attr_len == 0) {
- GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
- GPU_vertformat_attr_add(&format, "nor", GPU_COMP_F32, 4, GPU_FETCH_FLOAT);
- GPU_vertformat_alias_add(&format, "vnor");
- }
- return &format;
-}
-
static GPUVertFormat *get_normals_format()
{
static GPUVertFormat format = {0};
@@ -221,7 +210,7 @@ static void extract_pos_nor_init_subdiv(const DRWSubdivCache *subdiv_cache,
/* Initialize the vertex buffer, it was already allocated. */
GPU_vertbuf_init_build_on_device(
- vbo, get_pos_nor_format(), subdiv_cache->num_subdiv_loops + loose_geom.loop_len);
+ vbo, draw_subdiv_get_pos_nor_format(), subdiv_cache->num_subdiv_loops + loose_geom.loop_len);
if (subdiv_cache->num_subdiv_loops == 0) {
return;