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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/gpu/GPU_viewport.h | |
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/gpu/GPU_viewport.h')
-rw-r--r-- | source/blender/gpu/GPU_viewport.h | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/gpu/GPU_viewport.h b/source/blender/gpu/GPU_viewport.h index 23e5ee28533..198a9ec98e2 100644 --- a/source/blender/gpu/GPU_viewport.h +++ b/source/blender/gpu/GPU_viewport.h @@ -42,6 +42,7 @@ typedef struct ViewportMemoryPool { struct BLI_mempool *shgroups; struct BLI_mempool *uniforms; struct BLI_mempool *passes; + struct BLI_mempool *images; } ViewportMemoryPool; /* All FramebufferLists are just the same pointers with different names */ |