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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/gpu/GPU_viewport.h
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/gpu/GPU_viewport.h')
-rw-r--r--source/blender/gpu/GPU_viewport.h1
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 */