diff options
author | mano-wii <germano.costa@ig.com.br> | 2019-06-05 19:06:11 +0300 |
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committer | mano-wii <germano.costa@ig.com.br> | 2019-06-05 19:50:58 +0300 |
commit | ce66b22c427defa3db498d2d69ee615b3c913c5f (patch) | |
tree | 5b0b947f7c0cd22d100af33c23d3ad60eee2133c /source/blender/gpu/intern/gpu_codegen.c | |
parent | dd81efa4a343ecbb7a208e06ea854ce673e20504 (diff) |
Fix crash when editing shaders on Intel HD 4000.
In the Intel HD 4000 driver a shader has to be deleted in the same context in which it is created.
However, because you can't use a rendering context on different threads, to maintain the multithreaded compilation, the solution was to use the `GL_ARB_get_program_binary` and copy the binary generated for the shader and generate a shader on the main context using that binary.
This solution is limited only to Intel HD 4000 and windows.
Reviewers: fclem
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D5019
Diffstat (limited to 'source/blender/gpu/intern/gpu_codegen.c')
-rw-r--r-- | source/blender/gpu/intern/gpu_codegen.c | 45 |
1 files changed, 29 insertions, 16 deletions
diff --git a/source/blender/gpu/intern/gpu_codegen.c b/source/blender/gpu/intern/gpu_codegen.c index 12c35d76ac4..0c751808489 100644 --- a/source/blender/gpu/intern/gpu_codegen.c +++ b/source/blender/gpu/intern/gpu_codegen.c @@ -2105,17 +2105,17 @@ static int count_active_texture_sampler(GPUShader *shader, char *source) return sampler_len; } -static bool gpu_pass_shader_validate(GPUPass *pass) +static bool gpu_pass_shader_validate(GPUPass *pass, GPUShader *shader) { - if (pass->shader == NULL) { + if (shader == NULL) { return false; } /* NOTE: The only drawback of this method is that it will count a sampler * used in the fragment shader and only declared (but not used) in the vertex * shader as used by both. But this corner case is not happening for now. */ - int vert_samplers_len = count_active_texture_sampler(pass->shader, pass->vertexcode); - int frag_samplers_len = count_active_texture_sampler(pass->shader, pass->fragmentcode); + int vert_samplers_len = count_active_texture_sampler(shader, pass->vertexcode); + int frag_samplers_len = count_active_texture_sampler(shader, pass->fragmentcode); int total_samplers_len = vert_samplers_len + frag_samplers_len; @@ -2126,7 +2126,7 @@ static bool gpu_pass_shader_validate(GPUPass *pass) } if (pass->geometrycode) { - int geom_samplers_len = count_active_texture_sampler(pass->shader, pass->geometrycode); + int geom_samplers_len = count_active_texture_sampler(shader, pass->geometrycode); total_samplers_len += geom_samplers_len; if (geom_samplers_len > GPU_max_textures_geom()) { return false; @@ -2136,30 +2136,40 @@ static bool gpu_pass_shader_validate(GPUPass *pass) return (total_samplers_len <= GPU_max_textures()); } -void GPU_pass_compile(GPUPass *pass, const char *shname) +bool GPU_pass_compile(GPUPass *pass, const char *shname) { + bool sucess = true; if (!pass->compiled) { - pass->shader = GPU_shader_create( + GPUShader *shader = GPU_shader_create( pass->vertexcode, pass->fragmentcode, pass->geometrycode, NULL, pass->defines, shname); /* NOTE: Some drivers / gpu allows more active samplers than the opengl limit. * We need to make sure to count active samplers to avoid undefined behavior. */ - if (!gpu_pass_shader_validate(pass)) { - if (pass->shader != NULL) { + if (!gpu_pass_shader_validate(pass, shader)) { + sucess = false; + if (shader != NULL) { fprintf(stderr, "GPUShader: error: too many samplers in shader.\n"); - GPU_shader_free(pass->shader); + GPU_shader_free(shader); + shader = NULL; } - pass->shader = NULL; } - else if (!BLI_thread_is_main()) { - /* For some Intel drivers, you must use the program at least once - * in the rendering context that it is linked. */ - glUseProgram(GPU_shader_get_program(pass->shader)); - glUseProgram(0); + else if (!BLI_thread_is_main() && GPU_context_local_shaders_workaround()) { + pass->binary.content = GPU_shader_get_binary( + shader, &pass->binary.format, &pass->binary.len); + GPU_shader_free(shader); + shader = NULL; } + pass->shader = shader; pass->compiled = true; } + else if (pass->binary.content && BLI_thread_is_main()) { + pass->shader = GPU_shader_load_from_binary( + pass->binary.content, pass->binary.format, pass->binary.len, shname); + MEM_SAFE_FREE(pass->binary.content); + } + + return sucess; } void GPU_pass_release(GPUPass *pass) @@ -2178,6 +2188,9 @@ static void gpu_pass_free(GPUPass *pass) MEM_SAFE_FREE(pass->geometrycode); MEM_SAFE_FREE(pass->vertexcode); MEM_SAFE_FREE(pass->defines); + if (pass->binary.content) { + MEM_freeN(pass->binary.content); + } MEM_freeN(pass); } |