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authorClément Foucault <foucault.clem@gmail.com>2022-04-20 15:35:07 +0300
committerClément Foucault <foucault.clem@gmail.com>2022-04-28 01:16:18 +0300
commit9c82c00b32802a88b71c22929e9660f7ba4023a8 (patch)
tree11a9314e7c51ab3a99212f3d64d58c5496e1a8e5 /source/blender/gpu/intern/gpu_material.c
parent676198f57f492ac89d6468119c4146178eb962a8 (diff)
GPUMaterial: Rework the deferred compilation to not use double locks
This uses refcounter instead of double thread mutexes. This should be more robust and avoir use after free situation. Also remove redundant structures and the use of scene as the job owner.
Diffstat (limited to 'source/blender/gpu/intern/gpu_material.c')
-rw-r--r--source/blender/gpu/intern/gpu_material.c24
1 files changed, 21 insertions, 3 deletions
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c
index 3e9cf31e705..e8fb5fb2c45 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -40,6 +40,8 @@
#include "gpu_codegen.h"
#include "gpu_node_graph.h"
+#include "atomic_ops.h"
+
/* Structs */
#define MAX_COLOR_BAND 128
@@ -88,6 +90,8 @@ struct GPUMaterial {
int sss_samples;
bool sss_dirty;
+ uint32_t refcount;
+
#ifndef NDEBUG
char name[64];
#endif
@@ -142,8 +146,10 @@ static void gpu_material_ramp_texture_build(GPUMaterial *mat)
static void gpu_material_free_single(GPUMaterial *material)
{
- /* Cancel / wait any pending lazy compilation. */
- DRW_deferred_shader_remove(material);
+ bool do_free = atomic_sub_and_fetch_uint32(&material->refcount, 1) == 0;
+ if (!do_free) {
+ return;
+ }
gpu_node_graph_free(&material->graph);
@@ -168,6 +174,7 @@ void GPU_material_free(ListBase *gpumaterial)
{
LISTBASE_FOREACH (LinkData *, link, gpumaterial) {
GPUMaterial *material = link->data;
+ DRW_deferred_shader_remove(material);
gpu_material_free_single(material);
MEM_freeN(material);
}
@@ -660,6 +667,7 @@ GPUMaterial *GPU_material_from_nodetree(Scene *scene,
mat->is_volume_shader = is_volume_shader;
mat->graph.used_libraries = BLI_gset_new(
BLI_ghashutil_ptrhash, BLI_ghashutil_ptrcmp, "GPUNodeGraph.used_libraries");
+ mat->refcount = 1;
#ifndef NDEBUG
BLI_snprintf(mat->name, sizeof(mat->name), "%s", name);
#else
@@ -709,11 +717,21 @@ GPUMaterial *GPU_material_from_nodetree(Scene *scene,
return mat;
}
+void GPU_material_acquire(GPUMaterial *mat)
+{
+ atomic_add_and_fetch_uint32(&mat->refcount, 1);
+}
+
+void GPU_material_release(GPUMaterial *mat)
+{
+ gpu_material_free_single(mat);
+}
+
void GPU_material_compile(GPUMaterial *mat)
{
bool success;
- BLI_assert(mat->status == GPU_MAT_QUEUED);
+ BLI_assert(ELEM(mat->status, GPU_MAT_QUEUED, GPU_MAT_CREATED));
BLI_assert(mat->pass);
/* NOTE: The shader may have already been compiled here since we are