Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
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/intern/gpu_viewport.c
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/intern/gpu_viewport.c')
-rw-r--r--source/blender/gpu/intern/gpu_viewport.c9
1 files changed, 9 insertions, 0 deletions
diff --git a/source/blender/gpu/intern/gpu_viewport.c b/source/blender/gpu/intern/gpu_viewport.c
index 88b97ee2228..558b3f025a8 100644
--- a/source/blender/gpu/intern/gpu_viewport.c
+++ b/source/blender/gpu/intern/gpu_viewport.c
@@ -632,6 +632,15 @@ void GPU_viewport_free(GPUViewport *viewport)
if (viewport->vmempool.passes != NULL) {
BLI_mempool_destroy(viewport->vmempool.passes);
}
+ if (viewport->vmempool.images != NULL) {
+ BLI_mempool_iter iter;
+ GPUTexture **tex;
+ BLI_mempool_iternew(viewport->vmempool.images, &iter);
+ while ((tex = BLI_mempool_iterstep(&iter))) {
+ GPU_texture_free(*tex);
+ }
+ BLI_mempool_destroy(viewport->vmempool.images);
+ }
DRW_instance_data_list_free(viewport->idatalist);
MEM_freeN(viewport->idatalist);