diff options
author | Lukas Stockner <lukasstockner97> | 2019-12-16 17:49:19 +0300 |
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committer | Lukas Stockner <lukas.stockner@freenet.de> | 2019-12-16 18:09:01 +0300 |
commit | 6a3f2b30d206df23120cd212132adea821b6c20e (patch) | |
tree | 310ed682316f18d3625dfee61c1a1bf1acbda10a /source/blender/gpu/intern | |
parent | 8d16dc029e6c52b16666b4edfafa66794d64b1a4 (diff) |
Fix T72467: Crash when using many (>64) images in a shader
Previously this limit was rather high, but with UDIMs it's fairly easy
to reach this many images. Even though this exceeds the texture limit
on most hardware as far as I can tell, it should at least not crash.
The old code uses a fixed array which overflows eventually, this fix
replaces the array with a GSet.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D6416
Diffstat (limited to 'source/blender/gpu/intern')
-rw-r--r-- | source/blender/gpu/intern/gpu_codegen.c | 22 |
1 files changed, 9 insertions, 13 deletions
diff --git a/source/blender/gpu/intern/gpu_codegen.c b/source/blender/gpu/intern/gpu_codegen.c index 23ea9a62ef8..ca804a26acd 100644 --- a/source/blender/gpu/intern/gpu_codegen.c +++ b/source/blender/gpu/intern/gpu_codegen.c @@ -2131,8 +2131,10 @@ GPUPass *GPU_generate_pass(GPUMaterial *material, static int count_active_texture_sampler(GPUShader *shader, char *source) { char *code = source; - int samplers_id[64]; /* Remember this is per stage. */ - int sampler_len = 0; + + /* Remember this is per stage. */ + GSet *sampler_ids = BLI_gset_int_new(__func__); + int num_samplers = 0; while ((code = strstr(code, "uniform "))) { /* Move past "uniform". */ @@ -2167,22 +2169,16 @@ static int count_active_texture_sampler(GPUShader *shader, char *source) continue; } /* Catch duplicates. */ - bool is_duplicate = false; - for (int i = 0; i < sampler_len; i++) { - if (samplers_id[i] == id) { - is_duplicate = true; - } - } - - if (!is_duplicate) { - samplers_id[sampler_len] = id; - sampler_len++; + if (BLI_gset_add(sampler_ids, POINTER_FROM_INT(id))) { + num_samplers++; } } } } - return sampler_len; + BLI_gset_free(sampler_ids, NULL); + + return num_samplers; } static bool gpu_pass_shader_validate(GPUPass *pass, GPUShader *shader) |