diff options
author | Jeroen Bakker <jeroen@blender.org> | 2020-11-16 11:44:41 +0300 |
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committer | Jeroen Bakker <jeroen@blender.org> | 2020-11-17 11:33:47 +0300 |
commit | 2e1498ff16198742ba543004fd9c2c49083a6095 (patch) | |
tree | e50c81ef564d9e7d91006a0c1417c2b1a29f3cd6 /source/blender/imbuf | |
parent | 75bd286813eb5e3c227696b4cfd5616b17166641 (diff) |
Fix T82042: Crash when rendering huge images
Crash is related to the definition of the GL_MAX_TEXTURE_SIZE. OpenGL does not clearly
defined `GL_MAX_TEXTURE_SIZE` exactly means. Both on AMD and NVIDIA we have issues with
huge textures that they don't get created even if they are smaller. (See {D9530} for
research).
This patch will try to create the texture in a smaller size when the texture creation
failed.
Final implementation by: Clément Foucault
We should create a solution that doesn't need downscaling. For this specific case ARB_sparse_texture might help to create cleaner code, but you still have to commit the whole image what introduces several draw calls. Other improvement is to optimize the scaling; current implementation isn't optimized for performance.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D9524
Diffstat (limited to 'source/blender/imbuf')
-rw-r--r-- | source/blender/imbuf/intern/util_gpu.c | 12 |
1 files changed, 9 insertions, 3 deletions
diff --git a/source/blender/imbuf/intern/util_gpu.c b/source/blender/imbuf/intern/util_gpu.c index 607ab95f0b4..3dd7e52a638 100644 --- a/source/blender/imbuf/intern/util_gpu.c +++ b/source/blender/imbuf/intern/util_gpu.c @@ -222,7 +222,7 @@ GPUTexture *IMB_create_gpu_texture(const char *name, bool use_premult) { GPUTexture *tex = NULL; - const int size[2] = {GPU_texture_size_with_limit(ibuf->x), GPU_texture_size_with_limit(ibuf->y)}; + int size[2] = {GPU_texture_size_with_limit(ibuf->x), GPU_texture_size_with_limit(ibuf->y)}; bool do_rescale = (ibuf->x != size[0]) || (ibuf->y != size[1]); #ifdef WITH_DDS @@ -263,10 +263,16 @@ GPUTexture *IMB_create_gpu_texture(const char *name, const bool compress_as_srgb = (tex_format == GPU_SRGB8_A8); bool freebuf = false; - void *data = imb_gpu_get_data(ibuf, do_rescale, size, compress_as_srgb, use_premult, &freebuf); - /* Create Texture. */ tex = GPU_texture_create_2d(name, UNPACK2(size), 9999, tex_format, NULL); + if (tex == NULL) { + size[0] = max_ii(1, size[0] / 2); + size[1] = max_ii(1, size[1] / 2); + tex = GPU_texture_create_2d(name, UNPACK2(size), 9999, tex_format, NULL); + do_rescale = true; + } + BLI_assert(tex != NULL); + void *data = imb_gpu_get_data(ibuf, do_rescale, size, compress_as_srgb, use_premult, &freebuf); GPU_texture_update(tex, data_format, data); GPU_texture_anisotropic_filter(tex, true); |