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authorMichael Möller <mmoeller>2021-01-29 19:07:27 +0300
committerClément Foucault <foucault.clem@gmail.com>2021-01-29 19:08:46 +0300
commit5d215d522541e32b9e33e92f836d2cf8eb6080c2 (patch)
tree0f125c5e246df237fbfa8790f08612212acc9fbf /source/blender/nodes
parentb3fc88554468eb91fac3c2afb9387e599e6db507 (diff)
EEVEE: Fix GPUNodeLink memory leak for displacement nodes using SHD_SPACE_WORLD
When the displacement space is set to SHD_SPACE_WORLD, the GLSL method "node_displacement_world" is used instead of the "node_displacement_object" method. The two GLSL methods: ``` void node_displacement_object( float height, float midlevel, float scale, vec3 N, mat4 obmat, out vec3 result) { N = (vec4(N, 0.0) * obmat).xyz; result = (height - midlevel) * scale * normalize(N); result = (obmat * vec4(result, 0.0)).xyz; } void node_displacement_world(float height, float midlevel, float scale, vec3 N, out vec3 result) { result = (height - midlevel) * scale * normalize(N); } ``` In contrast to the "node_displacement_object" method, the "node_displacement_world" does not require an "obmat" parameter. Attempting to still pass "GPU_builtin(GPU_OBJECT_MATRIX)" as additional parameter will result in a memory leak. The "GPUNodeLink" allocated in the "GPU_builtin" method will never get released. Fixes T83941 Memory leak when using the Displacement shader node in Eevee with the displacement space set to "World Space"
Diffstat (limited to 'source/blender/nodes')
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_displacement.c3
1 files changed, 1 insertions, 2 deletions
diff --git a/source/blender/nodes/shader/nodes/node_shader_displacement.c b/source/blender/nodes/shader/nodes/node_shader_displacement.c
index 649aad370c0..e7deef23428 100644
--- a/source/blender/nodes/shader/nodes/node_shader_displacement.c
+++ b/source/blender/nodes/shader/nodes/node_shader_displacement.c
@@ -65,8 +65,7 @@ static int gpu_shader_displacement(GPUMaterial *mat,
mat, node, "node_displacement_object", in, out, GPU_builtin(GPU_OBJECT_MATRIX));
}
- return GPU_stack_link(
- mat, node, "node_displacement_world", in, out, GPU_builtin(GPU_OBJECT_MATRIX));
+ return GPU_stack_link(mat, node, "node_displacement_world", in, out);
}
/* node type definition */