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authorDalai Felinto <dfelinto@gmail.com>2018-01-30 18:05:43 +0300
committerDalai Felinto <dfelinto@gmail.com>2018-01-30 18:07:08 +0300
commitdbed11d272a2ed6a430c1e26ebbdb566860dbcd1 (patch)
treef84052f43768b53e7f175b744f9b51d3156dad5e /source/blender
parent0d64857c3f2364349475728958fac211b0bad5a2 (diff)
Fix FOREACH_OBJECT_RENDERABLE using stack data
Since 30a966a7262308 when I removed the recursion, the code was still relying on stack data. This would crash in release often, and it should crash always. Big thanks to Sergey Sharybin for spotting the issue.
Diffstat (limited to 'source/blender')
-rw-r--r--source/blender/blenkernel/BKE_layer.h4
-rw-r--r--source/blender/blenkernel/intern/layer.c18
2 files changed, 12 insertions, 10 deletions
diff --git a/source/blender/blenkernel/BKE_layer.h b/source/blender/blenkernel/BKE_layer.h
index b605b208f66..10026210d0c 100644
--- a/source/blender/blenkernel/BKE_layer.h
+++ b/source/blender/blenkernel/BKE_layer.h
@@ -29,6 +29,8 @@
#include "BKE_collection.h"
+#include "DNA_scene_types.h"
+
#ifdef __cplusplus
extern "C" {
#endif
@@ -263,6 +265,8 @@ void BKE_visible_bases_iterator_end(BLI_Iterator *iter);
typedef struct ObjectsRenderableIteratorData {
struct Scene *scene;
+ struct Base base_temp;
+ struct Scene scene_temp;
struct {
struct ViewLayer *view_layer;
diff --git a/source/blender/blenkernel/intern/layer.c b/source/blender/blenkernel/intern/layer.c
index d9794ecbd69..9332bafb256 100644
--- a/source/blender/blenkernel/intern/layer.c
+++ b/source/blender/blenkernel/intern/layer.c
@@ -1982,8 +1982,8 @@ void BKE_renderable_objects_iterator_begin(BLI_Iterator *iter, void *data_in)
ViewLayer *view_layer = data->scene->view_layers.first;
data->iter.view_layer = view_layer;
- Base base = {(Base *)view_layer->object_bases.first, NULL};
- data->iter.base = &base;
+ data->base_temp.next = view_layer->object_bases.first;
+ data->iter.base = &data->base_temp;
data->iter.set = NULL;
@@ -2023,25 +2023,23 @@ void BKE_renderable_objects_iterator_next(BLI_Iterator *iter)
while ((data->iter.view_layer = data->iter.view_layer->next)) {
ViewLayer *view_layer = data->iter.view_layer;
if (view_layer->flag & VIEW_LAYER_RENDER) {
-
- Base base_iter = {(Base *)view_layer->object_bases.first, NULL};
- data->iter.base = &base_iter;
+ data->base_temp.next = view_layer->object_bases.first;
+ data->iter.base = &data->base_temp;
return;
}
}
/* Setup the "set" for the next iteration. */
- Scene scene = {.set = data->scene};
- data->iter.set = &scene;
+ data->scene_temp.set = data->scene;
+ data->iter.set = &data->scene_temp;
return;
}
/* Look for an object in the next set. */
while ((data->iter.set = data->iter.set->set)) {
ViewLayer *view_layer = BKE_view_layer_from_scene_get(data->iter.set);
-
- Base base_iter = {(Base *)view_layer->object_bases.first, NULL};
- data->iter.base = &base_iter;
+ data->base_temp.next = view_layer->object_bases.first;
+ data->iter.base = &data->base_temp;
return;
}