diff options
Diffstat (limited to 'intern/cycles/render/scene.cpp')
-rw-r--r-- | intern/cycles/render/scene.cpp | 58 |
1 files changed, 39 insertions, 19 deletions
diff --git a/intern/cycles/render/scene.cpp b/intern/cycles/render/scene.cpp index 9713741d043..f753bb43c42 100644 --- a/intern/cycles/render/scene.cpp +++ b/intern/cycles/render/scene.cpp @@ -143,21 +143,27 @@ void Scene::free_memory(bool final) delete bvh; bvh = NULL; - foreach (Shader *s, shaders) - delete s; - /* delete procedurals before other types as they may hold pointers to those types */ + /* The order of deletion is important to make sure data is freed based on possible dependencies + * as the Nodes' reference counts are decremented in the destructors: + * + * - Procedurals can create and hold pointers to any other types. + * - Objects can hold pointers to Geometries and ParticleSystems + * - Lights and Geometries can hold pointers to Shaders. + * + * Similarly, we first delete all nodes and their associated device data, and then the managers + * and their associated device data. + */ foreach (Procedural *p, procedurals) delete p; - foreach (Geometry *g, geometry) - delete g; foreach (Object *o, objects) delete o; - foreach (Light *l, lights) - delete l; + foreach (Geometry *g, geometry) + delete g; foreach (ParticleSystem *p, particle_systems) delete p; + foreach (Light *l, lights) + delete l; - shaders.clear(); geometry.clear(); objects.clear(); lights.clear(); @@ -169,7 +175,25 @@ void Scene::free_memory(bool final) film->device_free(device, &dscene, this); background->device_free(device, &dscene); integrator->device_free(device, &dscene, true); + } + + if (final) { + delete camera; + delete dicing_camera; + delete film; + delete background; + delete integrator; + } + + /* Delete Shaders after every other nodes to ensure that we do not try to decrement the reference + * count on some dangling pointer. */ + foreach (Shader *s, shaders) + delete s; + + shaders.clear(); + /* Now that all nodes have been deleted, we can safely delete managers and device data. */ + if (device) { object_manager->device_free(device, &dscene, true); geometry_manager->device_free(device, &dscene, true); shader_manager->device_free(device, &dscene, this); @@ -189,11 +213,6 @@ void Scene::free_memory(bool final) if (final) { delete lookup_tables; - delete camera; - delete dicing_camera; - delete film; - delete background; - delete integrator; delete object_manager; delete geometry_manager; delete shader_manager; @@ -504,9 +523,6 @@ bool Scene::update(Progress &progress, bool &kernel_switch_needed) { /* update scene */ if (need_update()) { - /* Updated used shader tag so we know which features are need for the kernel. */ - shader_manager->update_shaders_used(this); - /* Update max_closures. */ KernelIntegrator *kintegrator = &dscene.data.integrator; if (params.background) { @@ -584,7 +600,7 @@ int Scene::get_max_closure_count() int max_closures = 0; for (int i = 0; i < shaders.size(); i++) { Shader *shader = shaders[i]; - if (shader->used) { + if (shader->reference_count()) { int num_closures = shader->graph->get_num_closures(); max_closures = max(max_closures, num_closures); } @@ -745,9 +761,10 @@ template<> void Scene::delete_node_impl(ParticleSystem *node) particle_system_manager->tag_update(this); } -template<> void Scene::delete_node_impl(Shader * /*node*/) +template<> void Scene::delete_node_impl(Shader *shader) { /* don't delete unused shaders, not supported */ + shader->clear_reference_count(); } template<> void Scene::delete_node_impl(Procedural *node) @@ -814,9 +831,12 @@ template<> void Scene::delete_nodes(const set<ParticleSystem *> &nodes, const No particle_system_manager->tag_update(this); } -template<> void Scene::delete_nodes(const set<Shader *> & /*nodes*/, const NodeOwner * /*owner*/) +template<> void Scene::delete_nodes(const set<Shader *> &nodes, const NodeOwner * /*owner*/) { /* don't delete unused shaders, not supported */ + for (Shader *shader : nodes) { + shader->clear_reference_count(); + } } template<> void Scene::delete_nodes(const set<Procedural *> &nodes, const NodeOwner *owner) |