From 89c9fa8b737e07c84c1ff35919d211699592e6b5 Mon Sep 17 00:00:00 2001 From: Sergey Sharybin Date: Tue, 2 Nov 2021 11:05:29 +0100 Subject: Fix T92462: Cycles crash calculating hair transparency Need to make sure images needed for hair shaders are loaded before running the shader. The naming is a bit misleading, but this is an internal API and we can change it easily. Submitting minimal patch needed to fix logic in the code to make it safer to review for 3.0. Differential Revision: https://developer.blender.org/D13067 --- intern/cycles/scene/geometry.cpp | 13 ++++++++++++- 1 file changed, 12 insertions(+), 1 deletion(-) (limited to 'intern/cycles/scene') diff --git a/intern/cycles/scene/geometry.cpp b/intern/cycles/scene/geometry.cpp index 5141e1f8358..8a3fc522d22 100644 --- a/intern/cycles/scene/geometry.cpp +++ b/intern/cycles/scene/geometry.cpp @@ -1588,9 +1588,20 @@ void GeometryManager::device_update_displacement_images(Device *device, set bump_images; foreach (Geometry *geom, scene->geometry) { if (geom->is_modified()) { + /* Geometry-level check for hair shadow transparency. + * This matches the logic in the `Hair::update_shadow_transparency()`, avoiding access to + * possible non-loaded images. */ + bool need_shadow_transparency = false; + if (geom->geometry_type == Geometry::HAIR) { + Hair *hair = static_cast(geom); + need_shadow_transparency = hair->need_shadow_transparency(); + } + foreach (Node *node, geom->get_used_shaders()) { Shader *shader = static_cast(node); - if (!shader->has_displacement || shader->get_displacement_method() == DISPLACE_BUMP) { + const bool is_true_displacement = (shader->has_displacement && + shader->get_displacement_method() != DISPLACE_BUMP); + if (!is_true_displacement && !need_shadow_transparency) { continue; } foreach (ShaderNode *node, shader->graph->nodes) { -- cgit v1.2.3