Fix Cycles external OSL shader not working with relative file paths.

This commit is contained in:
Brecht Van Lommel
2016-05-01 00:50:49 +02:00
parent abf6f9f6cf
commit 1422f0dd16
2 changed files with 7 additions and 12 deletions

View File

@@ -602,12 +602,14 @@ static ShaderNode *add_node(Scene *scene,
* input/output type info needed for proper node construction. * input/output type info needed for proper node construction.
*/ */
OSL::OSLQuery query; OSL::OSLQuery query;
string absolute_filepath;
if(!bytecode_hash.empty()) { if(!bytecode_hash.empty()) {
query.open_bytecode(b_script_node.bytecode()); query.open_bytecode(b_script_node.bytecode());
} }
else { else {
OSLShaderManager::osl_query(query, b_script_node.filepath()); absolute_filepath = blender_absolute_path(b_data, b_ntree, b_script_node.filepath());
OSLShaderManager::osl_query(query, absolute_filepath);
} }
/* TODO(sergey): Add proper query info error parsing. */ /* TODO(sergey): Add proper query info error parsing. */
@@ -617,12 +619,11 @@ static ShaderNode *add_node(Scene *scene,
* so the names match those of the corresponding parameters exactly. * so the names match those of the corresponding parameters exactly.
* *
* Note 2: ShaderInput/ShaderOutput store shallow string copies only! * Note 2: ShaderInput/ShaderOutput store shallow string copies only!
* Socket names must be stored in the extra lists instead. */ * So we register them as ustring to ensure the pointer stays valid. */
BL::Node::inputs_iterator b_input; BL::Node::inputs_iterator b_input;
for(b_script_node.inputs.begin(b_input); b_input != b_script_node.inputs.end(); ++b_input) { for(b_script_node.inputs.begin(b_input); b_input != b_script_node.inputs.end(); ++b_input) {
script_node->input_names.push_back(ustring(b_input->name())); ShaderInput *input = script_node->add_input(ustring(b_input->name()).c_str(),
ShaderInput *input = script_node->add_input(script_node->input_names.back().c_str(),
convert_osl_socket_type(query, *b_input)); convert_osl_socket_type(query, *b_input));
set_default_value(input, *b_input, b_data, b_ntree); set_default_value(input, *b_input, b_data, b_ntree);
} }
@@ -630,8 +631,7 @@ static ShaderNode *add_node(Scene *scene,
BL::Node::outputs_iterator b_output; BL::Node::outputs_iterator b_output;
for(b_script_node.outputs.begin(b_output); b_output != b_script_node.outputs.end(); ++b_output) { for(b_script_node.outputs.begin(b_output); b_output != b_script_node.outputs.end(); ++b_output) {
script_node->output_names.push_back(ustring(b_output->name())); script_node->add_output(ustring(b_output->name()).c_str(),
script_node->add_output(script_node->output_names.back().c_str(),
convert_osl_socket_type(query, *b_output)); convert_osl_socket_type(query, *b_output));
} }
@@ -645,7 +645,7 @@ static ShaderNode *add_node(Scene *scene,
} }
else { else {
/* set filepath */ /* set filepath */
script_node->filepath = blender_absolute_path(b_data, b_ntree, b_script_node.filepath()); script_node->filepath = absolute_filepath;
} }
node = script_node; node = script_node;

View File

@@ -977,11 +977,6 @@ public:
string filepath; string filepath;
string bytecode_hash; string bytecode_hash;
/* ShaderInput/ShaderOutput only stores a shallow string copy (const char *)!
* The actual socket names have to be stored externally to avoid memory errors. */
vector<ustring> input_names;
vector<ustring> output_names;
virtual bool equals(const ShaderNode * /*other*/) { return false; } virtual bool equals(const ShaderNode * /*other*/) { return false; }
}; };