Fix T64618: Cycles crash with point density texture on Windows

A better solution would be to not use the callback mechanism anymore for
cases like this where the dependency graph will free volume data, but
that would be a bigger refactor.
This commit is contained in:
Brecht Van Lommel
2019-05-15 00:42:51 +02:00
parent c29ed65f03
commit 4e46ed37fc
4 changed files with 35 additions and 19 deletions

View File

@@ -1440,7 +1440,12 @@ void BlenderSession::builtin_images_load()
{
/* Force builtin images to be loaded along with Blender data sync. This
* is needed because we may be reading from depsgraph evaluated data which
* can be freed by Blender before Cycles reads it. */
* can be freed by Blender before Cycles reads it.
*
* TODO: the assumption that no further access to builtin image data will
* happen is really weak, and likely to break in the future. We should find
* a better solution to hand over the data directly to the image manager
* instead of through callbacks whose timing is difficult to control. */
ImageManager *manager = session->scene->image_manager;
Device *device = session->device;
manager->device_load_builtin(device, session->scene, session->progress);

View File

@@ -412,6 +412,17 @@ int ImageManager::add_image(const string &filename,
return type_index_to_flattened_slot(slot, type);
}
void ImageManager::add_image_user(int flat_slot)
{
ImageDataType type;
int slot = flattened_slot_to_type_index(flat_slot, &type);
Image *image = images[type][slot];
assert(image && image->users >= 1);
image->users++;
}
void ImageManager::remove_image(int flat_slot)
{
ImageDataType type;

View File

@@ -86,6 +86,7 @@ class ImageManager {
bool use_alpha,
ustring colorspace,
ImageMetaData &metadata);
void add_image_user(int flat_slot);
void remove_image(int flat_slot);
void remove_image(const string &filename,
void *builtin_data,

View File

@@ -263,13 +263,11 @@ ImageTextureNode::~ImageTextureNode()
ShaderNode *ImageTextureNode::clone() const
{
ImageTextureNode *node = new ImageTextureNode(*this);
node->image_manager = NULL;
node->slot = -1;
node->is_float = -1;
node->compress_as_srgb = false;
node->colorspace = colorspace;
return node;
/* Increase image user count for new node. */
if (slot != -1) {
image_manager->add_image_user(slot);
}
return new ImageTextureNode(*this);
}
void ImageTextureNode::attributes(Shader *shader, AttributeRequestSet *attributes)
@@ -448,13 +446,11 @@ EnvironmentTextureNode::~EnvironmentTextureNode()
ShaderNode *EnvironmentTextureNode::clone() const
{
EnvironmentTextureNode *node = new EnvironmentTextureNode(*this);
node->image_manager = NULL;
node->slot = -1;
node->is_float = -1;
node->compress_as_srgb = false;
node->colorspace = colorspace;
return node;
/* Increase image user count for new node. */
if (slot != -1) {
image_manager->add_image_user(slot);
}
return new EnvironmentTextureNode(*this);
}
void EnvironmentTextureNode::attributes(Shader *shader, AttributeRequestSet *attributes)
@@ -1481,10 +1477,13 @@ PointDensityTextureNode::~PointDensityTextureNode()
ShaderNode *PointDensityTextureNode::clone() const
{
PointDensityTextureNode *node = new PointDensityTextureNode(*this);
node->image_manager = NULL;
node->slot = -1;
return node;
/* Increase image user count for new node. We need to ensure to not call
* add_image again, to work around access of freed data on the Blender
* side. A better solution should be found to avoid this. */
if (slot != -1) {
image_manager->add_image_user(slot);
}
return new PointDensityTextureNode(*this);
}
void PointDensityTextureNode::attributes(Shader *shader, AttributeRequestSet *attributes)