EEVEE: Fix GPUNodeLink memory leak for displacement nodes using SHD_SPACE_WORLD
When the displacement space is set to SHD_SPACE_WORLD, the GLSL method "node_displacement_world" is used instead of the "node_displacement_object" method. The two GLSL methods: ``` void node_displacement_object( float height, float midlevel, float scale, vec3 N, mat4 obmat, out vec3 result) { N = (vec4(N, 0.0) * obmat).xyz; result = (height - midlevel) * scale * normalize(N); result = (obmat * vec4(result, 0.0)).xyz; } void node_displacement_world(float height, float midlevel, float scale, vec3 N, out vec3 result) { result = (height - midlevel) * scale * normalize(N); } ``` In contrast to the "node_displacement_object" method, the "node_displacement_world" does not require an "obmat" parameter. Attempting to still pass "GPU_builtin(GPU_OBJECT_MATRIX)" as additional parameter will result in a memory leak. The "GPUNodeLink" allocated in the "GPU_builtin" method will never get released. Fixes T83941 Memory leak when using the Displacement shader node in Eevee with the displacement space set to "World Space"
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committed by
Clément Foucault

parent
b3fc885544
commit
5d215d5225
@@ -65,8 +65,7 @@ static int gpu_shader_displacement(GPUMaterial *mat,
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mat, node, "node_displacement_object", in, out, GPU_builtin(GPU_OBJECT_MATRIX));
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}
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return GPU_stack_link(
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mat, node, "node_displacement_world", in, out, GPU_builtin(GPU_OBJECT_MATRIX));
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return GPU_stack_link(mat, node, "node_displacement_world", in, out);
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}
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/* node type definition */
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