Fix part of #33662: cycles crash using displacement on meshes with vertices not

attached to any face.
This commit is contained in:
Brecht Van Lommel
2012-12-26 20:59:35 +00:00
parent b28848063f
commit 7cbfe1839b

View File

@@ -59,7 +59,7 @@ bool MeshManager::displace(Device *device, Scene *scene, Mesh *mesh, Progress& p
vector<bool> done(mesh->verts.size(), false);
device_vector<uint4> d_input;
uint4 *d_input_data = d_input.resize(mesh->verts.size());
size_t d_input_offset = 0;
size_t d_input_size = 0;
for(size_t i = 0; i < mesh->triangles.size(); i++) {
Mesh::Triangle t = mesh->triangles[i];
@@ -95,16 +95,16 @@ bool MeshManager::displace(Device *device, Scene *scene, Mesh *mesh, Progress& p
/* back */
uint4 in = make_uint4(object, prim, __float_as_int(u), __float_as_int(v));
d_input_data[d_input_offset++] = in;
d_input_data[d_input_size++] = in;
}
}
if(d_input_offset == 0)
if(d_input_size == 0)
return false;
/* run device task */
device_vector<float4> d_output;
d_output.resize(d_input.size());
d_output.resize(d_input_size);
device->mem_alloc(d_input, MEM_READ_ONLY);
device->mem_copy_to(d_input);
@@ -115,7 +115,7 @@ bool MeshManager::displace(Device *device, Scene *scene, Mesh *mesh, Progress& p
task.shader_output = d_output.device_pointer;
task.shader_eval_type = SHADER_EVAL_DISPLACE;
task.shader_x = 0;
task.shader_w = d_input.size();
task.shader_w = d_output.size();
device->task_add(task);
device->task_wait();