Fix/Workaround #34854: render buffer update writes to wrong layer
Was caused by recent change in image_buffer_rect_update which was writing data to ibuf-rect_float. Apparently, this buffer could point to different render layer than came from RenderResult. Made quick fix for this, which ends up in skipping float buffer update in image_buffer_rect_update and skipping GLSL when image has both byte and float buffers. This will bring speed down a bit, but slower blender is better than broken blender. Proper fix will arrive later this week.
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@@ -141,22 +141,14 @@ void image_buffer_rect_update(Scene *scene, RenderResult *rr, ImBuf *ibuf, volat
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}
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if (rectf == NULL) return;
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if (ibuf->rect == NULL)
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imb_addrectImBuf(ibuf);
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rectf += 4 * (rr->rectx * ymin + xmin);
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if (ibuf->rect) {
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IMB_partial_display_buffer_update(ibuf, rectf, NULL, rr->rectx, rxmin, rymin,
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&scene->view_settings, &scene->display_settings,
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rxmin, rymin, rxmin + xmax, rymin + ymax, TRUE);
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}
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/* update float buffer as well, so fast GLSL display could use it
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*
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* TODO(sergey): not actually sure it is nice thing to modify something here
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* but ibuf->rect used to be modified here
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*/
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IMB_buffer_float_from_float(ibuf->rect_float + 4 * (ibuf->x * rymin + rxmin), rectf,
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4, IB_PROFILE_LINEAR_RGB, IB_PROFILE_LINEAR_RGB, FALSE,
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xmax, ymax, ibuf->x, rr->rectx);
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}
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/* ****************************** render invoking ***************** */
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@@ -998,7 +998,14 @@ void glaDrawImBuf_glsl_ctx(const bContext *C, ImBuf *ibuf, float x, float y, int
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bool need_fallback = true;
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/* Bytes and dithering are not supported on GLSL yet */
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if (ibuf->rect_float && ibuf->dither == 0.0f) {
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/* WORKAROUND: only use GLSL if there's no byte buffer at all,
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* this is because of how render results are handled,
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* they're not updating image buffer's float buffer,
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* but writes data directly to it's byte buffer and
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* modifies display buffer.
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*/
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if (ibuf->rect == NULL && ibuf->rect_float && ibuf->dither == 0.0f) {
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if (IMB_colormanagement_setup_glsl_draw_from_ctx(C)) {
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glColor4f(1.0, 1.0, 1.0, 1.0);
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