Files
blender/intern/cycles/kernel/closure/alloc.h
Sergey Sharybin 7f34363633 Cycles X: Fix possible use of uninitialized ShaderClosure
It is possible that BSDF allocation will advance pointer in the
allocation "pool" but will return null pointer if the weight is
too small.

One artist-measurable issue this change fixes is random issues
with denoising: normal pass for denoising could have accessed
non-initialized normal of a closure.

Differential Revision: https://developer.blender.org/D11230
2021-05-12 09:41:02 +02:00

107 lines
3.0 KiB
C

/*
* Copyright 2011-2016 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
CCL_NAMESPACE_BEGIN
ccl_device ShaderClosure *closure_alloc(ShaderData *sd, int size, ClosureType type, float3 weight)
{
kernel_assert(size <= sizeof(ShaderClosure));
if (sd->num_closure_left == 0)
return NULL;
ShaderClosure *sc = &sd->closure[sd->num_closure];
sc->type = type;
sc->weight = weight;
sd->num_closure++;
sd->num_closure_left--;
return sc;
}
ccl_device ccl_addr_space void *closure_alloc_extra(ShaderData *sd, int size)
{
/* Allocate extra space for closure that need more parameters. We allocate
* in chunks of sizeof(ShaderClosure) starting from the end of the closure
* array.
*
* This lets us keep the same fast array iteration over closures, as we
* found linked list iteration and iteration with skipping to be slower. */
int num_extra = ((size + sizeof(ShaderClosure) - 1) / sizeof(ShaderClosure));
if (num_extra > sd->num_closure_left) {
/* Remove previous closure if it was allocated. */
sd->num_closure--;
sd->num_closure_left++;
return NULL;
}
sd->num_closure_left -= num_extra;
return (ccl_addr_space void *)(sd->closure + sd->num_closure + sd->num_closure_left);
}
ccl_device_inline ShaderClosure *bsdf_alloc(ShaderData *sd, int size, float3 weight)
{
const float sample_weight = fabsf(average(weight));
/* Use comparison this way to help dealing with non-finite weight: if the average is not finite
* we will not allocate new closure. */
if (sample_weight >= CLOSURE_WEIGHT_CUTOFF) {
ShaderClosure *sc = closure_alloc(sd, size, CLOSURE_NONE_ID, weight);
if (sc == NULL) {
return NULL;
}
sc->sample_weight = sample_weight;
return sc;
}
return NULL;
}
#ifdef __OSL__
ccl_device_inline ShaderClosure *bsdf_alloc_osl(ShaderData *sd,
int size,
float3 weight,
void *data)
{
const float sample_weight = fabsf(average(weight));
/* Use comparison this way to help dealing with non-finite weight: if the average is not finite
* we will not allocate new closure. */
if (sample_weight >= CLOSURE_WEIGHT_CUTOFF) {
ShaderClosure *sc = closure_alloc(sd, size, CLOSURE_NONE_ID, weight);
if (!sc) {
return NULL;
}
memcpy((void *)sc, data, size);
sc->weight = weight;
sc->sample_weight = sample_weight;
return sc;
}
return NULL;
}
#endif
CCL_NAMESPACE_END