Commit: 528ae8885ebb8a2eebbc6726af3950ca4db38665
Author: Bastien Montagne
Date:   Thu Jun 1 12:18:57 2017 +0200
Branches: master
https://developer.blender.org/rB528ae8885ebb8a2eebbc6726af3950ca4db38665

Fix T51687: GPUmat evaluation of shader tree would crash uppon 
unknown/unsupported socket types.

Made this resilient to unknown types, for now. Supporting specific INT
sockets (through implicit conversion to GPU_FLOAT ones) is considered nice TODO.

===================================================================

M       source/blender/nodes/intern/node_exec.c
M       source/blender/nodes/shader/node_shader_util.c

===================================================================

diff --git a/source/blender/nodes/intern/node_exec.c 
b/source/blender/nodes/intern/node_exec.c
index 2347564c696..0cf131adbdc 100644
--- a/source/blender/nodes/intern/node_exec.c
+++ b/source/blender/nodes/intern/node_exec.c
@@ -78,7 +78,8 @@ void node_get_stack(bNode *node, bNodeStack *stack, 
bNodeStack **in, bNodeStack
 
 static void node_init_input_index(bNodeSocket *sock, int *index)
 {
-       if (sock->link && sock->link->fromsock) {
+       /* Only consider existing link if from socket is valid! */
+       if (sock->link && sock->link->fromsock && 
sock->link->fromsock->stack_index >= 0) {
                sock->stack_index = sock->link->fromsock->stack_index;
        }
        else {
diff --git a/source/blender/nodes/shader/node_shader_util.c 
b/source/blender/nodes/shader/node_shader_util.c
index 9bd43f331fb..5bc97f13b41 100644
--- a/source/blender/nodes/shader/node_shader_util.c
+++ b/source/blender/nodes/shader/node_shader_util.c
@@ -142,28 +142,40 @@ void node_gpu_stack_from_data(struct GPUNodeStack *gs, 
int type, bNodeStack *ns)
 {
        memset(gs, 0, sizeof(*gs));
        
-       nodestack_get_vec(gs->vec, type, ns);
-       gs->link = ns->data;
-       
-       if (type == SOCK_FLOAT)
-               gs->type = GPU_FLOAT;
-       else if (type == SOCK_VECTOR)
-               gs->type = GPU_VEC3;
-       else if (type == SOCK_RGBA)
-               gs->type = GPU_VEC4;
-       else if (type == SOCK_SHADER)
-               gs->type = GPU_VEC4;
-       else
+       if (ns == NULL) {
+               /* node_get_stack() will generate NULL bNodeStack pointers for 
unknown/unsuported types of sockets... */
+               zero_v4(gs->vec);
+               gs->link = NULL;
                gs->type = GPU_NONE;
+               gs->name = "";
+               gs->hasinput = false;
+               gs->hasoutput = false;
+               gs->sockettype = type;
+       }
+       else {
+               nodestack_get_vec(gs->vec, type, ns);
+               gs->link = ns->data;
        
-       gs->name = "";
-       gs->hasinput = ns->hasinput && ns->data;
-       /* XXX Commented out the ns->data check here, as it seems it's not 
always set,
-        *     even though there *is* a valid connection/output... But that 
might need
-        *     further investigation.
-        */
-       gs->hasoutput = ns->hasoutput /*&& ns->data*/;
-       gs->sockettype = ns->sockettype;
+               if (type == SOCK_FLOAT)
+                       gs->type = GPU_FLOAT;
+               else if (type == SOCK_VECTOR)
+                       gs->type = GPU_VEC3;
+               else if (type == SOCK_RGBA)
+                       gs->type = GPU_VEC4;
+               else if (type == SOCK_SHADER)
+                       gs->type = GPU_VEC4;
+               else
+                       gs->type = GPU_NONE;
+
+               gs->name = "";
+               gs->hasinput = ns->hasinput && ns->data;
+               /* XXX Commented out the ns->data check here, as it seems it's 
not always set,
+                *     even though there *is* a valid connection/output... But 
that might need
+                *     further investigation.
+                */
+               gs->hasoutput = ns->hasoutput /*&& ns->data*/;
+               gs->sockettype = ns->sockettype;
+       }
 }
 
 void node_data_from_gpu_stack(bNodeStack *ns, GPUNodeStack *gs)

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