Commit: 0859492c758eaa6b8f35e77b95778266ce0f24cb Author: Clément Foucault Date: Thu Jun 7 18:43:43 2018 +0200 Branches: blender2.8 https://developer.blender.org/rB0859492c758eaa6b8f35e77b95778266ce0f24cb
Fix crash cause by SSS referencing Material Nodetree data. =================================================================== M source/blender/gpu/GPU_material.h M source/blender/gpu/intern/gpu_material.c =================================================================== diff --git a/source/blender/gpu/GPU_material.h b/source/blender/gpu/GPU_material.h index f780eda62fe..cddcb3a546e 100644 --- a/source/blender/gpu/GPU_material.h +++ b/source/blender/gpu/GPU_material.h @@ -238,7 +238,7 @@ GPUNodeLink *GPU_uniformbuffer_link_out( void GPU_material_output_link(GPUMaterial *material, GPUNodeLink *link); GPUBuiltin GPU_get_material_builtins(GPUMaterial *material); -void GPU_material_sss_profile_create(GPUMaterial *material, float *radii, short *falloff_type, float *sharpness); +void GPU_material_sss_profile_create(GPUMaterial *material, float radii[3], short *falloff_type, float *sharpness); struct GPUUniformBuffer *GPU_material_sss_profile_get( GPUMaterial *material, int sample_ct, struct GPUTexture **tex_profile); diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c index 96c321f9107..0404425ac3f 100644 --- a/source/blender/gpu/intern/gpu_material.c +++ b/source/blender/gpu/intern/gpu_material.c @@ -127,10 +127,11 @@ struct GPUMaterial { /* Eevee SSS */ GPUUniformBuffer *sss_profile; /* UBO containing SSS profile. */ GPUTexture *sss_tex_profile; /* Texture containing SSS profile. */ - float *sss_radii; /* UBO containing SSS profile. */ + float sss_enabled; + float sss_radii[3]; int sss_samples; - short int *sss_falloff; - float *sss_sharpness; + short int sss_falloff; + float sss_sharpness; bool sss_dirty; }; @@ -328,7 +329,7 @@ static float eval_integral(float x0, float x1, short falloff_type, float sharpne #undef INTEGRAL_RESOLUTION static void compute_sss_kernel( - GPUSssKernelData *kd, float *radii, int sample_ct, int falloff_type, float sharpness) + GPUSssKernelData *kd, float radii[3], int sample_ct, int falloff_type, float sharpness) { float rad[3]; /* Minimum radius */ @@ -483,12 +484,13 @@ static void compute_sss_translucence_kernel( } #undef INTEGRAL_RESOLUTION -void GPU_material_sss_profile_create(GPUMaterial *material, float *radii, short *falloff_type, float *sharpness) +void GPU_material_sss_profile_create(GPUMaterial *material, float radii[3], short *falloff_type, float *sharpness) { - material->sss_radii = radii; - material->sss_falloff = falloff_type; - material->sss_sharpness = sharpness; + copy_v3_v3(material->sss_radii, radii); + material->sss_falloff = (falloff_type) ? *falloff_type : 0.0; + material->sss_sharpness = (sharpness) ? *sharpness : 0.0; material->sss_dirty = true; + material->sss_enabled = true; /* Update / Create UBO */ if (material->sss_profile == NULL) { @@ -498,25 +500,25 @@ void GPU_material_sss_profile_create(GPUMaterial *material, float *radii, short struct GPUUniformBuffer *GPU_material_sss_profile_get(GPUMaterial *material, int sample_ct, GPUTexture **tex_profile) { - if (material->sss_radii == NULL) + if (!material->sss_enabled) return NULL; if (material->sss_dirty || (material->sss_samples != sample_ct)) { GPUSssKernelData kd; - float sharpness = (material->sss_sharpness != NULL) ? *material->sss_sharpness : 0.0f; + float sharpness = material->sss_sharpness; /* XXX Black magic but it seems to fit. Maybe because we integrate -1..1 */ sharpness *= 0.5f; - compute_sss_kernel(&kd, material->sss_radii, sample_ct, *material->sss_falloff, sharpness); + compute_sss_kernel(&kd, material->sss_radii, sample_ct, material->sss_falloff, sharpness); /* Update / Create UBO */ GPU_uniformbuffer_update(material->sss_profile, &kd); /* Update / Create Tex */ float *translucence_profile; - compute_sss_translucence_kernel(&kd, 64, *material->sss_falloff, sharpness, &translucence_profile); + compute_sss_translucence_kernel(&kd, 64, material->sss_falloff, sharpness, &translucence_profile); if (material->sss_tex_profile != NULL) { GPU_texture_free(material->sss_tex_profile); _______________________________________________ Bf-blender-cvs mailing list Bf-blender-cvs@blender.org https://lists.blender.org/mailman/listinfo/bf-blender-cvs