Fix T96338: GPU subdiv crash switching to UV editing

The crash is caused as the data for the UV editor is requested before
the data for the mesh as a separate draw update. Since building the UV
stretch angle buffer requires the position buffer, the latter is not
created yet in this case.

To fix this, create a local position buffer from the subdivision data. An
alternate fix was considered to remove the dependency on the position
buffer by interpolating on the GPU the coarse stretch angle buffer but
this did work. Maybe this will be revisited.
This commit is contained in:
Kévin Dietrich 2022-05-03 18:00:12 +02:00
parent 5962db093f
commit 947f8ba300
Notes: blender-bot 2023-02-14 00:06:52 +01:00
Referenced by issue #96338, GPU subdivision: Crash when switch to UV editor or unwarpping with 'Display Stretch' overlay
4 changed files with 36 additions and 12 deletions

View File

@ -366,6 +366,17 @@ static GPUVertFormat *get_origindex_format()
return &format;
}
GPUVertFormat *draw_subdiv_get_pos_nor_format()
{
static GPUVertFormat format = {0};
if (format.attr_len == 0) {
GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
GPU_vertformat_attr_add(&format, "nor", GPU_COMP_F32, 4, GPU_FETCH_FLOAT);
GPU_vertformat_alias_add(&format, "vnor");
}
return &format;
}
/** \} */
/* -------------------------------------------------------------------- */

View File

@ -13,6 +13,7 @@ struct BMesh;
struct GPUIndexBuf;
struct GPUUniformBuf;
struct GPUVertBuf;
struct GPUVertFormat;
struct Mesh;
struct MeshBatchCache;
struct MeshBufferCache;
@ -284,6 +285,10 @@ void draw_subdiv_build_edituv_stretch_angle_buffer(const DRWSubdivCache *cache,
int uvs_offset,
struct GPUVertBuf *stretch_angles);
/** Return the format used for the positions and normals VBO.
*/
struct GPUVertFormat *draw_subdiv_get_pos_nor_format();
#ifdef __cplusplus
}
#endif

View File

@ -224,6 +224,21 @@ static void extract_edituv_stretch_angle_init_subdiv(const DRWSubdivCache *subdi
GPUVertBuf *pos_nor = cache->final.buff.vbo.pos_nor;
GPUVertBuf *uvs = cache->final.buff.vbo.uv;
/* It may happen that the data for the UV editor is requested before (as a separate draw update)
* the data for the mesh when switching to the `UV Editing` workspace, and therefore the position
* buffer might not be created yet. In this case, create a buffer it locally, the subdivision
* data should already be evaluated if we are here. This can happen if the subsurf modifier is
* only enabled in edit-mode. See T96338. */
if (!pos_nor) {
const DRWSubdivLooseGeom &loose_geom = subdiv_cache->loose_geom;
pos_nor = GPU_vertbuf_calloc();
GPU_vertbuf_init_build_on_device(pos_nor,
draw_subdiv_get_pos_nor_format(),
subdiv_cache->num_subdiv_loops + loose_geom.loop_len);
draw_subdiv_extract_pos_nor(subdiv_cache, pos_nor);
}
/* UVs are stored contiguously so we need to compute the offset in the UVs buffer for the active
* UV layer. */
CustomData *cd_ldata = (mr->extract_type == MR_EXTRACT_MESH) ? &mr->me->ldata : &mr->bm->ldata;
@ -253,6 +268,10 @@ static void extract_edituv_stretch_angle_init_subdiv(const DRWSubdivCache *subdi
draw_subdiv_build_edituv_stretch_angle_buffer(
subdiv_cache, pos_nor, uvs, uvs_offset, refined_vbo);
if (!cache->final.buff.vbo.pos_nor) {
GPU_vertbuf_discard(pos_nor);
}
}
constexpr MeshExtract create_extractor_edituv_edituv_stretch_angle()

View File

@ -179,17 +179,6 @@ static void extract_pos_nor_finish(const MeshRenderData *UNUSED(mr),
MEM_freeN(data->normals);
}
static GPUVertFormat *get_pos_nor_format()
{
static GPUVertFormat format = {0};
if (format.attr_len == 0) {
GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
GPU_vertformat_attr_add(&format, "nor", GPU_COMP_F32, 4, GPU_FETCH_FLOAT);
GPU_vertformat_alias_add(&format, "vnor");
}
return &format;
}
static GPUVertFormat *get_normals_format()
{
static GPUVertFormat format = {0};
@ -221,7 +210,7 @@ static void extract_pos_nor_init_subdiv(const DRWSubdivCache *subdiv_cache,
/* Initialize the vertex buffer, it was already allocated. */
GPU_vertbuf_init_build_on_device(
vbo, get_pos_nor_format(), subdiv_cache->num_subdiv_loops + loose_geom.loop_len);
vbo, draw_subdiv_get_pos_nor_format(), subdiv_cache->num_subdiv_loops + loose_geom.loop_len);
if (subdiv_cache->num_subdiv_loops == 0) {
return;