Fix crash cause by SSS referencing Material Nodetree data.

This commit is contained in:
Clément Foucault 2018-06-07 18:43:43 +02:00
parent a3773dcc4f
commit 0859492c75
2 changed files with 15 additions and 13 deletions

View File

@ -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);

View File

@ -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);