GPU: Unable to compile material shaders.

This fixes a threading issues when material shaders with textures are used.
It localizes the names of the samplers.
This commit is contained in:
Jeroen Bakker 2022-05-09 13:30:48 +02:00
parent b1b6994129
commit 0f7da9a72f
Notes: blender-bot 2023-02-14 05:16:25 +01:00
Referenced by issue #97984, GPU Codegen crash when loading demo file
Referenced by issue #97519, Creating texture with canvas menu (sculpt mode, paint tool) leading to shader fail (fuchsia)
1 changed files with 27 additions and 4 deletions

View File

@ -32,6 +32,7 @@
#include "GPU_vertex_format.h"
#include "BLI_sys_types.h" /* for intptr_t support */
#include "BLI_vector.hh"
#include "gpu_codegen.h"
#include "gpu_material_library.h"
@ -58,6 +59,14 @@ struct GPUCodegenCreateInfo : ShaderCreateInfo {
/** Duplicate attribute names to avoid reference the GPUNodeGraph directly. */
char attr_names[16][GPU_MAX_SAFE_ATTR_NAME + 1];
char var_names[16][8];
blender::Vector<std::array<char, 32>, 16> sampler_names;
void append_sampler_name(const char name[32])
{
std::array<char, 32> sampler_name;
memcpy(sampler_name.data(), name, 32);
sampler_names.append(sampler_name);
}
};
/** Optional generated interface. */
@ -348,14 +357,28 @@ void GPUCodegen::generate_resources()
/* Textures. */
LISTBASE_FOREACH (GPUMaterialTexture *, tex, &graph.textures) {
if (tex->colorband) {
info.sampler(0, ImageType::FLOAT_1D_ARRAY, tex->sampler_name, Frequency::BATCH);
info.name_buffer->append_sampler_name(tex->sampler_name);
info.sampler(0,
ImageType::FLOAT_1D_ARRAY,
info.name_buffer->sampler_names.last().data(),
Frequency::BATCH);
}
else if (tex->tiled_mapping_name[0] != '\0') {
info.sampler(0, ImageType::FLOAT_2D_ARRAY, tex->sampler_name, Frequency::BATCH);
info.sampler(0, ImageType::FLOAT_1D_ARRAY, tex->tiled_mapping_name, Frequency::BATCH);
info.name_buffer->append_sampler_name(tex->sampler_name);
info.sampler(0,
ImageType::FLOAT_2D_ARRAY,
info.name_buffer->sampler_names.last().data(),
Frequency::BATCH);
info.name_buffer->append_sampler_name(tex->tiled_mapping_name);
info.sampler(0,
ImageType::FLOAT_1D_ARRAY,
info.name_buffer->sampler_names.last().data(),
Frequency::BATCH);
}
else {
info.sampler(0, ImageType::FLOAT_2D, tex->sampler_name, Frequency::BATCH);
info.name_buffer->append_sampler_name(tex->sampler_name);
info.sampler(
0, ImageType::FLOAT_2D, info.name_buffer->sampler_names.last().data(), Frequency::BATCH);
}
}