Fix T63178 Eevee animation render crash

If image buffer is not loaded and blender attempts to reload it (during
`BKE_image_acquire_ibuf`) over and over for each frame rendered.
When attempting this reload, image_load_image_file is calling
`BKE_image_free_buffers` and tag the Image to the (GPU) image_free_queue
(because this run on the rendering thread).

If the main thread decide to redraw the UI and go through `GPU_free_unused_buffers` they all get deleted and if that happens before the rendering thread use them ... segfault.

If I replace the environment textures with correct ones (the file does not seems to contain them), there is no crash when rendering.

I used a list of GPUTexture from blender Image to increase and decrease the
reference counter correctly.

This add very little memory and computation overhead.
This commit is contained in:
Clément Foucault 2019-04-23 20:34:26 +02:00
parent d10205c1a7
commit 148c0aa0fa
Notes: blender-bot 2023-02-14 09:36:46 +01:00
Referenced by issue #63178, Eevee animation render crash
5 changed files with 33 additions and 5 deletions

View File

@ -519,11 +519,20 @@ static void drw_viewport_cache_resize(void)
GPU_viewport_cache_release(DST.viewport);
if (DST.vmempool != NULL) {
/* Release Image textures. */
BLI_mempool_iter iter;
GPUTexture **tex;
BLI_mempool_iternew(DST.vmempool->images, &iter);
while ((tex = BLI_mempool_iterstep(&iter))) {
GPU_texture_free(*tex);
}
BLI_mempool_clear_ex(DST.vmempool->calls, BLI_mempool_len(DST.vmempool->calls));
BLI_mempool_clear_ex(DST.vmempool->states, BLI_mempool_len(DST.vmempool->states));
BLI_mempool_clear_ex(DST.vmempool->shgroups, BLI_mempool_len(DST.vmempool->shgroups));
BLI_mempool_clear_ex(DST.vmempool->uniforms, BLI_mempool_len(DST.vmempool->uniforms));
BLI_mempool_clear_ex(DST.vmempool->passes, BLI_mempool_len(DST.vmempool->passes));
BLI_mempool_clear_ex(DST.vmempool->images, BLI_mempool_len(DST.vmempool->images));
}
DRW_instance_data_list_free_unused(DST.idatalist);
@ -603,6 +612,10 @@ static void drw_viewport_var_init(void)
if (DST.vmempool->passes == NULL) {
DST.vmempool->passes = BLI_mempool_create(sizeof(DRWPass), 0, 64, 0);
}
if (DST.vmempool->images == NULL) {
DST.vmempool->images = BLI_mempool_create(
sizeof(GPUTexture *), 0, 512, BLI_MEMPOOL_ALLOW_ITER);
}
DST.idatalist = GPU_viewport_instance_data_list_get(DST.viewport);
DRW_instance_data_list_reset(DST.idatalist);

View File

@ -981,8 +981,12 @@ static DRWShadingGroup *drw_shgroup_material_inputs(DRWShadingGroup *grp,
GPUTexture *tex = NULL;
if (input->ima) {
tex = GPU_texture_from_blender(
GPUTexture **tex_ref = BLI_mempool_alloc(DST.vmempool->images);
*tex_ref = tex = GPU_texture_from_blender(
input->ima, input->iuser, GL_TEXTURE_2D, input->image_isdata);
GPU_texture_ref(tex);
}
else {
/* Color Ramps */

View File

@ -42,6 +42,7 @@ typedef struct ViewportMemoryPool {
struct BLI_mempool *shgroups;
struct BLI_mempool *uniforms;
struct BLI_mempool *passes;
struct BLI_mempool *images;
} ViewportMemoryPool;
/* All FramebufferLists are just the same pointers with different names */

View File

@ -1199,12 +1199,13 @@ void GPU_free_smoke_velocity(SmokeModifierData *smd)
}
static LinkNode *image_free_queue = NULL;
static ThreadMutex img_queue_mutex = BLI_MUTEX_INITIALIZER;
static void gpu_queue_image_for_free(Image *ima)
{
BLI_thread_lock(LOCK_OPENGL);
BLI_mutex_lock(&img_queue_mutex);
BLI_linklist_prepend(&image_free_queue, ima);
BLI_thread_unlock(LOCK_OPENGL);
BLI_mutex_unlock(&img_queue_mutex);
}
void GPU_free_unused_buffers(Main *bmain)
@ -1213,7 +1214,7 @@ void GPU_free_unused_buffers(Main *bmain)
return;
}
BLI_thread_lock(LOCK_OPENGL);
BLI_mutex_lock(&img_queue_mutex);
/* images */
for (LinkNode *node = image_free_queue; node; node = node->next) {
@ -1228,7 +1229,7 @@ void GPU_free_unused_buffers(Main *bmain)
BLI_linklist_free(image_free_queue, NULL);
image_free_queue = NULL;
BLI_thread_unlock(LOCK_OPENGL);
BLI_mutex_unlock(&img_queue_mutex);
}
static void gpu_free_image_immediate(Image *ima)

View File

@ -632,6 +632,15 @@ void GPU_viewport_free(GPUViewport *viewport)
if (viewport->vmempool.passes != NULL) {
BLI_mempool_destroy(viewport->vmempool.passes);
}
if (viewport->vmempool.images != NULL) {
BLI_mempool_iter iter;
GPUTexture **tex;
BLI_mempool_iternew(viewport->vmempool.images, &iter);
while ((tex = BLI_mempool_iterstep(&iter))) {
GPU_texture_free(*tex);
}
BLI_mempool_destroy(viewport->vmempool.images);
}
DRW_instance_data_list_free(viewport->idatalist);
MEM_freeN(viewport->idatalist);