Fix T82042: Crash when rendering huge images

Crash is related to the definition of the GL_MAX_TEXTURE_SIZE. OpenGL does not clearly
defined `GL_MAX_TEXTURE_SIZE` exactly means. Both on AMD and NVIDIA we have issues with
huge textures that they don't get created even if they are smaller. (See {D9530} for
research).

This patch will try to create the texture in a smaller size when the texture creation
failed.

Final implementation by: Clément Foucault

We should create a solution that doesn't need downscaling. For this specific case ARB_sparse_texture might help to create cleaner code, but you still have to commit the whole image what introduces several draw calls. Other improvement is to optimize the scaling; current implementation isn't optimized for performance.

Reviewed By: Clément Foucault

Differential Revision: https://developer.blender.org/D9524
This commit is contained in:
Jeroen Bakker 2020-11-16 09:44:41 +01:00
parent 75bd286813
commit 2e1498ff16
Notes: blender-bot 2023-02-14 02:27:56 +01:00
Referenced by issue #82042, Crash when rendering huge images on CPU 2.92.0 alpha
1 changed files with 9 additions and 3 deletions

View File

@ -222,7 +222,7 @@ GPUTexture *IMB_create_gpu_texture(const char *name,
bool use_premult)
{
GPUTexture *tex = NULL;
const int size[2] = {GPU_texture_size_with_limit(ibuf->x), GPU_texture_size_with_limit(ibuf->y)};
int size[2] = {GPU_texture_size_with_limit(ibuf->x), GPU_texture_size_with_limit(ibuf->y)};
bool do_rescale = (ibuf->x != size[0]) || (ibuf->y != size[1]);
#ifdef WITH_DDS
@ -263,10 +263,16 @@ GPUTexture *IMB_create_gpu_texture(const char *name,
const bool compress_as_srgb = (tex_format == GPU_SRGB8_A8);
bool freebuf = false;
void *data = imb_gpu_get_data(ibuf, do_rescale, size, compress_as_srgb, use_premult, &freebuf);
/* Create Texture. */
tex = GPU_texture_create_2d(name, UNPACK2(size), 9999, tex_format, NULL);
if (tex == NULL) {
size[0] = max_ii(1, size[0] / 2);
size[1] = max_ii(1, size[1] / 2);
tex = GPU_texture_create_2d(name, UNPACK2(size), 9999, tex_format, NULL);
do_rescale = true;
}
BLI_assert(tex != NULL);
void *data = imb_gpu_get_data(ibuf, do_rescale, size, compress_as_srgb, use_premult, &freebuf);
GPU_texture_update(tex, data_format, data);
GPU_texture_anisotropic_filter(tex, true);