Fix T99104: EEVEE: Regression: Crash when using Light Output in Materials

Using Light output is supported in Cycles. This patch adds support for it
and remove the crash in `ntree_shader_weight_tree_invert()` by treating
it as any other outputs.

Candidate for 3.2.1 corrective release.
This commit is contained in:
Clément Foucault 2022-06-29 11:35:36 +02:00
parent 40f40e9931
commit 4a9f60ecd2
Notes: blender-bot 2023-02-14 04:31:04 +01:00
Referenced by issue #99104, Shader Light output of mesh object leads to crash with Eevee
Referenced by issue #98661, 3.2: Potential candidates for corrective releases
2 changed files with 20 additions and 0 deletions

View File

@ -712,6 +712,7 @@ static void ntree_shader_weight_tree_invert(bNodeTree *ntree, bNode *output_node
switch (node->type) {
case SH_NODE_SHADERTORGB:
case SH_NODE_OUTPUT_LIGHT:
case SH_NODE_OUTPUT_WORLD:
case SH_NODE_OUTPUT_MATERIAL: {
/* Start the tree with full weight. */
@ -810,6 +811,7 @@ static void ntree_shader_weight_tree_invert(bNodeTree *ntree, bNode *output_node
switch (node->type) {
case SH_NODE_SHADERTORGB:
case SH_NODE_OUTPUT_LIGHT:
case SH_NODE_OUTPUT_WORLD:
case SH_NODE_OUTPUT_MATERIAL:
case SH_NODE_ADD_SHADER: {

View File

@ -10,6 +10,22 @@ static void node_declare(NodeDeclarationBuilder &b)
b.add_input<decl::Shader>(N_("Surface"));
}
static int node_shader_gpu_output_light(GPUMaterial *mat,
bNode *UNUSED(node),
bNodeExecData *UNUSED(execdata),
GPUNodeStack *in,
GPUNodeStack *UNUSED(out))
{
GPUNodeLink *outlink_surface;
/* Passthrough node in order to do the right socket conversions. */
if (in[0].link) {
/* Reuse material output. */
GPU_link(mat, "node_output_material_surface", in[0].link, &outlink_surface);
GPU_material_output_surface(mat, outlink_surface);
}
return true;
}
} // namespace blender::nodes::node_shader_output_light_cc
/* node type definition */
@ -21,6 +37,8 @@ void register_node_type_sh_output_light()
sh_node_type_base(&ntype, SH_NODE_OUTPUT_LIGHT, "Light Output", NODE_CLASS_OUTPUT);
ntype.declare = file_ns::node_declare;
node_type_gpu(&ntype, file_ns::node_shader_gpu_output_light);
ntype.no_muting = true;
nodeRegisterType(&ntype);