Fix T51687: GPUmat evaluation of shader tree would crash uppon unknown/unsupported socket types.

Made this resilient to unknown types, for now. Supporting specific INT
sockets (through implicit conversion to GPU_FLOAT ones) is considered nice TODO.
This commit is contained in:
Bastien Montagne 2017-06-01 12:18:57 +02:00
parent e2b1c70b48
commit 528ae8885e
Notes: blender-bot 2023-02-14 11:25:11 +01:00
Referenced by issue #51687, IntegerSocket+Material view crashes blender.
2 changed files with 34 additions and 21 deletions

View File

@ -78,7 +78,8 @@ void node_get_stack(bNode *node, bNodeStack *stack, bNodeStack **in, bNodeStack
static void node_init_input_index(bNodeSocket *sock, int *index)
{
if (sock->link && sock->link->fromsock) {
/* Only consider existing link if from socket is valid! */
if (sock->link && sock->link->fromsock && sock->link->fromsock->stack_index >= 0) {
sock->stack_index = sock->link->fromsock->stack_index;
}
else {

View File

@ -142,28 +142,40 @@ void node_gpu_stack_from_data(struct GPUNodeStack *gs, int type, bNodeStack *ns)
{
memset(gs, 0, sizeof(*gs));
nodestack_get_vec(gs->vec, type, ns);
gs->link = ns->data;
if (type == SOCK_FLOAT)
gs->type = GPU_FLOAT;
else if (type == SOCK_VECTOR)
gs->type = GPU_VEC3;
else if (type == SOCK_RGBA)
gs->type = GPU_VEC4;
else if (type == SOCK_SHADER)
gs->type = GPU_VEC4;
else
if (ns == NULL) {
/* node_get_stack() will generate NULL bNodeStack pointers for unknown/unsuported types of sockets... */
zero_v4(gs->vec);
gs->link = NULL;
gs->type = GPU_NONE;
gs->name = "";
gs->hasinput = false;
gs->hasoutput = false;
gs->sockettype = type;
}
else {
nodestack_get_vec(gs->vec, type, ns);
gs->link = ns->data;
gs->name = "";
gs->hasinput = ns->hasinput && ns->data;
/* XXX Commented out the ns->data check here, as it seems it's not always set,
* even though there *is* a valid connection/output... But that might need
* further investigation.
*/
gs->hasoutput = ns->hasoutput /*&& ns->data*/;
gs->sockettype = ns->sockettype;
if (type == SOCK_FLOAT)
gs->type = GPU_FLOAT;
else if (type == SOCK_VECTOR)
gs->type = GPU_VEC3;
else if (type == SOCK_RGBA)
gs->type = GPU_VEC4;
else if (type == SOCK_SHADER)
gs->type = GPU_VEC4;
else
gs->type = GPU_NONE;
gs->name = "";
gs->hasinput = ns->hasinput && ns->data;
/* XXX Commented out the ns->data check here, as it seems it's not always set,
* even though there *is* a valid connection/output... But that might need
* further investigation.
*/
gs->hasoutput = ns->hasoutput /*&& ns->data*/;
gs->sockettype = ns->sockettype;
}
}
void node_data_from_gpu_stack(bNodeStack *ns, GPUNodeStack *gs)