Fix T92462: Cycles crash calculating hair transparency

Need to make sure images needed for hair shaders are loaded
before running the shader.

The naming is a bit misleading, but this is an internal API
and we can change it easily. Submitting minimal patch needed
to fix logic in the code to make it safer to review for 3.0.

Differential Revision: https://developer.blender.org/D13067
This commit is contained in:
Sergey Sharybin 2021-11-02 11:05:29 +01:00
parent 698b05fc58
commit 89c9fa8b73
Notes: blender-bot 2023-02-14 09:02:41 +01:00
Referenced by issue #92462, Render crashes on "computing shadow transparency cube" with EXCEPTION_ACCESS_VIOLATION
1 changed files with 12 additions and 1 deletions

View File

@ -1588,9 +1588,20 @@ void GeometryManager::device_update_displacement_images(Device *device,
set<int> bump_images;
foreach (Geometry *geom, scene->geometry) {
if (geom->is_modified()) {
/* Geometry-level check for hair shadow transparency.
* This matches the logic in the `Hair::update_shadow_transparency()`, avoiding access to
* possible non-loaded images. */
bool need_shadow_transparency = false;
if (geom->geometry_type == Geometry::HAIR) {
Hair *hair = static_cast<Hair *>(geom);
need_shadow_transparency = hair->need_shadow_transparency();
}
foreach (Node *node, geom->get_used_shaders()) {
Shader *shader = static_cast<Shader *>(node);
if (!shader->has_displacement || shader->get_displacement_method() == DISPLACE_BUMP) {
const bool is_true_displacement = (shader->has_displacement &&
shader->get_displacement_method() != DISPLACE_BUMP);
if (!is_true_displacement && !need_shadow_transparency) {
continue;
}
foreach (ShaderNode *node, shader->graph->nodes) {