Fix T55555: Crash when select material properties

This error is only in Windows and Mac when select in properties the material tab.

This commit revert dc856be839 Preview: Add own opengl context to render preview images.
This commit is contained in:
Antonio Vazquez 2018-06-21 16:10:52 +02:00 committed by Antonio Vazquez
parent b350edc207
commit c45a3b80e2
Notes: blender-bot 2023-02-14 05:43:04 +01:00
Referenced by issue #55555, Crash as soon as press material button in properties panel
5 changed files with 5 additions and 70 deletions

View File

@ -176,9 +176,6 @@ typedef struct ShaderPreview {
Main *bmain;
Main *pr_main;
void *gl_context;
bool gl_context_owner;
} ShaderPreview;
typedef struct IconPreviewSize {
@ -194,8 +191,6 @@ typedef struct IconPreview {
void *owner;
ID *id;
ListBase sizes;
void *gl_context;
} IconPreview;
/* *************************** Preview for buttons *********************** */
@ -746,10 +741,6 @@ static void shader_preview_render(ShaderPreview *sp, ID *id, int split, int firs
/* set this for all previews, default is react to G.is_break still */
RE_test_break_cb(re, sp, shader_preview_break);
if (sp->gl_context) {
RE_gl_context_set(re, sp->gl_context);
}
/* lens adjust */
oldlens = ((Camera *)sce->camera->data)->lens;
if (sizex > sp->sizey)
@ -869,10 +860,6 @@ static void shader_preview_free(void *customdata)
}
MEM_freeN(sp->lampcopy);
}
if (sp->gl_context_owner && sp->gl_context) {
WM_opengl_context_dispose(sp->gl_context);
sp->gl_context = NULL;
}
MEM_freeN(sp);
}
@ -1088,8 +1075,6 @@ static void icon_preview_startjob_all_sizes(void *customdata, short *stop, short
sp->pr_rect = cur_size->rect;
sp->id = ip->id;
sp->bmain = ip->bmain;
sp->gl_context = ip->gl_context;
sp->gl_context_owner = false;
if (is_render) {
BLI_assert(ip->id);
@ -1106,11 +1091,6 @@ static void icon_preview_startjob_all_sizes(void *customdata, short *stop, short
common_preview_startjob(sp, stop, do_update, progress);
shader_preview_free(sp);
}
if (ip->gl_context) {
WM_opengl_context_dispose(ip->gl_context);
ip->gl_context = NULL;
}
}
static void icon_preview_endjob(void *customdata)
@ -1194,17 +1174,8 @@ void ED_preview_icon_job(const bContext *C, void *owner, ID *id, unsigned int *r
/* render all resolutions from suspended job too */
old_ip = WM_jobs_customdata_get(wm_job);
if (old_ip) {
if (old_ip)
BLI_movelisttolist(&ip->sizes, &old_ip->sizes);
/* NOTE: This assumes that it will be the same thread
* that will be used when resuming the job. */
ip->gl_context = old_ip->gl_context;
}
if (ip->gl_context == NULL) {
/* Create context in the main thread. */
ip->gl_context = WM_opengl_context_create();
}
/* customdata for preview thread */
ip->bmain = CTX_data_main(C);
@ -1235,7 +1206,7 @@ void ED_preview_shader_job(const bContext *C, void *owner, ID *id, ID *parent, M
{
Object *ob = CTX_data_active_object(C);
wmJob *wm_job;
ShaderPreview *sp, *old_sp;
ShaderPreview *sp;
Scene *scene = CTX_data_scene(C);
short id_type = GS(id->name);
@ -1252,21 +1223,6 @@ void ED_preview_shader_job(const bContext *C, void *owner, ID *id, ID *parent, M
WM_JOB_EXCL_RENDER, WM_JOB_TYPE_RENDER_PREVIEW);
sp = MEM_callocN(sizeof(ShaderPreview), "shader preview");
/* Reuse previous gl context. */
old_sp = WM_jobs_customdata_get(wm_job);
if (old_sp) {
/* NOTE: This assumes that it will be the same thread
* that will be used when resuming the job. */
old_sp->gl_context_owner = false; /* Don't free it */
sp->gl_context = old_sp->gl_context;
}
if (sp->gl_context == NULL) {
/* Create context in the main thread. */
sp->gl_context = WM_opengl_context_create();
}
sp->gl_context_owner = true;
/* customdata for preview thread */
sp->scene = scene;
sp->depsgraph = CTX_data_depsgraph(C);

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@ -312,10 +312,8 @@ void RE_draw_lock_cb (struct Render *re, void *handle, void (*f)(void *handle,
void RE_test_break_cb (struct Render *re, void *handle, int (*f)(void *handle));
void RE_current_scene_update_cb(struct Render *re, void *handle, void (*f)(void *handle, struct Scene *scene));
/* TODO replace by a simple set and get draw manager. */
void RE_gl_context_create(Render *re);
void RE_gl_context_destroy(Render *re);
void RE_gl_context_set(Render *re, void *gl_context);
void *RE_gl_context_get(Render *re);
void *RE_gwn_context_get(Render *re);

View File

@ -161,7 +161,6 @@ struct Render {
/* TODO replace by a whole draw manager. */
void *gl_context;
void *gwn_context;
bool gl_context_ownership;
};
/* **************** defines ********************* */

View File

@ -1030,13 +1030,10 @@ void RE_test_break_cb(Render *re, void *handle, int (*f)(void *handle))
/* ********* GL Context ******** */
/* Create the gl context of the Render.
* It will be free by the render itself. */
void RE_gl_context_create(Render *re)
{
/* Needs to be created in the main ogl thread. */
re->gl_context = WM_opengl_context_create();
re->gl_context_ownership = true;
}
void RE_gl_context_destroy(Render *re)
@ -1048,22 +1045,11 @@ void RE_gl_context_destroy(Render *re)
re->gwn_context = NULL;
}
if (re->gl_context) {
if (re->gl_context_ownership) {
WM_opengl_context_dispose(re->gl_context);
}
WM_opengl_context_dispose(re->gl_context);
re->gl_context = NULL;
}
}
/* Manually set the gl context of the Render.
* It won't be free by the render itself. */
void RE_gl_context_set(Render *re, void *gl_context)
{
BLI_assert(gl_context); /* Cannot set NULL */
re->gl_context = gl_context;
re->gl_context_ownership = false;
}
void *RE_gl_context_get(Render *re)
{
return re->gl_context;
@ -2646,9 +2632,6 @@ void RE_PreviewRender(Render *re, Main *bmain, Scene *sce)
RE_SetCamera(re, camera);
do_render_3d(re);
/* Destroy the opengl context in the correct thread. */
RE_gl_context_destroy(re);
}
/* note; repeated win/disprect calc... solve that nicer, also in compo */

View File

@ -2296,14 +2296,13 @@ void *WM_opengl_context_create(void)
* So we should call this function only on the main thread.
*/
BLI_assert(BLI_thread_is_main());
// BLI_assert(GPU_framebuffer_current_get() == 0);
BLI_assert(GPU_framebuffer_current_get() == 0);
return GHOST_CreateOpenGLContext(g_system);
}
void WM_opengl_context_dispose(void *context)
{
// BLI_assert(BLI_thread_is_main());
// BLI_assert(GPU_framebuffer_current_get() == 0);
BLI_assert(GPU_framebuffer_current_get() == 0);
GHOST_DisposeOpenGLContext(g_system, (GHOST_ContextHandle)context);
}