Cycles: Fix race condition in shader attribute for real now
Ended up moving lock in the more centralized space since multiple shaders can access this map.
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Notes:
blender-bot
2023-06-21 19:23:24 +02:00
Referenced by issue #51268, Texture with tranparency flickering in random rendered frames
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@ -332,6 +332,8 @@ ShaderManager *ShaderManager::create(Scene *scene, int shadingsystem)
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uint ShaderManager::get_attribute_id(ustring name)
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{
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thread_scoped_spin_lock lock(attribute_lock_);
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/* get a unique id for each name, for SVM attribute lookup */
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AttributeIDMap::iterator it = unique_attribute_id.find(name);
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@ -202,6 +202,8 @@ protected:
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void get_requested_graph_features(ShaderGraph *graph,
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DeviceRequestedFeatures *requested_features);
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thread_spin_lock attribute_lock_;
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};
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CCL_NAMESPACE_END
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@ -393,13 +393,11 @@ void SVMCompiler::add_node(const float4& f)
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uint SVMCompiler::attribute(ustring name)
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{
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thread_scoped_spin_lock lock(attribute_lock_);
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return shader_manager->get_attribute_id(name);
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}
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uint SVMCompiler::attribute(AttributeStandard std)
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{
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thread_scoped_spin_lock lock(attribute_lock_);
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return shader_manager->get_attribute_id(std);
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}
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@ -218,8 +218,6 @@ protected:
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int max_stack_use;
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uint mix_weight_offset;
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bool compile_failed;
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thread_spin_lock attribute_lock_;
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};
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CCL_NAMESPACE_END
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