Fix T95420: Cycles crash with stereo render and tiles

For reasons unclear, destroying and then recreating a vertex buffer in the
render OpenGL context is affecting the immediate mode vertex buffer in the
draw manager OpenGL context.

Instead just create a single vertex buffer and use it for the lifetime of
the render OpenGL context. There's not really any need to have a separate
one per tile as far as I can tell.

Differential Revision: https://developer.blender.org/D14084
This commit is contained in:
Brecht Van Lommel 2022-02-10 20:28:43 +01:00
parent 6175c569f9
commit e2728a0056
Notes: blender-bot 2023-02-14 06:00:45 +01:00
Referenced by issue #95420, Regression: Crash on Stereoscopic Render
1 changed files with 41 additions and 22 deletions

View File

@ -480,26 +480,12 @@ class DrawTile {
return false;
}
if (!gl_vertex_buffer) {
glGenBuffers(1, &gl_vertex_buffer);
if (!gl_vertex_buffer) {
LOG(ERROR) << "Error allocating tile VBO.";
gl_resources_destroy();
return false;
}
}
return true;
}
void gl_resources_destroy()
{
texture.gl_resources_destroy();
if (gl_vertex_buffer) {
glDeleteBuffers(1, &gl_vertex_buffer);
gl_vertex_buffer = 0;
}
}
inline bool ready_to_draw() const
@ -512,9 +498,6 @@ class DrawTile {
/* Display parameters the texture of this tile has been updated for. */
BlenderDisplayDriver::Params params;
/* OpenGL resources needed for drawing. */
uint gl_vertex_buffer = 0;
};
class DrawTileAndPBO {
@ -560,6 +543,30 @@ struct BlenderDisplayDriver::Tiles {
tiles.clear();
}
} finished_tiles;
/* OpenGL vertex buffer needed for drawing. */
uint gl_vertex_buffer = 0;
bool gl_resources_ensure()
{
if (!gl_vertex_buffer) {
glGenBuffers(1, &gl_vertex_buffer);
if (!gl_vertex_buffer) {
LOG(ERROR) << "Error allocating tile VBO.";
return false;
}
}
return true;
}
void gl_resources_destroy()
{
if (gl_vertex_buffer) {
glDeleteBuffers(1, &gl_vertex_buffer);
gl_vertex_buffer = 0;
}
}
};
BlenderDisplayDriver::BlenderDisplayDriver(BL::RenderEngine &b_engine, BL::Scene &b_scene)
@ -626,6 +633,12 @@ bool BlenderDisplayDriver::update_begin(const Params &params,
need_clear_ = false;
}
if (!tiles_->gl_resources_ensure()) {
tiles_->gl_resources_destroy();
gl_context_disable();
return false;
}
if (!tiles_->current_tile.gl_resources_ensure()) {
tiles_->current_tile.gl_resources_destroy();
gl_context_disable();
@ -825,7 +838,8 @@ static void vertex_buffer_update(const DisplayDriver::Params &params)
static void draw_tile(const float2 &zoom,
const int texcoord_attribute,
const int position_attribute,
const DrawTile &draw_tile)
const DrawTile &draw_tile,
const uint gl_vertex_buffer)
{
if (!draw_tile.ready_to_draw()) {
return;
@ -834,9 +848,9 @@ static void draw_tile(const float2 &zoom,
const GLTexture &texture = draw_tile.texture;
DCHECK_NE(texture.gl_id, 0);
DCHECK_NE(draw_tile.gl_vertex_buffer, 0);
DCHECK_NE(gl_vertex_buffer, 0);
glBindBuffer(GL_ARRAY_BUFFER, draw_tile.gl_vertex_buffer);
glBindBuffer(GL_ARRAY_BUFFER, gl_vertex_buffer);
/* Draw at the parameters for which the texture has been updated for. This allows to always draw
* texture during bordered-rendered camera view without flickering. The validness of the display
@ -956,10 +970,14 @@ void BlenderDisplayDriver::draw(const Params &params)
glEnableVertexAttribArray(texcoord_attribute);
glEnableVertexAttribArray(position_attribute);
draw_tile(zoom_, texcoord_attribute, position_attribute, tiles_->current_tile.tile);
draw_tile(zoom_,
texcoord_attribute,
position_attribute,
tiles_->current_tile.tile,
tiles_->gl_vertex_buffer);
for (const DrawTile &tile : tiles_->finished_tiles.tiles) {
draw_tile(zoom_, texcoord_attribute, position_attribute, tile);
draw_tile(zoom_, texcoord_attribute, position_attribute, tile, tiles_->gl_vertex_buffer);
}
display_shader_->unbind();
@ -1062,6 +1080,7 @@ void BlenderDisplayDriver::gl_resources_destroy()
tiles_->current_tile.gl_resources_destroy();
tiles_->finished_tiles.gl_resources_destroy_and_clear();
tiles_->gl_resources_destroy();
gl_context_disable();