Fix T54962: Cycles crash using subsurface scattering texture blur.

This commit is contained in:
Brecht Van Lommel 2019-01-03 17:08:46 +01:00
parent 847b21ee08
commit fffdedbcc1
Notes: blender-bot 2023-02-14 06:55:40 +01:00
Referenced by issue #54962, Material combination causing crash on CPU render or CUDA error on GPU render with modifier index offset
4 changed files with 27 additions and 12 deletions

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@ -368,12 +368,16 @@ ccl_device void kernel_branched_path_subsurface_scatter(KernelGlobals *kg,
/* compute lighting with the BSDF closure */
for(int hit = 0; hit < num_hits; hit++) {
ShaderData bssrdf_sd = *sd;
Bssrdf *bssrdf = (Bssrdf *)sc;
ClosureType bssrdf_type = sc->type;
float bssrdf_roughness = bssrdf->roughness;
subsurface_scatter_multi_setup(kg,
&ss_isect,
hit,
&bssrdf_sd,
&hit_state,
sc);
bssrdf_type,
bssrdf_roughness);
#ifdef __VOLUME__
if(need_update_volume_stack) {

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@ -64,6 +64,11 @@ bool kernel_path_subsurface_scatter(
sd->object_flag & SD_OBJECT_INTERSECTS_VOLUME;
# endif /* __VOLUME__ */
/* Closure memory will be overwritten, so read required variables now. */
Bssrdf *bssrdf = (Bssrdf *)sc;
ClosureType bssrdf_type = sc->type;
float bssrdf_roughness = bssrdf->roughness;
/* compute lighting with the BSDF closure */
for(int hit = 0; hit < num_hits; hit++) {
/* NOTE: We reuse the existing ShaderData, we assume the path
@ -74,7 +79,8 @@ bool kernel_path_subsurface_scatter(
hit,
sd,
state,
sc);
bssrdf_type,
bssrdf_roughness);
kernel_path_surface_connect_light(kg, sd, emission_sd, *throughput, state, L);

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@ -69,22 +69,21 @@ ccl_device_inline float3 subsurface_scatter_eval(ShaderData *sd,
}
/* replace closures with a single diffuse bsdf closure after scatter step */
ccl_device void subsurface_scatter_setup_diffuse_bsdf(KernelGlobals *kg, ShaderData *sd, const ShaderClosure *sc, float3 weight, float3 N)
ccl_device void subsurface_scatter_setup_diffuse_bsdf(KernelGlobals *kg, ShaderData *sd, ClosureType type, float roughness, float3 weight, float3 N)
{
sd->flag &= ~SD_CLOSURE_FLAGS;
sd->num_closure = 0;
sd->num_closure_left = kernel_data.integrator.max_closures;
Bssrdf *bssrdf = (Bssrdf *)sc;
#ifdef __PRINCIPLED__
if(bssrdf->type == CLOSURE_BSSRDF_PRINCIPLED_ID ||
bssrdf->type == CLOSURE_BSSRDF_PRINCIPLED_RANDOM_WALK_ID)
if(type == CLOSURE_BSSRDF_PRINCIPLED_ID ||
type == CLOSURE_BSSRDF_PRINCIPLED_RANDOM_WALK_ID)
{
PrincipledDiffuseBsdf *bsdf = (PrincipledDiffuseBsdf*)bsdf_alloc(sd, sizeof(PrincipledDiffuseBsdf), weight);
if(bsdf) {
bsdf->N = N;
bsdf->roughness = bssrdf->roughness;
bsdf->roughness = roughness;
sd->flag |= bsdf_principled_diffuse_setup(bsdf);
/* replace CLOSURE_BSDF_PRINCIPLED_DIFFUSE_ID with this special ID so render passes
@ -92,8 +91,8 @@ ccl_device void subsurface_scatter_setup_diffuse_bsdf(KernelGlobals *kg, ShaderD
bsdf->type = CLOSURE_BSDF_BSSRDF_PRINCIPLED_ID;
}
}
else if(CLOSURE_IS_BSDF_BSSRDF(bssrdf->type) ||
CLOSURE_IS_BSSRDF(bssrdf->type))
else if(CLOSURE_IS_BSDF_BSSRDF(type) ||
CLOSURE_IS_BSSRDF(type))
#endif /* __PRINCIPLED__ */
{
DiffuseBsdf *bsdf = (DiffuseBsdf*)bsdf_alloc(sd, sizeof(DiffuseBsdf), weight);
@ -309,7 +308,8 @@ ccl_device_noinline void subsurface_scatter_multi_setup(
int hit,
ShaderData *sd,
ccl_addr_space PathState *state,
const ShaderClosure *sc)
ClosureType type,
float roughness)
{
#ifdef __SPLIT_KERNEL__
Ray ray_object = ss_isect->ray;
@ -332,7 +332,7 @@ ccl_device_noinline void subsurface_scatter_multi_setup(
subsurface_color_bump_blur(kg, sd, state, &weight, &N);
/* Setup diffuse BSDF. */
subsurface_scatter_setup_diffuse_bsdf(kg, sd, sc, weight, N);
subsurface_scatter_setup_diffuse_bsdf(kg, sd, type, roughness, weight, N);
}
/* Random walk subsurface scattering.

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@ -110,13 +110,18 @@ ccl_device_noinline bool kernel_split_branched_path_subsurface_indirect_light_it
*bssrdf_sd = *sd; /* note: copy happens each iteration of inner loop, this is
* important as the indirect path will write into bssrdf_sd */
Bssrdf *bssrdf = (Bssrdf *)sc;
ClosureType bssrdf_type = sc->type;
float bssrdf_roughness = bssrdf->roughness;
LocalIntersection ss_isect_private = *ss_isect;
subsurface_scatter_multi_setup(kg,
&ss_isect_private,
hit,
bssrdf_sd,
hit_state,
sc);
bssrdf_type,
bssrdf_roughness);
*ss_isect = ss_isect_private;
#ifdef __VOLUME__