Fix T63178 Eevee animation render crash
authorClément Foucault <foucault.clem@gmail.com>
Tue, 23 Apr 2019 18:34:26 +0000 (20:34 +0200)
committerClément Foucault <foucault.clem@gmail.com>
Tue, 23 Apr 2019 18:35:02 +0000 (20:35 +0200)
commit148c0aa0faa66b44ad26f2c4703d59e9a133ff71
tree82a7c4fc5b88d9ec20c724abeac231bbce0cf88a
parentd10205c1a7d6d595db600842c9c2ed343d9f51aa
Fix T63178 Eevee animation render crash

If image buffer is not loaded and blender attempts to reload it (during
`BKE_image_acquire_ibuf`) over and over for each frame rendered.
When attempting this reload, image_load_image_file is calling
`BKE_image_free_buffers` and tag the Image to the (GPU) image_free_queue
(because this run on the rendering thread).

If the main thread decide to redraw the UI and go through `GPU_free_unused_buffers` they all get deleted and if that happens before the rendering thread use them ... segfault.

If I replace the environment textures with correct ones (the file does not seems to contain them), there is no crash when rendering.

I used a list of GPUTexture from blender Image to increase and decrease the
reference counter correctly.

This add very little memory and computation overhead.
source/blender/draw/intern/draw_manager.c
source/blender/draw/intern/draw_manager_data.c
source/blender/gpu/GPU_viewport.h
source/blender/gpu/intern/gpu_draw.c
source/blender/gpu/intern/gpu_viewport.c