Fix T76535: Eevee + Freestyle render crash with many strokes

Freestyle would create a huge amount of material slots with the same material,
causing issues in Eevee use of alloca().
This commit is contained in:
2020-05-12 18:52:07 +02:00
parent bfdb27f494
commit a5eee1f935
2 changed files with 24 additions and 12 deletions

View File

@@ -25,6 +25,8 @@
#include "MEM_guardedalloc.h"
#include "BLI_map.h"
extern "C" {
#include "RNA_access.h"
#include "RNA_types.h"
@@ -463,7 +465,7 @@ void BlenderStrokeRenderer::RenderStrokeRepBasic(StrokeRep *iStrokeRep) const
vector<StrokeGroup *> *groups = hasTex ? &self->texturedStrokeGroups : &self->strokeGroups;
StrokeGroup *group;
if (groups->empty() || !(groups->back()->totvert + totvert < MESH_MAX_VERTS &&
groups->back()->totcol + 1 < MAXMAT)) {
groups->back()->materials.size() + 1 < MAXMAT)) {
group = new StrokeGroup;
groups->push_back(group);
}
@@ -475,7 +477,10 @@ void BlenderStrokeRenderer::RenderStrokeRepBasic(StrokeRep *iStrokeRep) const
group->totedge += totedge;
group->totpoly += totpoly;
group->totloop += totloop;
group->totcol++;
if (!group->materials.contains(ma)) {
group->materials.add_new(ma, group->materials.size());
}
}
// Check if the triangle is visible (i.e., within the render image boundary)
@@ -587,7 +592,7 @@ void BlenderStrokeRenderer::GenerateStrokeMesh(StrokeGroup *group, bool hasTex)
mesh->totedge = group->totedge;
mesh->totpoly = group->totpoly;
mesh->totloop = group->totloop;
mesh->totcol = group->totcol;
mesh->totcol = group->materials.size();
mesh->mvert = (MVert *)CustomData_add_layer(
&mesh->vdata, CD_MVERT, CD_CALLOC, NULL, mesh->totvert);
@@ -628,12 +633,20 @@ void BlenderStrokeRenderer::GenerateStrokeMesh(StrokeGroup *group, bool hasTex)
mesh->mloopcol = colors;
mesh->mat = (Material **)MEM_mallocN(sizeof(Material *) * mesh->totcol, "MaterialList");
for (const auto &item : group->materials.items()) {
Material *material = item.key;
const int matnr = item.value;
mesh->mat[matnr] = material;
if (material) {
id_us_plus(&material->id);
}
}
////////////////////
// Data copy
////////////////////
int vertex_index = 0, edge_index = 0, loop_index = 0, material_index = 0;
int vertex_index = 0, edge_index = 0, loop_index = 0;
int visible_faces, visible_segments;
bool visible;
Strip::vertex_container::iterator v[3];
@@ -644,8 +657,7 @@ void BlenderStrokeRenderer::GenerateStrokeMesh(StrokeGroup *group, bool hasTex)
itend = group->strokes.end();
it != itend;
++it) {
mesh->mat[material_index] = (*it)->getMaterial();
id_us_plus(&mesh->mat[material_index]->id);
const int matnr = group->materials.lookup_default((*it)->getMaterial(), 0);
vector<Strip *> &strips = (*it)->getStrips();
for (vector<Strip *>::const_iterator s = strips.begin(), send = strips.end(); s != send; ++s) {
@@ -727,7 +739,7 @@ void BlenderStrokeRenderer::GenerateStrokeMesh(StrokeGroup *group, bool hasTex)
// poly
polys->loopstart = loop_index;
polys->totloop = 3;
polys->mat_nr = material_index;
polys->mat_nr = matnr;
++polys;
// Even and odd loops connect triangles vertices differently
@@ -812,8 +824,7 @@ void BlenderStrokeRenderer::GenerateStrokeMesh(StrokeGroup *group, bool hasTex)
}
} // loop over strip vertices
} // loop over strips
material_index++;
} // loop over strokes
} // loop over strokes
BKE_object_materials_test(freestyle_bmain, object_mesh, (ID *)mesh);
@@ -821,7 +832,6 @@ void BlenderStrokeRenderer::GenerateStrokeMesh(StrokeGroup *group, bool hasTex)
BLI_assert(mesh->totvert == vertex_index);
BLI_assert(mesh->totedge == edge_index);
BLI_assert(mesh->totloop == loop_index);
BLI_assert(mesh->totcol == material_index);
BKE_mesh_validate(mesh, true, true);
#endif
}

View File

@@ -21,6 +21,8 @@
* \ingroup freestyle
*/
#include "BLI_map.h"
#include "../stroke/StrokeRenderer.h"
#include "../system/FreestyleConfig.h"
@@ -50,15 +52,15 @@ class BlenderStrokeRenderer : public StrokeRenderer {
Object *NewMesh() const;
struct StrokeGroup {
explicit StrokeGroup() : totvert(0), totedge(0), totpoly(0), totloop(0), totcol(0)
explicit StrokeGroup() : totvert(0), totedge(0), totpoly(0), totloop(0)
{
}
vector<StrokeRep *> strokes;
BLI::Map<Material *, int> materials;
int totvert;
int totedge;
int totpoly;
int totloop;
int totcol;
};
vector<StrokeGroup *> strokeGroups, texturedStrokeGroups;