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().
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@@ -25,6 +25,8 @@
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#include "MEM_guardedalloc.h"
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#include "BLI_map.h"
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extern "C" {
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#include "RNA_access.h"
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#include "RNA_types.h"
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@@ -463,7 +465,7 @@ void BlenderStrokeRenderer::RenderStrokeRepBasic(StrokeRep *iStrokeRep) const
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vector<StrokeGroup *> *groups = hasTex ? &self->texturedStrokeGroups : &self->strokeGroups;
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StrokeGroup *group;
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if (groups->empty() || !(groups->back()->totvert + totvert < MESH_MAX_VERTS &&
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groups->back()->totcol + 1 < MAXMAT)) {
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groups->back()->materials.size() + 1 < MAXMAT)) {
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group = new StrokeGroup;
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groups->push_back(group);
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}
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@@ -475,7 +477,10 @@ void BlenderStrokeRenderer::RenderStrokeRepBasic(StrokeRep *iStrokeRep) const
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group->totedge += totedge;
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group->totpoly += totpoly;
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group->totloop += totloop;
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group->totcol++;
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if (!group->materials.contains(ma)) {
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group->materials.add_new(ma, group->materials.size());
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}
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}
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// Check if the triangle is visible (i.e., within the render image boundary)
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@@ -587,7 +592,7 @@ void BlenderStrokeRenderer::GenerateStrokeMesh(StrokeGroup *group, bool hasTex)
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mesh->totedge = group->totedge;
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mesh->totpoly = group->totpoly;
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mesh->totloop = group->totloop;
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mesh->totcol = group->totcol;
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mesh->totcol = group->materials.size();
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mesh->mvert = (MVert *)CustomData_add_layer(
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&mesh->vdata, CD_MVERT, CD_CALLOC, NULL, mesh->totvert);
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@@ -628,12 +633,20 @@ void BlenderStrokeRenderer::GenerateStrokeMesh(StrokeGroup *group, bool hasTex)
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mesh->mloopcol = colors;
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mesh->mat = (Material **)MEM_mallocN(sizeof(Material *) * mesh->totcol, "MaterialList");
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for (const auto &item : group->materials.items()) {
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Material *material = item.key;
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const int matnr = item.value;
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mesh->mat[matnr] = material;
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if (material) {
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id_us_plus(&material->id);
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}
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}
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////////////////////
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// Data copy
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////////////////////
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int vertex_index = 0, edge_index = 0, loop_index = 0, material_index = 0;
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int vertex_index = 0, edge_index = 0, loop_index = 0;
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int visible_faces, visible_segments;
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bool visible;
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Strip::vertex_container::iterator v[3];
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@@ -644,8 +657,7 @@ void BlenderStrokeRenderer::GenerateStrokeMesh(StrokeGroup *group, bool hasTex)
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itend = group->strokes.end();
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it != itend;
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++it) {
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mesh->mat[material_index] = (*it)->getMaterial();
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id_us_plus(&mesh->mat[material_index]->id);
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const int matnr = group->materials.lookup_default((*it)->getMaterial(), 0);
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vector<Strip *> &strips = (*it)->getStrips();
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for (vector<Strip *>::const_iterator s = strips.begin(), send = strips.end(); s != send; ++s) {
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@@ -727,7 +739,7 @@ void BlenderStrokeRenderer::GenerateStrokeMesh(StrokeGroup *group, bool hasTex)
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// poly
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polys->loopstart = loop_index;
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polys->totloop = 3;
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polys->mat_nr = material_index;
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polys->mat_nr = matnr;
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++polys;
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// Even and odd loops connect triangles vertices differently
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@@ -812,8 +824,7 @@ void BlenderStrokeRenderer::GenerateStrokeMesh(StrokeGroup *group, bool hasTex)
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}
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} // loop over strip vertices
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} // loop over strips
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material_index++;
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} // loop over strokes
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} // loop over strokes
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BKE_object_materials_test(freestyle_bmain, object_mesh, (ID *)mesh);
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@@ -821,7 +832,6 @@ void BlenderStrokeRenderer::GenerateStrokeMesh(StrokeGroup *group, bool hasTex)
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BLI_assert(mesh->totvert == vertex_index);
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BLI_assert(mesh->totedge == edge_index);
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BLI_assert(mesh->totloop == loop_index);
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BLI_assert(mesh->totcol == material_index);
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BKE_mesh_validate(mesh, true, true);
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#endif
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}
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@@ -21,6 +21,8 @@
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* \ingroup freestyle
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*/
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#include "BLI_map.h"
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#include "../stroke/StrokeRenderer.h"
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#include "../system/FreestyleConfig.h"
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@@ -50,15 +52,15 @@ class BlenderStrokeRenderer : public StrokeRenderer {
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Object *NewMesh() const;
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struct StrokeGroup {
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explicit StrokeGroup() : totvert(0), totedge(0), totpoly(0), totloop(0), totcol(0)
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explicit StrokeGroup() : totvert(0), totedge(0), totpoly(0), totloop(0)
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{
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}
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vector<StrokeRep *> strokes;
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BLI::Map<Material *, int> materials;
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int totvert;
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int totedge;
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int totpoly;
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int totloop;
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int totcol;
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};
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vector<StrokeGroup *> strokeGroups, texturedStrokeGroups;
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