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blender-archive/source/blender/compositor/operations/COM_TextureOperation.cc
Jacques Lucke e7ae9f493a Fix T93310: crash due to broken image paths
The crash was caused by allocating an uninitialized amount of memory.
This fix initializes a bunch of variables that could cause the error.

It should be possible to also fix this in the function that actually uses
the uninitialized memory, but that could cause unknown consequences
that are a bit too risky for 3.0. Just initializing some variables should
be safe though. For more details see D13369.

Differential Revision: https://developer.blender.org/D13369
2021-11-29 19:23:43 +01:00

209 lines
7.2 KiB
C++

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* Copyright 2011, Blender Foundation.
*/
#include "COM_TextureOperation.h"
#include "COM_WorkScheduler.h"
#include "BKE_image.h"
#include "BKE_node.h"
namespace blender::compositor {
TextureBaseOperation::TextureBaseOperation()
{
this->add_input_socket(DataType::Vector); // offset
this->add_input_socket(DataType::Vector); // size
texture_ = nullptr;
input_size_ = nullptr;
input_offset_ = nullptr;
rd_ = nullptr;
pool_ = nullptr;
scene_color_manage_ = false;
flags_.complex = true;
}
TextureOperation::TextureOperation() : TextureBaseOperation()
{
this->add_output_socket(DataType::Color);
}
TextureAlphaOperation::TextureAlphaOperation() : TextureBaseOperation()
{
this->add_output_socket(DataType::Value);
}
void TextureBaseOperation::init_execution()
{
input_offset_ = get_input_socket_reader(0);
input_size_ = get_input_socket_reader(1);
pool_ = BKE_image_pool_new();
if (texture_ != nullptr && texture_->nodetree != nullptr && texture_->use_nodes) {
ntreeTexBeginExecTree(texture_->nodetree);
}
NodeOperation::init_execution();
}
void TextureBaseOperation::deinit_execution()
{
input_size_ = nullptr;
input_offset_ = nullptr;
BKE_image_pool_free(pool_);
pool_ = nullptr;
if (texture_ != nullptr && texture_->use_nodes && texture_->nodetree != nullptr &&
texture_->nodetree->execdata != nullptr) {
ntreeTexEndExecTree(texture_->nodetree->execdata);
}
NodeOperation::deinit_execution();
}
void TextureBaseOperation::determine_canvas(const rcti &preferred_area, rcti &r_area)
{
r_area = preferred_area;
if (BLI_rcti_is_empty(&preferred_area)) {
int width = rd_->xsch * rd_->size / 100;
int height = rd_->ysch * rd_->size / 100;
r_area.xmax = preferred_area.xmin + width;
r_area.ymax = preferred_area.ymin + height;
}
if (execution_model_ == eExecutionModel::FullFrame) {
/* Determine inputs. */
rcti temp = COM_AREA_NONE;
NodeOperation::determine_canvas(r_area, temp);
}
}
void TextureAlphaOperation::execute_pixel_sampled(float output[4],
float x,
float y,
PixelSampler sampler)
{
float color[4];
TextureBaseOperation::execute_pixel_sampled(color, x, y, sampler);
output[0] = color[3];
}
void TextureBaseOperation::execute_pixel_sampled(float output[4],
float x,
float y,
PixelSampler sampler)
{
TexResult texres = {0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0, nullptr};
float texture_size[4];
float texture_offset[4];
float vec[3];
int retval;
const float cx = this->get_width() / 2;
const float cy = this->get_height() / 2;
float u = (x - cx) / this->get_width() * 2;
float v = (y - cy) / this->get_height() * 2;
/* When no interpolation/filtering happens in multitex() force nearest interpolation.
* We do it here because (a) we can't easily say multitex() that we want nearest
* interpolation and (b) in such configuration multitex() simply floor's the value
* which often produces artifacts.
*/
if (texture_ != nullptr && (texture_->imaflag & TEX_INTERPOL) == 0) {
u += 0.5f / cx;
v += 0.5f / cy;
}
input_size_->read_sampled(texture_size, x, y, sampler);
input_offset_->read_sampled(texture_offset, x, y, sampler);
vec[0] = texture_size[0] * (u + texture_offset[0]);
vec[1] = texture_size[1] * (v + texture_offset[1]);
vec[2] = texture_size[2] * texture_offset[2];
const int thread_id = WorkScheduler::current_thread_id();
retval = multitex_ext(
texture_, vec, nullptr, nullptr, 0, &texres, thread_id, pool_, scene_color_manage_, false);
output[3] = texres.talpha ? texres.ta : texres.tin;
if (retval & TEX_RGB) {
output[0] = texres.tr;
output[1] = texres.tg;
output[2] = texres.tb;
}
else {
output[0] = output[1] = output[2] = output[3];
}
}
void TextureBaseOperation::update_memory_buffer_partial(MemoryBuffer *output,
const rcti &area,
Span<MemoryBuffer *> inputs)
{
const int op_width = this->get_width();
const int op_height = this->get_height();
const float center_x = op_width / 2;
const float center_y = op_height / 2;
TexResult tex_result = {0};
float vec[3];
const int thread_id = WorkScheduler::current_thread_id();
for (BuffersIterator<float> it = output->iterate_with(inputs, area); !it.is_end(); ++it) {
const float *tex_offset = it.in(0);
const float *tex_size = it.in(1);
float u = (it.x - center_x) / op_width * 2;
float v = (it.y - center_y) / op_height * 2;
/* When no interpolation/filtering happens in multitex() force nearest interpolation.
* We do it here because (a) we can't easily say multitex() that we want nearest
* interpolation and (b) in such configuration multitex() simply floor's the value
* which often produces artifacts.
*/
if (texture_ != nullptr && (texture_->imaflag & TEX_INTERPOL) == 0) {
u += 0.5f / center_x;
v += 0.5f / center_y;
}
vec[0] = tex_size[0] * (u + tex_offset[0]);
vec[1] = tex_size[1] * (v + tex_offset[1]);
vec[2] = tex_size[2] * tex_offset[2];
const int retval = multitex_ext(texture_,
vec,
nullptr,
nullptr,
0,
&tex_result,
thread_id,
pool_,
scene_color_manage_,
false);
it.out[3] = tex_result.talpha ? tex_result.ta : tex_result.tin;
if (retval & TEX_RGB) {
it.out[0] = tex_result.tr;
it.out[1] = tex_result.tg;
it.out[2] = tex_result.tb;
}
else {
it.out[0] = it.out[1] = it.out[2] = it.out[3];
}
}
}
void TextureAlphaOperation::update_memory_buffer_partial(MemoryBuffer *output,
const rcti &area,
Span<MemoryBuffer *> inputs)
{
MemoryBuffer texture(DataType::Color, area);
TextureBaseOperation::update_memory_buffer_partial(&texture, area, inputs);
output->copy_from(&texture, area, 3, COM_DATA_TYPE_VALUE_CHANNELS, 0);
}
} // namespace blender::compositor