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blender-archive/source/blender/nodes/shader/nodes/node_shader_script.c
Sergey Sharybin b998a7b384 Fix T64247: Crash on playback with special shader node tree
The root of the problem goes to the fact that node tree copying
uses source tree and nodes for a temporary storage.

This makes it so multiple dependency graphs can not be reliably
evaluated from different threads if they are using same original
node tree.

Solved by doing the following:

- Commonly used tree copying function (which is used by library
  manager) keeps source tree, nodes and sockets untouched.

- All the related areas (like node tree's callback) now have
  const qualifier on the input.

- Areas which needs to have those temporary pointers assigned are
  now using explicit function.

  Would be really cool to get rid of those temporary pointers
  completely, but this is a bit tricky due to hairy nature of the
  code. Can happen any time now though: is easy enough to generalize
  the new pointers mapping.

Note that this change is only intended to solve the crash.
The fact that icons shouldn't be updated on playback will be fixed
as a separate change.

Reviewers: brecht, fclem

Reviewed By: brecht, fclem

Subscribers: brecht, fclem

Differential Revision: https://developer.blender.org/D5002
2019-06-04 09:34:35 +02:00

71 lines
1.9 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.
*
* The Original Code is Copyright (C) 2005 Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup shdnodes
*/
#include "node_shader_util.h"
/* **************** Script ******************** */
static void init(bNodeTree *UNUSED(ntree), bNode *node)
{
NodeShaderScript *nss = MEM_callocN(sizeof(NodeShaderScript), "shader script node");
node->storage = nss;
}
static void node_free_script(bNode *node)
{
NodeShaderScript *nss = node->storage;
if (nss) {
if (nss->bytecode) {
MEM_freeN(nss->bytecode);
}
MEM_freeN(nss);
}
}
static void node_copy_script(bNodeTree *UNUSED(dest_ntree),
bNode *dest_node,
const bNode *src_node)
{
NodeShaderScript *src_nss = src_node->storage;
NodeShaderScript *dest_nss = MEM_dupallocN(src_nss);
if (src_nss->bytecode) {
dest_nss->bytecode = MEM_dupallocN(src_nss->bytecode);
}
dest_node->storage = dest_nss;
}
void register_node_type_sh_script(void)
{
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_SCRIPT, "Script", NODE_CLASS_SCRIPT, 0);
node_type_init(&ntype, init);
node_type_storage(&ntype, "NodeShaderScript", node_free_script, node_copy_script);
nodeRegisterType(&ntype);
}