[Bf-blender-cvs] [d318324] compositor-2016: disable glsl, glew import different on mac. Check on viewer node do_output io active. First check bnode output buffer, can be null, prevent compo from crashing.

Monique Dewanchand noreply at git.blender.org
Wed Jun 8 22:55:12 CEST 2016


Commit: d318324526cae12416e24e1cb7c4bfa9e2941e90
Author: Monique Dewanchand
Date:   Thu Jun 2 23:09:53 2016 +0200
Branches: compositor-2016
https://developer.blender.org/rBd318324526cae12416e24e1cb7c4bfa9e2941e90

disable glsl, glew import different on mac. Check on viewer node do_output io active. First check bnode output buffer, can be null, prevent compo from crashing.

===================================================================

M	source/blender/compositor/cmp/cmp_compositor.cpp
M	source/blender/compositor/cmp/cmp_unroll.cpp
M	source/blender/compositor/device/device_glsl_compiler.cpp
M	source/blender/compositor/device/device_glsl_compiler.hpp

===================================================================

diff --git a/source/blender/compositor/cmp/cmp_compositor.cpp b/source/blender/compositor/cmp/cmp_compositor.cpp
index b4f5c7b..9333d52 100644
--- a/source/blender/compositor/cmp/cmp_compositor.cpp
+++ b/source/blender/compositor/cmp/cmp_compositor.cpp
@@ -64,7 +64,6 @@ void COM_execute(RenderData *rd, Scene *scene, bNodeTree *editingtree, int rende
   // UNROLL editingtree
   Compositor::Node* node = Compositor::unroll(editingtree, render_context);
   if (node != NULL) {
-
     // ALLOCATE output
     Compositor::Output output(editingtree, node, rd, viewName, viewSettings, displaySettings);
     if (output.buffer == NULL) {
diff --git a/source/blender/compositor/cmp/cmp_unroll.cpp b/source/blender/compositor/cmp/cmp_unroll.cpp
index 14ab39e..c2e0e2f 100644
--- a/source/blender/compositor/cmp/cmp_unroll.cpp
+++ b/source/blender/compositor/cmp/cmp_unroll.cpp
@@ -6,7 +6,7 @@ namespace Compositor {
 
   static bNode* find_active_viewer_node(bNodeTree* node_tree) {
     for (bNode *node = (bNode *)node_tree->nodes.first; node; node = node->next) {
-      if (node->type == CMP_NODE_VIEWER && node->flag & NODE_ACTIVE) {
+      if (node->type == CMP_NODE_VIEWER && node->flag & NODE_DO_OUTPUT) {
         return node;
         }
     }
diff --git a/source/blender/compositor/device/device_glsl_compiler.cpp b/source/blender/compositor/device/device_glsl_compiler.cpp
index 469eca8..8c53f51 100644
--- a/source/blender/compositor/device/device_glsl_compiler.cpp
+++ b/source/blender/compositor/device/device_glsl_compiler.cpp
@@ -55,18 +55,18 @@ namespace Compositor {
       return source.str();
     }
 
-    GLuint compile_vertex_shader(std::string vertex_source) {
+    //GLuint compile_vertex_shader(std::string vertex_source) {
       // std::cout << "version" << glGetString(GL_VERSION) << "\n";
-      return 0;
+      //return 0;
       // GLuint shader = glCreateShader(GL_VERTEX_SHADER);
       // return shader;
-    }
+   // }
 
-    GLuint compile_fragment_shader(std::string vertex_source) {
+    //GLuint compile_fragment_shader(std::string vertex_source) {
       // std::cout << "version" << glGetString(GL_VERSION) << "\n";
-      return 0;
+     // return 0;
       // GLuint shader = glCreateShader(GL_FRAGMENT_SHADER);
       // return shader;
-    }
+    //}
   }
 }
diff --git a/source/blender/compositor/device/device_glsl_compiler.hpp b/source/blender/compositor/device/device_glsl_compiler.hpp
index d72fc21..1b1a9cc 100644
--- a/source/blender/compositor/device/device_glsl_compiler.hpp
+++ b/source/blender/compositor/device/device_glsl_compiler.hpp
@@ -1,7 +1,7 @@
 #ifndef CMP_DEVICE_DEVICE_GLSL_COMPILER_HPP
 #define CMP_DEVICE_DEVICE_GLSL_COMPILER_HPP
 
-#include "GPU_glew.h"
+//#include "GPU_glew.h"
 #include "cmp_node.hpp"
 #include <sstream>
 
@@ -10,8 +10,8 @@ namespace Compositor {
     std::string generate_glsl_vertex_source(Compositor::Node* node);
     std::string generate_glsl_fragment_source(Compositor::Node* node);
 
-    GLuint compile_vertex_shader(std::string vertex_source);
-    GLuint compile_fragment_shader(std::string vertex_source);
+    //GLuint compile_vertex_shader(std::string vertex_source);
+    //GLuint compile_fragment_shader(std::string vertex_source);
   }
 }
 #endif




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