[Bf-blender-cvs] [90df1142a35] master: Cycles: Solve threading conflict in shader synchronization
Sergey Sharybin
noreply at git.blender.org
Fri Mar 31 17:08:42 CEST 2017
Commit: 90df1142a35dd9b738ef21ceb5f3b12249846482
Author: Sergey Sharybin
Date: Fri Mar 31 15:29:20 2017 +0200
Branches: master
https://developer.blender.org/rB90df1142a35dd9b738ef21ceb5f3b12249846482
Cycles: Solve threading conflict in shader synchronization
Update tag might access links (when checking for attributes) and
the links might be in the middle of rebuild in simplification
logic.
===================================================================
M intern/cycles/blender/blender_shader.cpp
M intern/cycles/blender/blender_sync.h
===================================================================
diff --git a/intern/cycles/blender/blender_shader.cpp b/intern/cycles/blender/blender_shader.cpp
index 0cd4b90340b..df21e2640bd 100644
--- a/intern/cycles/blender/blender_shader.cpp
+++ b/intern/cycles/blender/blender_shader.cpp
@@ -1158,6 +1158,13 @@ static void add_nodes(Scene *scene,
/* Sync Materials */
+void BlenderSync::sync_materials_simpligy(Shader *shader)
+{
+ ShaderGraph *graph = shader->graph;
+ graph->simplify(scene);
+ shader->tag_update(scene);
+}
+
void BlenderSync::sync_materials(bool update_all)
{
shader_map.set_default(scene->default_surface);
@@ -1203,17 +1210,26 @@ void BlenderSync::sync_materials(bool update_all)
shader->set_graph(graph);
- /* By simplifying the shader graph as soon as possible, some redundant shader nodes
- * might be removed which prevents loading unneccessary attributes later.
+ /* By simplifying the shader graph as soon as possible, some
+ * redundant shader nodes might be removed which prevents loading
+ * unnecessary attributes later.
*
- * However, since graph simplification also accounts for e.g. mix weight, this would
- * cause frequent expensive resyncs in interactive sessions, so for those sessions
- * optimization is only performed right before compiling. */
+ * However, since graph simplification also accounts for e.g. mix
+ * weight, this would cause frequent expensive resyncs in interactive
+ * sessions, so for those sessions optimization is only performed
+ * right before compiling.
+ */
if(!preview) {
- pool.push(function_bind(&ShaderGraph::simplify, shader->graph, scene));
+ pool.push(function_bind(&BlenderSync::sync_materials_simpligy,
+ this,
+ shader));
+ }
+ else {
+ /* NOTE: Update tagging can access links which are being
+ * optimized out.
+ */
+ shader->tag_update(scene);
}
-
- shader->tag_update(scene);
}
}
diff --git a/intern/cycles/blender/blender_sync.h b/intern/cycles/blender/blender_sync.h
index 36bedc505af..62e2f8f563a 100644
--- a/intern/cycles/blender/blender_sync.h
+++ b/intern/cycles/blender/blender_sync.h
@@ -96,6 +96,7 @@ public:
private:
/* sync */
void sync_lamps(bool update_all);
+ void sync_materials_simpligy(Shader *shader);
void sync_materials(bool update_all);
void sync_objects(BL::SpaceView3D& b_v3d, float motion_time = 0.0f);
void sync_motion(BL::RenderSettings& b_render,
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