[Bf-blender-cvs] [c45a3b80e23] blender2.8: Fix T55555: Crash when select material properties

Antonioya noreply at git.blender.org
Thu Jun 21 16:11:35 CEST 2018


Commit: c45a3b80e2356a952248eaafaeeec48b28bcb0fd
Author: Antonioya
Date:   Thu Jun 21 16:10:52 2018 +0200
Branches: blender2.8
https://developer.blender.org/rBc45a3b80e2356a952248eaafaeeec48b28bcb0fd

Fix T55555: Crash when select material properties

This error is only in Windows and Mac when select in properties the material tab.

This commit revert dc856be8399242f4ee3a2ce0450b7ac5a20b35f6 Preview: Add own opengl context to render preview images.

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

M	source/blender/editors/render/render_preview.c
M	source/blender/render/extern/include/RE_pipeline.h
M	source/blender/render/intern/include/render_types.h
M	source/blender/render/intern/source/pipeline.c
M	source/blender/windowmanager/intern/wm_window.c

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

diff --git a/source/blender/editors/render/render_preview.c b/source/blender/editors/render/render_preview.c
index cdd79f43a72..4a3c7a3fd4b 100644
--- a/source/blender/editors/render/render_preview.c
+++ b/source/blender/editors/render/render_preview.c
@@ -176,9 +176,6 @@ typedef struct ShaderPreview {
 
 	Main *bmain;
 	Main *pr_main;
-
-	void *gl_context;
-	bool  gl_context_owner;
 } ShaderPreview;
 
 typedef struct IconPreviewSize {
@@ -194,8 +191,6 @@ typedef struct IconPreview {
 	void *owner;
 	ID *id;
 	ListBase sizes;
-
-	void *gl_context;
 } IconPreview;
 
 /* *************************** Preview for buttons *********************** */
@@ -746,10 +741,6 @@ static void shader_preview_render(ShaderPreview *sp, ID *id, int split, int firs
 	/* set this for all previews, default is react to G.is_break still */
 	RE_test_break_cb(re, sp, shader_preview_break);
 
-	if (sp->gl_context) {
-		RE_gl_context_set(re, sp->gl_context);
-	}
-
 	/* lens adjust */
 	oldlens = ((Camera *)sce->camera->data)->lens;
 	if (sizex > sp->sizey)
@@ -869,10 +860,6 @@ static void shader_preview_free(void *customdata)
 		}
 		MEM_freeN(sp->lampcopy);
 	}
-	if (sp->gl_context_owner && sp->gl_context) {
-		WM_opengl_context_dispose(sp->gl_context);
-		sp->gl_context = NULL;
-	}
 
 	MEM_freeN(sp);
 }
@@ -1088,8 +1075,6 @@ static void icon_preview_startjob_all_sizes(void *customdata, short *stop, short
 		sp->pr_rect = cur_size->rect;
 		sp->id = ip->id;
 		sp->bmain = ip->bmain;
-		sp->gl_context = ip->gl_context;
-		sp->gl_context_owner = false;
 
 		if (is_render) {
 			BLI_assert(ip->id);
@@ -1106,11 +1091,6 @@ static void icon_preview_startjob_all_sizes(void *customdata, short *stop, short
 		common_preview_startjob(sp, stop, do_update, progress);
 		shader_preview_free(sp);
 	}
-
-	if (ip->gl_context) {
-		WM_opengl_context_dispose(ip->gl_context);
-		ip->gl_context = NULL;
-	}
 }
 
 static void icon_preview_endjob(void *customdata)
@@ -1194,17 +1174,8 @@ void ED_preview_icon_job(const bContext *C, void *owner, ID *id, unsigned int *r
 
 	/* render all resolutions from suspended job too */
 	old_ip = WM_jobs_customdata_get(wm_job);
-	if (old_ip) {
+	if (old_ip)
 		BLI_movelisttolist(&ip->sizes, &old_ip->sizes);
-		/* NOTE: This assumes that it will be the same thread
-		 * that will be used when resuming the job. */
-		ip->gl_context = old_ip->gl_context;
-	}
-
-	if (ip->gl_context == NULL) {
-		/* Create context in the main thread. */
-		ip->gl_context = WM_opengl_context_create();
-	}
 
 	/* customdata for preview thread */
 	ip->bmain = CTX_data_main(C);
@@ -1235,7 +1206,7 @@ void ED_preview_shader_job(const bContext *C, void *owner, ID *id, ID *parent, M
 {
 	Object *ob = CTX_data_active_object(C);
 	wmJob *wm_job;
-	ShaderPreview *sp, *old_sp;
+	ShaderPreview *sp;
 	Scene *scene = CTX_data_scene(C);
 	short id_type = GS(id->name);
 
@@ -1252,21 +1223,6 @@ void ED_preview_shader_job(const bContext *C, void *owner, ID *id, ID *parent, M
 	                    WM_JOB_EXCL_RENDER, WM_JOB_TYPE_RENDER_PREVIEW);
 	sp = MEM_callocN(sizeof(ShaderPreview), "shader preview");
 
-	/* Reuse previous gl context. */
-	old_sp = WM_jobs_customdata_get(wm_job);
-	if (old_sp) {
-		/* NOTE: This assumes that it will be the same thread
-		 * that will be used when resuming the job. */
-		old_sp->gl_context_owner = false; /* Don't free it */
-		sp->gl_context = old_sp->gl_context;
-	}
-
-	if (sp->gl_context == NULL) {
-		/* Create context in the main thread. */
-		sp->gl_context = WM_opengl_context_create();
-	}
-	sp->gl_context_owner = true;
-
 	/* customdata for preview thread */
 	sp->scene = scene;
 	sp->depsgraph = CTX_data_depsgraph(C);
diff --git a/source/blender/render/extern/include/RE_pipeline.h b/source/blender/render/extern/include/RE_pipeline.h
index bde3c1c8cb3..a51e7af9d9d 100644
--- a/source/blender/render/extern/include/RE_pipeline.h
+++ b/source/blender/render/extern/include/RE_pipeline.h
@@ -312,10 +312,8 @@ void RE_draw_lock_cb		(struct Render *re, void *handle, void (*f)(void *handle,
 void RE_test_break_cb	(struct Render *re, void *handle, int (*f)(void *handle));
 void RE_current_scene_update_cb(struct Render *re, void *handle, void (*f)(void *handle, struct Scene *scene));
 
-/* TODO replace by a simple set and get draw manager. */
 void  RE_gl_context_create(Render *re);
 void  RE_gl_context_destroy(Render *re);
-void  RE_gl_context_set(Render *re, void *gl_context);
 void *RE_gl_context_get(Render *re);
 void *RE_gwn_context_get(Render *re);
 
diff --git a/source/blender/render/intern/include/render_types.h b/source/blender/render/intern/include/render_types.h
index 134fa56f01c..34535fba1e0 100644
--- a/source/blender/render/intern/include/render_types.h
+++ b/source/blender/render/intern/include/render_types.h
@@ -161,7 +161,6 @@ struct Render {
 	/* TODO replace by a whole draw manager. */
 	void *gl_context;
 	void *gwn_context;
-	bool gl_context_ownership;
 };
 
 /* **************** defines ********************* */
diff --git a/source/blender/render/intern/source/pipeline.c b/source/blender/render/intern/source/pipeline.c
index 14ef7a3cb94..361324bf07c 100644
--- a/source/blender/render/intern/source/pipeline.c
+++ b/source/blender/render/intern/source/pipeline.c
@@ -1030,13 +1030,10 @@ void RE_test_break_cb(Render *re, void *handle, int (*f)(void *handle))
 
 /* ********* GL Context ******** */
 
-/* Create the gl context of the Render.
- * It will be free by the render itself. */
 void RE_gl_context_create(Render *re)
 {
 	/* Needs to be created in the main ogl thread. */
 	re->gl_context = WM_opengl_context_create();
-	re->gl_context_ownership = true;
 }
 
 void RE_gl_context_destroy(Render *re)
@@ -1048,22 +1045,11 @@ void RE_gl_context_destroy(Render *re)
 		re->gwn_context = NULL;
 	}
 	if (re->gl_context) {
-		if (re->gl_context_ownership) {
-			WM_opengl_context_dispose(re->gl_context);
-		}
+		WM_opengl_context_dispose(re->gl_context);
 		re->gl_context = NULL;
 	}
 }
 
-/* Manually set the gl context of the Render.
- * It won't be free by the render itself. */
-void RE_gl_context_set(Render *re, void *gl_context)
-{
-	BLI_assert(gl_context); /* Cannot set NULL */
-	re->gl_context = gl_context;
-	re->gl_context_ownership = false;
-}
-
 void *RE_gl_context_get(Render *re)
 {
 	return re->gl_context;
@@ -2646,9 +2632,6 @@ void RE_PreviewRender(Render *re, Main *bmain, Scene *sce)
 	RE_SetCamera(re, camera);
 
 	do_render_3d(re);
-
-	/* Destroy the opengl context in the correct thread. */
-	RE_gl_context_destroy(re);
 }
 
 /* note; repeated win/disprect calc... solve that nicer, also in compo */
diff --git a/source/blender/windowmanager/intern/wm_window.c b/source/blender/windowmanager/intern/wm_window.c
index 5d4e52dad77..acc9a500247 100644
--- a/source/blender/windowmanager/intern/wm_window.c
+++ b/source/blender/windowmanager/intern/wm_window.c
@@ -2296,14 +2296,13 @@ void *WM_opengl_context_create(void)
 	 * So we should call this function only on the main thread.
 	 */
 	BLI_assert(BLI_thread_is_main());
-	// BLI_assert(GPU_framebuffer_current_get() == 0);
+	BLI_assert(GPU_framebuffer_current_get() == 0);
 	return GHOST_CreateOpenGLContext(g_system);
 }
 
 void WM_opengl_context_dispose(void *context)
 {
-	// BLI_assert(BLI_thread_is_main());
-	// BLI_assert(GPU_framebuffer_current_get() == 0);
+	BLI_assert(GPU_framebuffer_current_get() == 0);
 	GHOST_DisposeOpenGLContext(g_system, (GHOST_ContextHandle)context);
 }



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