[Bf-cycles] Tile memory deleted before rendering complete

griffin2000 garethmorgan1977 at gmail.com
Tue Dec 5 08:38:57 CET 2017


So I am able to get it to crash with just this code here (none of the scene
creation code at all): 


	session = new ccl::Session(session_params);
	session->progress.set_update_callback(std::bind(&session_print_status));
	buffer_params = new ccl::BufferParams();
	buffer_params->width = width;
	buffer_params->height = height;
	buffer_params->full_width = width;
	buffer_params->full_height = height;

	session->scene = new ccl::Scene(scene_params, session->device);

	ccl::Transform rotateTrans =
ccl::transform_rotate(M_PI*0.60f,ccl::make_float3(1.0f, 0.0f, 0.0f));


	session->scene->camera->matrix =
rotateTrans;//ccl::transform_translate(ccl::make_float3(0.0f, 1.0f, -4.0f));
	session->scene->camera->type = ccl::CAMERA_PERSPECTIVE;
	session->scene->camera->fov = DEG2RADF(90.0f);
	session->scene->camera->width = width;
	session->scene->camera->height = height;
	session->scene->camera->compute_auto_viewplane();

	ccl::Shader *bgShader = session->scene->default_background;
	ccl::BackgroundNode* bgNode = new ccl::BackgroundNode();
	bgNode->input("Strength")->set(2.0f);
	ccl::ShaderGraph *bgGraph = new ccl::ShaderGraph();
	ccl::ShaderNode* bgOutputNode = bgGraph->output();

	ccl::EnvironmentTextureNode *envTextureNode = new
ccl::EnvironmentTextureNode();
	envTextureNode->filename = envTxtPath;
	envTextureNode->projection =
ccl::NodeEnvironmentProjection::NODE_ENVIRONMENT_EQUIRECTANGULAR;
	bgGraph->add(envTextureNode);


	bgGraph->add(bgNode);

	bgGraph->connect(envTextureNode->output("Color"), bgNode->input("Color"));
	bgGraph->connect(bgNode->output("Background"),
bgOutputNode->input("Surface"));

	bgShader->set_graph(bgGraph);
	bgShader->tag_update(session->scene);

	ccl::Transform sceneMoveTrans =
ccl::transform_translate(ccl::make_float3(+20000.0f, -5000.0f, -1000.0f));
	ccl::Transform sceneRotateXTrans = ccl::transform_rotate(M_PI*0.5f,
ccl::make_float3(1.0f, 0.0f, 0.0f));
	ccl::Transform sceneRotateYTrans = ccl::transform_rotate(M_PI*0.0f,
ccl::make_float3(0.0f, 1.0f, 0.0f));

	ccl::Transform globalTrans=
sceneMoveTrans*sceneRotateXTrans*sceneRotateYTrans;


	session->reset(*buffer_params, session_params.samples);
	session->start();

	session->wait();
}






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