Eevee: Fix crash when rendering due to recent lookdev refactor

This commit is contained in:
Clément Foucault
2019-05-01 15:45:43 +02:00
parent df8e5d66e3
commit a72a831570

View File

@@ -71,20 +71,22 @@ void EEVEE_lookdev_cache_init(EEVEE_Data *vedata,
View3D *v3d = draw_ctx->v3d;
Scene *scene = draw_ctx->scene;
/* Viewport / Ball size. */
rcti rect;
ED_region_visible_rect(draw_ctx->ar, &rect);
if (LOOK_DEV_OVERLAY_ENABLED(v3d)) {
/* Viewport / Ball size. */
rcti rect;
ED_region_visible_rect(draw_ctx->ar, &rect);
const int ball_size = max_ii(BLI_rcti_size_x(&rect) * 0.1f, 100.0f) * U.dpi_fac;
const int ball_size = max_ii(BLI_rcti_size_x(&rect) * 0.1f, 100.0f) * U.dpi_fac;
if (ball_size != effects->ball_size || rect.xmax != effects->anchor[0] ||
rect.ymin != effects->anchor[1]) {
/* If ball size or anchor point moves, reset TAA to avoid ghosting issue.
if (ball_size != effects->ball_size || rect.xmax != effects->anchor[0] ||
rect.ymin != effects->anchor[1]) {
/* If ball size or anchor point moves, reset TAA to avoid ghosting issue.
* This needs to happen early because we are changing taa_current_sample. */
effects->ball_size = ball_size;
effects->anchor[0] = rect.xmax;
effects->anchor[1] = rect.ymin;
EEVEE_temporal_sampling_reset(vedata);
effects->ball_size = ball_size;
effects->anchor[0] = rect.xmax;
effects->anchor[1] = rect.ymin;
EEVEE_temporal_sampling_reset(vedata);
}
}
if (LOOK_DEV_STUDIO_LIGHT_ENABLED(v3d)) {