Files
test2/source/blender/nodes/shader/node_shader_util.hh
Omar Emara 5841cb21f7 Fix #146759: Radial Tilling node crashes in the compositor
The Radial Tilling node crashes in the compositor in GPU mode. This is
because the compositor does not yet support 2D vectors in shader code
generation, but properly supports and expects them in the interface,
which the Radial Tilling node declares. This results in a bad shader
which crashes Blender.

To properly fix this, we need to:

- Support 2D vectors in compositor GPU material shader code generation.
- Support 2D vectors in shader node GPU stack construction.
- Adjust the interface of radial tilling to actually use 2D vectors.

This seems risky for 5.0, so this patch temporarily drops support for
the node in the compositor in 5.0. Then once 2D vectors are supported,
it can be enabled again.

Pull Request: https://projects.blender.org/blender/blender/pulls/147627
2025-10-09 17:23:12 +02:00

95 lines
3.4 KiB
C++

/* SPDX-FileCopyrightText: 2005 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup nodes
*/
#pragma once
#include <cfloat>
#include <optional>
#include "BLI_listbase.h" // IWYU pragma: export
#include "BLI_math_constants.h" // IWYU pragma: export
#include "BKE_node.hh"
#include "BKE_node_legacy_types.hh" // IWYU pragma: export
#include "DNA_node_types.h"
#include "GPU_material.hh"
#include "NOD_socket_declarations.hh" // IWYU pragma: export
#include "node_shader_register.hh" // IWYU pragma: export
#ifdef WITH_MATERIALX
# include "materialx/node_parser.h" // IWYU pragma: export
#else
# define NODE_SHADER_MATERIALX_BEGIN \
blender::bke::NodeMaterialXFunction node_shader_materialx = nullptr;
# define NODE_SHADER_MATERIALX_END
#endif
struct bContext;
struct bNodeExecContext;
struct bNodeTreeExec;
struct GPUNodeLink;
struct GPUNodeStack;
struct GPUMaterial;
bool sh_node_poll_default(const blender::bke::bNodeType *ntype,
const bNodeTree *ntree,
const char **r_disabled_hint);
void sh_node_type_base(blender::bke::bNodeType *ntype,
std::string idname,
std::optional<int16_t> legacy_type = std::nullopt);
void sh_geo_node_type_base(blender::bke::bNodeType *ntype,
std::string idname,
std::optional<int16_t> legacy_type = std::nullopt);
void common_node_type_base(blender::bke::bNodeType *ntype,
std::string idname,
std::optional<int16_t> legacy_type = std::nullopt);
bool line_style_shader_nodes_poll(const bContext *C);
bool world_shader_nodes_poll(const bContext *C);
bool object_shader_nodes_poll(const bContext *C);
bool object_cycles_shader_nodes_poll(const bContext *C);
bool object_eevee_shader_nodes_poll(const bContext *C);
/* ********* exec data struct, remains internal *********** */
struct XYZ_to_RGB /* Transposed #imbuf_xyz_to_rgb, passed as 3x vec3. */
{
float r[3], g[3], b[3];
};
void node_gpu_stack_from_data(GPUNodeStack *gs, int type, bNodeStack *ns);
void node_data_from_gpu_stack(bNodeStack *ns, GPUNodeStack *gs);
void node_shader_gpu_bump_tex_coord(GPUMaterial *mat, bNode *node, GPUNodeLink **link);
void node_shader_gpu_default_tex_coord(GPUMaterial *mat, bNode *node, GPUNodeLink **link);
void node_shader_gpu_tex_mapping(GPUMaterial *mat,
bNode *node,
GPUNodeStack *in,
GPUNodeStack *out);
bNodeTreeExec *ntreeShaderBeginExecTree_internal(bNodeExecContext *context,
bNodeTree *ntree,
bNodeInstanceKey parent_key);
void ntreeShaderEndExecTree_internal(bNodeTreeExec *exec);
/* If depth_level is not null, only nodes where `node->runtime->tmp_flag == depth_level` will be
* executed. This allows finer control over node execution order without modifying the tree
* topology. */
void ntreeExecGPUNodes(bNodeTreeExec *exec,
GPUMaterial *mat,
bNode *output_node,
const int *depth_level = nullptr);
void get_XYZ_to_RGB_for_gpu(XYZ_to_RGB *data);
bool node_socket_not_zero(const GPUNodeStack &socket);
bool node_socket_not_white(const GPUNodeStack &socket);
bool node_socket_not_black(const GPUNodeStack &socket);