Fixes crash with rigged meshes on some OpenGLES2 devices

Non-tools OpenGLES2 devices that use the USE_SKELETON_SOFTWARE path (i.e. do not support float texture) depend on surface->data being set containing the bone IDs and weights (rasterizer_scene_gles2.cpp, line 1456, RasterizerSceneGLES2::_setup_geometry). However currently if TOOLS_ENABLED is not defined, surface->data is not stored in main memory in rasterizer_storage_gles2.cpp. This causes a crash in rasterizer_scene_gles2.cpp when a rigged object comes into view.

This fix addresses the specific case of skinned objects when USE_SKELETON_SOFTWARE is active, and stores a copy of the bone data, as is done when TOOLS_ENABLED is defined. This fixes the crash by allowing the same mechanism as on desktop, without adding the memory overhead of storing all vertex data where not required.

Fixes #28298

(cherry picked from commit e36e9fdb1c)
This commit is contained in:
lawnjelly 2019-06-13 11:23:07 +01:00 committed by Rémi Verschelde
parent bb9a8a8132
commit 3433017354
1 changed files with 12 additions and 0 deletions

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@ -2399,6 +2399,18 @@ void RasterizerStorageGLES2::mesh_add_surface(RID p_mesh, uint32_t p_format, VS:
} }
surface->data = array; surface->data = array;
surface->index_data = p_index_array; surface->index_data = p_index_array;
#else
// Even on non-tools builds, a copy of the surface->data is needed in certain circumstances.
// Rigged meshes using the USE_SKELETON_SOFTWARE path need to read bone data
// from surface->data.
// if USE_SKELETON_SOFTWARE is active
if (!config.float_texture_supported) {
// if this geometry is used specifically for skinning
if (p_format & (VS::ARRAY_FORMAT_BONES | VS::ARRAY_FORMAT_WEIGHTS))
surface->data = array;
}
// An alternative is to always make a copy of surface->data.
#endif #endif
surface->total_data_size += surface->array_byte_size + surface->index_array_byte_size; surface->total_data_size += surface->array_byte_size + surface->index_array_byte_size;