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Moves shadow map and terrain overlay to GL texture class continuing rP26107.
AuditedrP26117

Description

Moves shadow map and terrain overlay to GL texture class continuing rP26107.

Tested By: Stan

Differential Revision: https://code.wildfiregames.com/D4393

Event Timeline

nwtour raised a concern with this commit.Dec 27 2021, 2:51 PM
nwtour added a subscriber: nwtour.

Looks like Atlas stops considering rendering or shader settings
Minimal graphics settings, render "OpenGL ARB".

$ git checkout 7dda8feb581506bfde816226b7739659ee87ac15
HEAD is now at 7dda8feb58 [Windows] Automated build.

Build - succesfull
Start Atlas - successfull
Load map azure_coast_8p.xml (for example) - successfull

$ git checkout 955394cadf87166f155dee28097cc903c8f837b1
HEAD is now at 955394cadf Moves shadow map and terrain overlay to GL texture class continuing rP26107.

Build - succesfull
Start Atlas - successfull
Load map azure_coast_8p.xml (for example) - segfault:

Thread 1 "main" received signal SIGSEGV, Segmentation fault.
#0  0x083fc6d1 in ShadowMap::BindTo (this=0x9f8417c, shader=std::shared_ptr<CShaderProgram> (use count 2, weak count 2) = {...}) at ../../../source/renderer/backend/gl/Texture.h:50
#1  0x08491afb in ShaderRenderModifier::BeginPass (this=0xa827110, shader=std::shared_ptr<CShaderProgram> (use count 2, weak count 2) = {...})
    at ../../../source/renderer/RenderModifiers.h:107
#2  0x083e2cf6 in ShaderModelRenderer::Render (this=0xab6d8e0, modifier=std::shared_ptr<RenderModifier> (use count 2, weak count 0) = {...}, context=..., cullGroup=0, flags=0)
    at /usr/include/c++/8/bits/shared_ptr_base.h:1018
This commit now has outstanding concerns.Dec 27 2021, 2:51 PM
nwtour accepted this commit.Dec 27 2021, 3:20 PM
All concerns with this commit have now been addressed.Dec 27 2021, 3:20 PM

Looks like Atlas stops considering rendering or shader settings
Minimal graphics settings, render "OpenGL ARB".
Load map azure_coast_8p.xml (for example) - segfault:

Thread 1 "main" received signal SIGSEGV, Segmentation fault.
#0  0x083fc6d1 in ShadowMap::BindTo (this=0x9f8417c, shader=std::shared_ptr<CShaderProgram> (use count 2, weak count 2) = {...}) at ../../../source/renderer/backend/gl/Texture.h:50
#1  0x08491afb in ShaderRenderModifier::BeginPass (this=0xa827110, shader=std::shared_ptr<CShaderProgram> (use count 2, weak count 2) = {...})
    at ../../../source/renderer/RenderModifiers.h:107
#2  0x083e2cf6 in ShaderModelRenderer::Render (this=0xab6d8e0, modifier=std::shared_ptr<RenderModifier> (use count 2, weak count 0) = {...}, context=..., cullGroup=0, flags=0)
    at /usr/include/c++/8/bits/shared_ptr_base.h:1018

Does it crash or not?

Does it crash or not?

Crash. But I'll test it later - when the transition is over

Crash. But I'll test it later - when the transition is over

If by transition you mean the GL one then it's going to last for some time. So it's better to figure out the crash earlier.

Fixed in rP26127.

Thanks. It`s work