viewer#3133 Callback related crash in LLViewerFetchedTexture

Seems to be realted to LLModelPreview and path generated textures so I'm
improving cleanup.
master
Andrey Kleshchev 2024-11-22 18:59:12 +02:00 committed by Andrey Kleshchev
parent 97f0a21421
commit bedf884caf
2 changed files with 6 additions and 4 deletions

View File

@ -227,6 +227,8 @@ LLModelPreview::~LLModelPreview()
}
mBaseModel.clear();
mBaseScene.clear();
LLLoadedCallbackEntry::cleanUpCallbackList(&mCallbackTextureList);
}
void LLModelPreview::updateDimentionsAndOffsets()
@ -553,7 +555,7 @@ void LLModelPreview::rebuildUploadData()
{
// in case user provided a missing file later
texture->setIsMissingAsset(false);
texture->setLoadedCallback(LLModelPreview::textureLoadedCallback, 0, true, false, this, NULL, false);
texture->setLoadedCallback(LLModelPreview::textureLoadedCallback, 0, true, false, this, &mCallbackTextureList, false);
texture->forceToSaveRawImage(0, F32_MAX);
texture->updateFetch();
if (mModelLoader)
@ -3130,8 +3132,6 @@ LLJoint* LLModelPreview::lookupJointByName(const std::string& str, void* opaque)
U32 LLModelPreview::loadTextures(LLImportMaterial& material, void* opaque)
{
(void)opaque;
if (material.mDiffuseMapFilename.size())
{
material.mOpaqueData = new LLPointer< LLViewerFetchedTexture >;
@ -3145,7 +3145,8 @@ U32 LLModelPreview::loadTextures(LLImportMaterial& material, void* opaque)
}
// Todo: might cause a crash if preview gets closed before we get the callback.
// Use a callback list or guard callback in some way
tex->setLoadedCallback(LLModelPreview::textureLoadedCallback, 0, true, false, opaque, NULL, false);
LLModelPreview* preview = (LLModelPreview*)opaque;
tex->setLoadedCallback(LLModelPreview::textureLoadedCallback, 0, true, false, opaque, &preview->mCallbackTextureList, false);
tex->forceToSaveRawImage(0, F32_MAX);
material.setDiffuseMap(tex->getID()); // record tex ID
return 1;

View File

@ -316,6 +316,7 @@ protected:
LLMeshUploadThread::instance_list mUploadData;
std::set<LLViewerFetchedTexture * > mTextureSet;
LLLoadedCallbackEntry::source_callback_list_t mCallbackTextureList;
//map of vertex buffers to models (one vertex buffer in vector per face in model
std::map<LLModel*, std::vector<LLPointer<LLVertexBuffer> > > mVertexBuffer[LLModel::NUM_LODS + 1];