[Bf-blender-cvs] [d5fe6e47850] blender2.8: GPU: Add workarounds for buggy glBlitFramebuffer function on macOS + Radeon
Clément Foucault
noreply at git.blender.org
Fri Oct 26 10:47:00 CEST 2018
Commit: d5fe6e47850311e10a1ae1663693018634c83e84
Author: Clément Foucault
Date: Thu Oct 25 21:57:40 2018 +0200
Branches: blender2.8
https://developer.blender.org/rBd5fe6e47850311e10a1ae1663693018634c83e84
GPU: Add workarounds for buggy glBlitFramebuffer function on macOS + Radeon
When calling glBlitFramebuffer on most (if not all) mac that have a GPU
from the Radeon Pro series, the data is not properly copied and only a
subset of the pixels are correctly copied.
This only happens when blitting the depth buffer if the depth buffer is
GL_DEPTH24_STENCIL8.
Changing the depth buffer format to GPU_DEPTH32F_STENCIL8 fixes the issue
but only works if blitting the depth componnent. The stencil componnent
still provoke issues when being copied.
===================================================================
M source/blender/gpu/GPU_extensions.h
M source/blender/gpu/intern/gpu_extensions.c
M source/blender/gpu/intern/gpu_texture.c
===================================================================
diff --git a/source/blender/gpu/GPU_extensions.h b/source/blender/gpu/GPU_extensions.h
index 994f545eb38..805023e31df 100644
--- a/source/blender/gpu/GPU_extensions.h
+++ b/source/blender/gpu/GPU_extensions.h
@@ -52,6 +52,7 @@ int GPU_max_ubo_size(void);
int GPU_color_depth(void);
void GPU_get_dfdy_factors(float fac[2]);
bool GPU_mip_render_workaround(void);
+bool GPU_depth_blitting_workaround(void);
bool GPU_mem_stats_supported(void);
void GPU_mem_stats_get(int *totalmem, int *freemem);
diff --git a/source/blender/gpu/intern/gpu_extensions.c b/source/blender/gpu/intern/gpu_extensions.c
index c95f5e5e252..b5ca8e9a30c 100644
--- a/source/blender/gpu/intern/gpu_extensions.c
+++ b/source/blender/gpu/intern/gpu_extensions.c
@@ -89,6 +89,11 @@ static struct GPUGlobal {
* GL_TEXTURE_MAX_LEVEL is higher than the target mip.
* We need a workaround in this cases. */
bool mip_render_workaround;
+ /* There is an issue with the glBlitFramebuffer on MacOS with radeon pro graphics.
+ * Blitting depth with GL_DEPTH24_STENCIL8 is buggy so the workaround is to use
+ * GPU_DEPTH32F_STENCIL8. Then Blitting depth will work but blitting stencil will
+ * still be broken. */
+ bool depth_blitting_workaround;
} GG = {1, 0};
@@ -195,6 +200,11 @@ bool GPU_mip_render_workaround(void)
return GG.mip_render_workaround;
}
+bool GPU_depth_blitting_workaround(void)
+{
+ return GG.depth_blitting_workaround;
+}
+
void gpu_extensions_init(void)
{
/* during 2.8 development each platform has its own OpenGL minimum requirements
@@ -243,6 +253,12 @@ void gpu_extensions_init(void)
if (strstr(vendor, "ATI") || strstr(vendor, "AMD")) {
GG.device = GPU_DEVICE_ATI;
GG.driver = GPU_DRIVER_OFFICIAL;
+
+#if defined(__APPLE__)
+ if (strstr(vendor, "AMD Radeon Pro")) {
+ GG.depth_blitting_workaround = true;
+ }
+#endif
}
else if (strstr(vendor, "NVIDIA")) {
GG.device = GPU_DEVICE_NVIDIA;
diff --git a/source/blender/gpu/intern/gpu_texture.c b/source/blender/gpu/intern/gpu_texture.c
index 444424af55c..7119fdb423b 100644
--- a/source/blender/gpu/intern/gpu_texture.c
+++ b/source/blender/gpu/intern/gpu_texture.c
@@ -512,6 +512,12 @@ GPUTexture *GPU_texture_create_nD(
CLAMP_MAX(samples, GPU_max_color_texture_samples());
}
+ if ((tex_format == GPU_DEPTH24_STENCIL8) && GPU_depth_blitting_workaround()) {
+ /* MacOS + Radeon Pro fails to blit depth on GPU_DEPTH24_STENCIL8
+ * but works on GPU_DEPTH32F_STENCIL8. */
+ tex_format = GPU_DEPTH32F_STENCIL8;
+ }
+
GPUTexture *tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture");
tex->w = w;
tex->h = h;
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