[Bf-blender-cvs] [4c44a5309cf] master: Fix T84459: Face normals not displaying (AMD GPU)

Jeroen Bakker noreply at git.blender.org
Mon Jan 11 09:52:27 CET 2021


Commit: 4c44a5309cfa3bb96c7809d59cd1a5c37530c9af
Author: Jeroen Bakker
Date:   Mon Jan 11 09:48:42 2021 +0100
Branches: master
https://developer.blender.org/rB4c44a5309cfa3bb96c7809d59cd1a5c37530c9af

Fix T84459: Face normals not displaying (AMD GPU)

This is part two of the fix for T84459.
Issue appears to be caused by AMD graphics driver later than 20.11.1 and
affects older GPUs (Polaris/FIJI cards). Drawing normals in edit mode
uses the same OpenGL data type for storing normals that is known to be
faulty.

This change fixes the face dot normals by using GPU_COMP_I16.

===================================================================

M	source/blender/draw/intern/draw_cache_extract_mesh.c

===================================================================

diff --git a/source/blender/draw/intern/draw_cache_extract_mesh.c b/source/blender/draw/intern/draw_cache_extract_mesh.c
index d825dc40666..9e2ac26f9f0 100644
--- a/source/blender/draw/intern/draw_cache_extract_mesh.c
+++ b/source/blender/draw/intern/draw_cache_extract_mesh.c
@@ -4938,6 +4938,82 @@ static const MeshExtract extract_fdots_nor = {
 
 /** \} */
 
+/* ---------------------------------------------------------------------- */
+/** \name Extract Facedots High Quality Normal and edit flag
+ * \{ */
+static void *extract_fdots_nor_hq_init(const MeshRenderData *mr,
+                                       struct MeshBatchCache *UNUSED(cache),
+                                       void *buf)
+{
+  static GPUVertFormat format = {0};
+  if (format.attr_len == 0) {
+    GPU_vertformat_attr_add(&format, "norAndFlag", GPU_COMP_I16, 4, GPU_FETCH_INT_TO_FLOAT_UNIT);
+  }
+  GPUVertBuf *vbo = buf;
+  GPU_vertbuf_init_with_format(vbo, &format);
+  GPU_vertbuf_data_alloc(vbo, mr->poly_len);
+
+  return NULL;
+}
+
+static void extract_fdots_nor_hq_finish(const MeshRenderData *mr,
+                                        struct MeshBatchCache *UNUSED(cache),
+                                        void *buf,
+                                        void *UNUSED(data))
+{
+  static float invalid_normal[3] = {0.0f, 0.0f, 0.0f};
+  GPUVertBuf *vbo = buf;
+  short *nor = (short *)GPU_vertbuf_get_data(vbo);
+  BMFace *efa;
+
+  /* Quicker than doing it for each loop. */
+  if (mr->extract_type == MR_EXTRACT_BMESH) {
+    for (int f = 0; f < mr->poly_len; f++) {
+      efa = BM_face_at_index(mr->bm, f);
+      const bool is_face_hidden = BM_elem_flag_test(efa, BM_ELEM_HIDDEN);
+      if (is_face_hidden || (mr->extract_type == MR_EXTRACT_MAPPED && mr->p_origindex &&
+                             mr->p_origindex[f] == ORIGINDEX_NONE)) {
+        normal_float_to_short_v3(&nor[f * 4], invalid_normal);
+        nor[f * 4 + 3] = NOR_AND_FLAG_HIDDEN;
+      }
+      else {
+        normal_float_to_short_v3(&nor[f * 4], bm_face_no_get(mr, efa));
+        /* Select / Active Flag. */
+        nor[f * 4 + 3] = (BM_elem_flag_test(efa, BM_ELEM_SELECT) ?
+                              ((efa == mr->efa_act) ? NOR_AND_FLAG_ACTIVE : NOR_AND_FLAG_SELECT) :
+                              NOR_AND_FLAG_DEFAULT);
+      }
+    }
+  }
+  else {
+    for (int f = 0; f < mr->poly_len; f++) {
+      efa = bm_original_face_get(mr, f);
+      const bool is_face_hidden = efa && BM_elem_flag_test(efa, BM_ELEM_HIDDEN);
+      if (is_face_hidden || (mr->extract_type == MR_EXTRACT_MAPPED && mr->p_origindex &&
+                             mr->p_origindex[f] == ORIGINDEX_NONE)) {
+        normal_float_to_short_v3(&nor[f * 4], invalid_normal);
+        nor[f * 4 + 3] = NOR_AND_FLAG_HIDDEN;
+      }
+      else {
+        normal_float_to_short_v3(&nor[f * 4], bm_face_no_get(mr, efa));
+        /* Select / Active Flag. */
+        nor[f * 4 + 3] = (BM_elem_flag_test(efa, BM_ELEM_SELECT) ?
+                              ((efa == mr->efa_act) ? NOR_AND_FLAG_ACTIVE : NOR_AND_FLAG_SELECT) :
+                              NOR_AND_FLAG_DEFAULT);
+      }
+    }
+  }
+}
+
+static const MeshExtract extract_fdots_nor_hq = {
+    .init = extract_fdots_nor_hq_init,
+    .finish = extract_fdots_nor_hq_finish,
+    .data_flag = MR_DATA_POLY_NOR,
+    .use_threading = false,
+};
+
+/** \} */
+
 /* ---------------------------------------------------------------------- */
 /** \name Extract Facedots UV
  * \{ */
@@ -5772,14 +5848,19 @@ static void extract_task_create(struct TaskGraph *task_graph,
   BLI_assert(scene != NULL);
   const bool do_hq_normals = (scene->r.perf_flag & SCE_PERF_HQ_NORMALS) != 0 ||
                              GPU_use_hq_normals_workaround();
-  if (do_hq_normals && (extract == &extract_lnor)) {
-    extract = &extract_lnor_hq;
-  }
-  if (do_hq_normals && (extract == &extract_pos_nor)) {
-    extract = &extract_pos_nor_hq;
-  }
-  if (do_hq_normals && (extract == &extract_tan)) {
-    extract = &extract_tan_hq;
+  if (do_hq_normals) {
+    if (extract == &extract_lnor) {
+      extract = &extract_lnor_hq;
+    }
+    else if (extract == &extract_pos_nor) {
+      extract = &extract_pos_nor_hq;
+    }
+    else if (extract == &extract_tan) {
+      extract = &extract_tan_hq;
+    }
+    else if (extract == &extract_fdots_nor) {
+      extract = &extract_fdots_nor_hq;
+    }
   }
 
   /* Divide extraction of the VBO/IBO into sensible chunks of works. */



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