Metal: Minimum per-vertex stride, 3D texture size + Transform feedback GPUCapabilities expansion.
- Adding in compatibility paths to support minimum per-vertex strides for vertex formats. OpenGL supports a minimum stride of 1 byte, in Metal, this minimum stride is 4 bytes. Meaing a vertex format must be atleast 4-bytes in size. - Replacing transform feedback compile-time check to conditional look-up, given TF is supported on macOS with Metal. - 3D texture size safety check added as a general capability, rather than being in the gl backend only. Also required for Metal. Authored by Apple: Michael Parkin-White Ref T96261 Reviewed By: fclem Maniphest Tasks: T96261 Differential Revision: https://developer.blender.org/D14510
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@@ -174,7 +174,7 @@ static void extract_edge_fac_finish(const MeshRenderData *mr,
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GPUVertBuf *vbo = static_cast<GPUVertBuf *>(buf);
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MeshExtract_EdgeFac_Data *data = static_cast<MeshExtract_EdgeFac_Data *>(_data);
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if (GPU_crappy_amd_driver()) {
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if (GPU_crappy_amd_driver() || GPU_minimum_per_vertex_stride() > 1) {
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/* Some AMD drivers strangely crash with VBO's with a one byte format.
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* To workaround we reinitialize the VBO with another format and convert
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* all bytes to floats. */
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@@ -206,7 +206,7 @@ static GPUVertFormat *get_subdiv_edge_fac_format()
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{
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static GPUVertFormat format = {0};
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if (format.attr_len == 0) {
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if (GPU_crappy_amd_driver()) {
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if (GPU_crappy_amd_driver() || GPU_minimum_per_vertex_stride() > 1) {
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GPU_vertformat_attr_add(&format, "wd", GPU_COMP_F32, 1, GPU_FETCH_FLOAT);
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}
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else {
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@@ -268,7 +268,7 @@ static void extract_edge_fac_loose_geom_subdiv(const DRWSubdivCache *subdiv_cach
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uint offset = subdiv_cache->num_subdiv_loops;
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for (int i = 0; i < loose_geom.edge_len; i++) {
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if (GPU_crappy_amd_driver()) {
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if (GPU_crappy_amd_driver() || GPU_minimum_per_vertex_stride() > 1) {
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float loose_edge_fac[2] = {1.0f, 1.0f};
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GPU_vertbuf_update_sub(vbo, offset * sizeof(float), sizeof(loose_edge_fac), loose_edge_fac);
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}
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