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
This commit is contained in:
Jason Fielder
2022-09-01 22:14:18 +02:00
committed by Clément Foucault
parent 5f4409b02e
commit ac07fb38a1
18 changed files with 415 additions and 242 deletions

View File

@@ -174,7 +174,7 @@ static void extract_edge_fac_finish(const MeshRenderData *mr,
GPUVertBuf *vbo = static_cast<GPUVertBuf *>(buf);
MeshExtract_EdgeFac_Data *data = static_cast<MeshExtract_EdgeFac_Data *>(_data);
if (GPU_crappy_amd_driver()) {
if (GPU_crappy_amd_driver() || GPU_minimum_per_vertex_stride() > 1) {
/* Some AMD drivers strangely crash with VBO's with a one byte format.
* To workaround we reinitialize the VBO with another format and convert
* all bytes to floats. */
@@ -206,7 +206,7 @@ static GPUVertFormat *get_subdiv_edge_fac_format()
{
static GPUVertFormat format = {0};
if (format.attr_len == 0) {
if (GPU_crappy_amd_driver()) {
if (GPU_crappy_amd_driver() || GPU_minimum_per_vertex_stride() > 1) {
GPU_vertformat_attr_add(&format, "wd", GPU_COMP_F32, 1, GPU_FETCH_FLOAT);
}
else {
@@ -268,7 +268,7 @@ static void extract_edge_fac_loose_geom_subdiv(const DRWSubdivCache *subdiv_cach
uint offset = subdiv_cache->num_subdiv_loops;
for (int i = 0; i < loose_geom.edge_len; i++) {
if (GPU_crappy_amd_driver()) {
if (GPU_crappy_amd_driver() || GPU_minimum_per_vertex_stride() > 1) {
float loose_edge_fac[2] = {1.0f, 1.0f};
GPU_vertbuf_update_sub(vbo, offset * sizeof(float), sizeof(loose_edge_fac), loose_edge_fac);
}