Regression: Light direction gizmo not working #104282
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Reference: blender/blender#104282
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System Information
Operating system: Mac OS Ventura
Graphics card: Mac Studio Ultra
Blender Version
3.5 alpha
Broken by
Short description of error
When trying to point a light at something by using the yellow dot handle in the viewport, the light instead points at the viewer.
Steps to reproduce
Light will point into viewport cameras
Added subscriber: @Brallan
Added subscriber: @iss
Changed status from 'Needs Triage' to: 'Needs User Info'
Can you rephrase the issue? I don't understand it. Perhaps a video recording would help too.
Ok, in the attached video you can see me trying to point a light at the default cube, but it instead points back at me :-)Light problem.mov
Changed status from 'Needs User Info' to: 'Confirmed'
Thanks for video, I can reproduce only on Mac machine
Broken between
40e5954e39
and8b1edff6b5
, will bisect, even though before it didn't work quite as expected still.Light target handle in viewport not workingto Regression: Light target handle in viewport not workingRegression: Light target handle in viewport not workingto Regression: Light direction gizmo not workingAdded subscriber: @Michael-Parkin-White-Apple
Added subscriber: @Jeroen-Bakker
@Jeroen-Bakker Can you check?
Seems like the issue is Metal backend only. When doing depth picking a GPU texture is read. This texture doesn't have the
GPU_TEXTURE_USAGE_HOST_READ
flag set. In debug mode this is also reported with an assert statement. This isn't the cause of the issue, but found during investigation.My first guess is that the depth that is returned by the depth test is always 0 when using the Metal backend.
Metal
(depth stencil hex:converted depth)
OpenGL
Seems like a missing part (was expected) during the Metal Backend implementation.
I would assume some bit sizzling needs to happen to convert the depth stencil to an expected value.
@Michael-Parkin-White-Apple can you have a look at this? Check
view3d_depths_create
for reference.Lowering the priority as it isn't a regression. Still it needs to be fixed for Blender 3.5, but can be handled as regular bug fixing as the changes are expected to be localized to the Metal backend.
Will look into this, thanks for the details @Jeroen-Bakker. There had been a few challenges with format conversion for depth-read, but perhaps another oversight w.r.t stencil attachment.
Off the top of my head, could possibly be a D24S8 vs D32FS8 issue. (If D32F S8 is being interpreted using the D24S8 read path).