Viewport glitches when using Metal backend #109389

Closed
opened 2023-06-26 22:08:06 +02:00 by Tom Oliver · 6 comments

System Information
Operating system: macOS-13.4.1-arm64-arm-64bit 64 Bits
Graphics card: Apple M1 Pro Apple 4.1 Metal - 83.1

Blender Version
Broken: version: 3.5.1, branch: blender-v3.5-release, commit date: 2023-04-24 18:11, hash: e1ccd9d4a1d3
Worked: (newest version of Blender that worked as expected)

Short description of error
Using the Metal backend on macOS (at least on an M1 Air and M1 Pro machine, all I have access to) causes visual glitches in the viewport. Most notably issues in the texture paint view when enabling Paint Mask where the mask itself is full of glitching noise. There was also one instance where trying to texture paint caused the entire system to crash.

Another issue is with bone visibility while in pose mode and bones set to "Stick", there's a thick outline that prevents the actual colors of the bones so you can see if they're affect by a constraint.

Exact steps for others to reproduce the error

  1. For the bone issue: Simply go into pose mode with an armature at set the viewport display to stick. The outline of the bone will be too thick to see the color indicators. (same as #108575)

  2. For the mask issue: simply enter texture paint mode and enable paint mask and deselect everything, the resulting mask with be garbled.

Both of these issues only occur with the Metal backend, switching to OpenGL and restarting Blender has the expected behavior. In addition, these issues for me were instantly reproducible on both the 3.6 and 4.0 builds as well.

Attached video shows OpenGL behavior vs Metal. I didn't include a blend file because just the default cube when loading up will showcase these issues.

**System Information** Operating system: macOS-13.4.1-arm64-arm-64bit 64 Bits Graphics card: Apple M1 Pro Apple 4.1 Metal - 83.1 **Blender Version** Broken: version: 3.5.1, branch: blender-v3.5-release, commit date: 2023-04-24 18:11, hash: `e1ccd9d4a1d3` Worked: (newest version of Blender that worked as expected) **Short description of error** Using the Metal backend on macOS (at least on an M1 Air and M1 Pro machine, all I have access to) causes visual glitches in the viewport. Most notably issues in the texture paint view when enabling Paint Mask where the mask itself is full of glitching noise. There was also one instance where trying to texture paint caused the entire system to crash. Another issue is with bone visibility while in pose mode and bones set to "Stick", there's a thick outline that prevents the actual colors of the bones so you can see if they're affect by a constraint. **Exact steps for others to reproduce the error** 1. For the bone issue: Simply go into pose mode with an armature at set the viewport display to stick. The outline of the bone will be too thick to see the color indicators. (same as #108575) 2. For the mask issue: simply enter texture paint mode and enable paint mask and deselect everything, the resulting mask with be garbled. Both of these issues only occur with the Metal backend, switching to OpenGL and restarting Blender has the expected behavior. In addition, these issues for me were instantly reproducible on both the 3.6 and 4.0 builds as well. Attached video shows OpenGL behavior vs Metal. I didn't include a blend file because just the default cube when loading up will showcase these issues.
Tom Oliver added the
Type
Report
Status
Needs Triage
Priority
Normal
labels 2023-06-26 22:08:06 +02:00
YimingWu added the
Interest
Metal
label 2023-06-27 04:51:59 +02:00
Member

hi, thanks for the report. Drawing artifacts are possibly related with: #105830
re: bone outline, we've been notified about this issue, but it seems Richard observed same problem with OpenGL backend: #108575 / #108620

Could you check again in 3.6 build whether artifacts are fixed?: https://builder.blender.org/download/daily/

hi, thanks for the report. Drawing artifacts are possibly related with: #105830 re: bone outline, we've been notified about this issue, but it seems Richard observed same problem with OpenGL backend: #108575 / #108620 Could you check again in 3.6 build whether artifacts are fixed?: https://builder.blender.org/download/daily/
Pratik Borhade added the
Platform
macOS
label 2023-06-27 07:45:55 +02:00
Author

Hey Pratik,

Still not having these issues on my end with OpenGL, just when using Metal. Tried both the x86 and ARM build just to be sure.

That being said, Richard is on an Intel machine since he's citing a 5700XT. Possibly there may be a difference here between Apple Silicon and Intel causing the discrepancy. I don't have an Intel Mac so I can't test that any further though.

Hey Pratik, Still not having these issues on my end with OpenGL, just when using Metal. Tried both the x86 and ARM build just to be sure. That being said, Richard is on an Intel machine since he's citing a 5700XT. Possibly there may be a difference here between Apple Silicon and Intel causing the discrepancy. I don't have an Intel Mac so I can't test that any further though.
Member

Thanks. And any updates on "drawing artifacts in texture paint" (did you verify it in 3.6 release)?

I'll inform apple devs about #108575

Thanks. And any updates on "drawing artifacts in texture paint" (did you verify it in 3.6 release)? I'll inform apple devs about #108575
Pratik Borhade added
Status
Needs Information from User
and removed
Status
Needs Triage
labels 2023-06-28 05:49:58 +02:00
Author

Still have both issues on 3.6 release. If you need anything more specific just let me know and I’ll do what I can.

Still have both issues on 3.6 release. If you need anything more specific just let me know and I’ll do what I can.
Pratik Borhade added
Status
Needs Triage
and removed
Status
Needs Information from User
labels 2023-06-28 06:09:51 +02:00
Member

@Michael-Parkin-White-Apple hi, can you check?

@Michael-Parkin-White-Apple hi, can you check?

Thanks for the report, I'll take a look into this. Likely a depth precision issue. In some cases, overlays have required a different depth bias for Apple Silicon platforms due to differences in HW depth calculations. Likely a similar fix to the previous one for the retopology overlay display.

Thanks for the report, I'll take a look into this. Likely a depth precision issue. In some cases, overlays have required a different depth bias for Apple Silicon platforms due to differences in HW depth calculations. Likely a similar fix to the previous one for the retopology overlay display.
Pratik Borhade added
Status
Confirmed
and removed
Status
Needs Triage
labels 2023-06-29 07:26:07 +02:00
Philipp Oeser added the
Module
EEVEE & Viewport
label 2023-07-05 11:49:18 +02:00
Blender Bot added
Status
Resolved
and removed
Status
Confirmed
labels 2023-07-11 09:07:33 +02:00
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Reference: blender/blender#109389
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