Is HDR limited under MAC system? #119827

Closed
opened 2024-03-23 16:04:30 +01:00 by NIKYU · 1 comment

System Information
Operating system: macOS-14.2-arm64-arm-64bit 64 Bits
Graphics card: Metal API Apple M2 Ultra 1.2

Blender Version
Broken: version: 4.0.0, branch: blender-v4.0-release, commit date: 2023-11-13 17:26, hash: 878f71061b8e
Worked: (newest version of Blender that worked as expected)

Short description of error
[Under the MAC system, if the HDR exceeds 16384 side length, it cannot be rendered. In this case, the CPU can only be used for rendering. Is this caused by the firmware? There is no problem with a side length of 30,000 under the Windows system. Please solve the troublesome problem, thank you very much!]

**System Information** Operating system: macOS-14.2-arm64-arm-64bit 64 Bits Graphics card: Metal API Apple M2 Ultra 1.2 **Blender Version** Broken: version: 4.0.0, branch: blender-v4.0-release, commit date: 2023-11-13 17:26, hash: `878f71061b8e` Worked: (newest version of Blender that worked as expected) **Short description of error** [Under the MAC system, if the HDR exceeds 16384 side length, it cannot be rendered. In this case, the CPU can only be used for rendering. Is this caused by the firmware? There is no problem with a side length of 30,000 under the Windows system. Please solve the troublesome problem, thank you very much!]
NIKYU added the
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Normal
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Needs Triage
labels 2024-03-23 16:04:31 +01:00
Member

When using the GPU for rendering, Cycles will try to use the GPUs own texture system to manage textures. However, this comes with limitations. For example 2D textures with a side length greater than 16384 are not supported on Apple GPUs (See this document from Apple that lists the limitation: https://developer.apple.com/metal/Metal-Feature-Set-Tables.pdf Page 8, section Maximum 2D texture width and height). Similar limitations apply to NVIDIA and AMD GPUs.

A few things could be done to fix this:

  1. Cycles stops using the GPUs texture system, instead relying on a software approach similar to what the CPU currently uses.
  2. Introduce a system that works around the limitations either with tiling or by resizing images when they exceed the limit

Since this issue is already on the TODO list (#91571) of the Cycles developers, then in accordance with the generally rules of the triaging page, I will close this report to reduce clutter.

Just for reference, the issue is on the TODO list for the HIP backend for Cycles, but it will likely be reused for other backends like Metal.

When using the GPU for rendering, Cycles will try to use the GPUs own texture system to manage textures. However, this comes with limitations. For example 2D textures with a side length greater than 16384 are not supported on Apple GPUs (See this document from Apple that lists the limitation: https://developer.apple.com/metal/Metal-Feature-Set-Tables.pdf Page 8, section `Maximum 2D texture width and height`). Similar limitations apply to NVIDIA and AMD GPUs. A few things could be done to fix this: 1. Cycles stops using the GPUs texture system, instead relying on a software approach similar to what the CPU currently uses. 2. Introduce a system that works around the limitations either with tiling or by resizing images when they exceed the limit Since this issue is already on the TODO list (#91571) of the Cycles developers, then in accordance with the generally rules of the triaging page, I will close this report to reduce clutter. Just for reference, the issue is on the TODO list for the HIP backend for Cycles, but it will likely be reused for other backends like Metal.
Blender Bot added
Status
Archived
and removed
Status
Needs Triage
labels 2024-03-24 07:54:29 +01:00
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Reference: blender/blender#119827
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