macOS: Armature text line rendering is broken #124691

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opened 2024-07-14 16:05:31 +02:00 by Alaska · 9 comments
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System Information
Operating system: macOS-14.4.1-arm64-arm-64bit 64 Bits
Graphics card: Metal API Apple M1 Pro 1.2

Blender Version
Broken: version: 4.2.0 Release Candidate, branch: blender-v4.2-release, commit date: 2024-07-14 11:14, hash: b5145d6889c0
Worked: 4.1

Short description of error
Rendering of armatures with text set as their viewport display is wrong on macOS/Metal. I could not reproduce this issue on a NVIDIA GPU Windows system.
Screenshot 2024-07-15 at 02.03.28.png

Exact steps for others to reproduce the error

  1. On a Mac:
  2. Add a text object to the scene.
  3. Set the text object fill mode to None (Found in Object Data Properties -> Shape -> Fill Mode)
  4. Add a armature to your scene.
  5. Change the viewport display of the bone to the text object you created earlier. This can be done by going to Bone Properties and changing Viewport Display -> Custom Shape -> Custom Object to the text object.

Alternative:

  1. Download this file. https://projects.blender.org/attachments/63654ec7-0537-42c0-a2cc-66daa0aadb6d
  2. Open it in Blender 4.2 on a Mac.
**System Information** Operating system: macOS-14.4.1-arm64-arm-64bit 64 Bits Graphics card: Metal API Apple M1 Pro 1.2 **Blender Version** Broken: version: 4.2.0 Release Candidate, branch: blender-v4.2-release, commit date: 2024-07-14 11:14, hash: `b5145d6889c0` Worked: 4.1 **Short description of error** Rendering of armatures with text set as their viewport display is wrong on macOS/Metal. I could not reproduce this issue on a NVIDIA GPU Windows system. ![Screenshot 2024-07-15 at 02.03.28.png](/attachments/8222b591-488a-4532-95b6-a61904c57e79) **Exact steps for others to reproduce the error** 1. On a Mac: 2. Add a text object to the scene. 3. Set the text object fill mode to `None` (Found in `Object Data Properties -> Shape -> Fill Mode`) 4. Add a armature to your scene. 5. Change the viewport display of the bone to the text object you created earlier. This can be done by going to `Bone Properties` and changing `Viewport Display -> Custom Shape -> Custom Object` to the text object. Alternative: 1. Download this file. https://projects.blender.org/attachments/63654ec7-0537-42c0-a2cc-66daa0aadb6d 2. Open it in Blender 4.2 on a Mac.
Alaska added the
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labels 2024-07-14 16:05:32 +02:00
Alaska changed title from macOS: Armature text rendering is broken to macOS: Armature text line rendering is broken 2024-07-14 16:05:45 +02:00

This is similar to a bug I reported in 3.6: #109527. Maybe it is related.

This is similar to a bug I reported in 3.6: #109527. Maybe it is related. <video src="/attachments/8ff4dc7e-d4b5-406f-981f-d1229879b950" title="armature.mkv" controls></video>

I can reproduce this report, but not #109527, so not sure if these have something in common.

I can reproduce this report, but not #109527, so not sure if these have something in common.
Member

Can confirm, will set to High prio since it is a regression from 4.1.1

Can confirm, will set to High prio since it is a regression from 4.1.1
Philipp Oeser added
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labels 2024-07-15 12:31:12 +02:00

So I am currently trying to unify the "no_geom" path with non-apple hardware, and it seems that this path never considered some corner cases happening with index buffers. So that might very well be the issue here.

So I am currently trying to unify the "no_geom" path with non-apple hardware, and it seems that this path never considered some corner cases happening with index buffers. So that might very well be the issue here.
Clément Foucault added the
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label 2024-08-06 09:39:49 +02:00

So, the attribute buffer for curves are in GPU_PRIM_LINE_STRIP topology but meshes use GPU_PRIM_LINES. It is non-trivial to fix in shader with a simple uniform due to the old DRAW architecture. I am not even sure if the VertexFetch path on metal supports GPU_PRIM_LINE_STRIP with restart indices.

So I think the only short term solution is to disable this feature for MacOS and revert to thin outlines.
@ChrisLend do you have time to do this fix?

So, the attribute buffer for curves are in `GPU_PRIM_LINE_STRIP` topology but meshes use `GPU_PRIM_LINES`. It is non-trivial to fix in shader with a simple uniform due to the old DRAW architecture. I am not even sure if the VertexFetch path on metal supports `GPU_PRIM_LINE_STRIP` with restart indices. So I think the only short term solution is to disable this feature for MacOS and revert to thin outlines. @ChrisLend do you have time to do this fix?

@fclem I can make a PR but since I don't have a mac I'd need help actually testing the code

@fclem I can make a PR but since I don't have a mac I'd need help actually testing the code

@ChrisLend I can help with that

@ChrisLend I can help with that
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labels 2024-08-08 11:21:26 +02:00
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Is there any workaround/mitigation for this until 4.2.2 (or whatever gets the patch) is released? It's breaking my rigs in weird ways but I don't want to go back to 4.1 if I don't have to.

Is there any workaround/mitigation for this until 4.2.2 (or whatever gets the patch) is released? It's breaking my rigs in weird ways but I don't want to go back to 4.1 if I don't have to.
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Sadly not. But you can try out Blender 4.2.1 should be releasing soon.

Sadly not. But you can try out Blender 4.2.1 should be releasing soon.
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Reference: blender/blender#124691
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