UV islands display issue - macOS Metal #126542

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opened 2024-08-20 11:16:05 +02:00 by thibault-ging · 4 comments

Operating system: Mac Studio (Sonoma 14.5)
Graphics card: Apple M1 Max

Broken: 4.2.0
Broken: 4.3.0 alpha (baa20eb289)
Worked:

When selecting part of a big mesh, in the UV editor faces appear light orange but visuals of edges are everywhere on the screen, can't precisely work that way.
Everything working as usual though; created UV vertices, edges and faces can be manipulated. Just a visual pain because I can not see them well under all that UV web.
Only on certains meshes, so I assume it might be an issue with big meshes only (I work for WebGL devs so 40k triangles is quite a large mesh in my case).

Exact steps for others to reproduce the error
Select part of the mesh (already selected when opening the .blend file).

Operating system: Mac Studio (Sonoma 14.5) Graphics card: Apple M1 Max Broken: 4.2.0 Broken: 4.3.0 alpha (baa20eb28976) Worked: When selecting part of a big mesh, in the UV editor faces appear light orange but visuals of edges are everywhere on the screen, can't precisely work that way. Everything working as usual though; created UV vertices, edges and faces can be manipulated. Just a visual pain because I can not see them well under all that UV web. Only on certains meshes, so I assume it might be an issue with big meshes only (I work for WebGL devs so 40k triangles is quite a large mesh in my case). **Exact steps for others to reproduce the error** Select part of the mesh (already selected when opening the .blend file).
thibault-ging added the
Severity
Normal
Type
Bug
Status
Needs Triage
labels 2024-08-20 11:16:06 +02:00
Author

Has been like this for a long time (for all I can remember since I started working on this machine 1 year ago).

Has been like this for a long time (for all I can remember since I started working on this machine 1 year ago).
Member

I can confirm this issue in Blender 4.2.0 with a M1 Pro. Can't on a Windows computer. It's likely to be a Metal issue.

I don't currently know the steps to reproduce this issue from scratch. @thibault-ging Can you provide steps to reproduce this issue from a new file?

I will set to high severity as it's a bad issue.

I can confirm this issue in Blender 4.2.0 with a M1 Pro. Can't on a Windows computer. It's likely to be a Metal issue. I don't currently know the steps to reproduce this issue from scratch. @thibault-ging Can you provide steps to reproduce this issue from a new file? I will set to high severity as it's a bad issue.
Author

I figured, Blender seems to have multiple issues on Mac that I don't get on my pc at home.

I tried recreating it from a new file with Susans but have not succeeded. When I append the mesh from my project file into a new .blend the issue is visible though.

Thanks for taking the time.

I figured, Blender seems to have multiple issues on Mac that I don't get on my pc at home. I tried recreating it from a new file with Susans but have not succeeded. When I append the mesh from my project file into a new .blend the issue is visible though. Thanks for taking the time.
Alaska changed title from uv islands display issue to UV islands display issue - macOS Metal 2024-08-21 11:59:25 +02:00
Clément Foucault added the
Interest
Overlay
label 2024-08-23 09:57:24 +02:00
Clément Foucault self-assigned this 2024-09-05 13:15:11 +02:00

The root cause of the problem is that the Metal vertex fetch path does not consider the base index from the original render command. And this is used when the index buffer range of vertices is less than SHORT_MAX and not starting from 0.

The new Primitive Expansion API (which goal is to replace the Metal vertex fetch path) does the proper thing and is supposed to be used for UV drawing for the Overlay Next project #102179.

I will not take time to fix the Metal Vertex Fetch path and focus on the new implementation which should be default at the start of 4.4. However, it would be nice to fix for 4.2 and 4.3. So I will leave that to Apple to fix it.

The root cause of the problem is that the Metal vertex fetch path does not consider the base index from the original render command. And this is used when the index buffer range of vertices is less than SHORT_MAX and not starting from 0. The new Primitive Expansion API (which goal is to replace the Metal vertex fetch path) does the proper thing and is supposed to be used for UV drawing for the Overlay Next project #102179. I will not take time to fix the Metal Vertex Fetch path and focus on the new implementation which should be default at the start of 4.4. However, it would be nice to fix for 4.2 and 4.3. So I will leave that to Apple to fix it.
Clément Foucault added
Severity
Normal
and removed
Severity
High
labels 2024-09-09 17:11:51 +02:00
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Reference: blender/blender#126542
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