Garbage output in Viewport with OpenSubdiv device set to GLSL Compute #45909
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Reference: blender/blender#45909
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Using OpenSubdiv on an AMD A10-6800K and A10-7850K on Win8.1 or Win10 with OpenSubdiv and compute device GLSL Compute results in garbage output for Dragon blend example. Also results in random artifacts with other scenes. Other compute devices for OpenSubdiv do not show errors.
Example output of "GLSL Transform Feedback" device:
Example output of "GLSL Compute" device:
SystemInfo for A10-6800K: systeminfo.txt
Changed status to: 'Open'
Added subscriber: @anshuarya
This issue was referenced by
6ca12d157f
Changed status from 'Open' to: 'Resolved'
Forwarding info from Qun Lin:
"It is an application issue. Application forgot to specify the block layout for all shader storage blocks in compute shader.
They assume the default layout is std430. But according to spec, the default layout is shared, which layout is dependent on driver’s implementation, and app should query each member’s offset if they want to use shared layout.
To fix this issue, application only needs to add following line at the beginning of the shader source code:
layout(std430) buffer;
Attached is modified compute shader, in case you need it. With these modified shaders, corruption disappears."
Links to compute shader code referenced above:
https://dl.dropboxusercontent.com/u/3047603/computeshader1.txt
https://dl.dropboxusercontent.com/u/3047603/computeshader2.txt
This has been solved by: https://github.com/PixarAnimationStudios/OpenSubdiv/pull/742
When Blender pulls in OpenSubdiv v3.0.3, corruption should be gone.