GPU: Add workarounds for buggy glBlitFramebuffer function on macOS + Radeon

When calling glBlitFramebuffer on most (if not all) mac that have a GPU
from the Radeon Pro series, the data is not properly copied and only a
subset of the pixels are correctly copied.

This only happens when blitting the depth buffer if the depth buffer is
GL_DEPTH24_STENCIL8.

Changing the depth buffer format to GPU_DEPTH32F_STENCIL8 fixes the issue
but only works if blitting the depth componnent. The stencil componnent
still provoke issues when being copied.
This commit is contained in:
Clément Foucault 2018-10-25 21:57:40 +02:00
parent 48b56481ea
commit d5fe6e4785
3 changed files with 23 additions and 0 deletions

View File

@ -52,6 +52,7 @@ int GPU_max_ubo_size(void);
int GPU_color_depth(void);
void GPU_get_dfdy_factors(float fac[2]);
bool GPU_mip_render_workaround(void);
bool GPU_depth_blitting_workaround(void);
bool GPU_mem_stats_supported(void);
void GPU_mem_stats_get(int *totalmem, int *freemem);

View File

@ -89,6 +89,11 @@ static struct GPUGlobal {
* GL_TEXTURE_MAX_LEVEL is higher than the target mip.
* We need a workaround in this cases. */
bool mip_render_workaround;
/* There is an issue with the glBlitFramebuffer on MacOS with radeon pro graphics.
* Blitting depth with GL_DEPTH24_STENCIL8 is buggy so the workaround is to use
* GPU_DEPTH32F_STENCIL8. Then Blitting depth will work but blitting stencil will
* still be broken. */
bool depth_blitting_workaround;
} GG = {1, 0};
@ -195,6 +200,11 @@ bool GPU_mip_render_workaround(void)
return GG.mip_render_workaround;
}
bool GPU_depth_blitting_workaround(void)
{
return GG.depth_blitting_workaround;
}
void gpu_extensions_init(void)
{
/* during 2.8 development each platform has its own OpenGL minimum requirements
@ -243,6 +253,12 @@ void gpu_extensions_init(void)
if (strstr(vendor, "ATI") || strstr(vendor, "AMD")) {
GG.device = GPU_DEVICE_ATI;
GG.driver = GPU_DRIVER_OFFICIAL;
#if defined(__APPLE__)
if (strstr(vendor, "AMD Radeon Pro")) {
GG.depth_blitting_workaround = true;
}
#endif
}
else if (strstr(vendor, "NVIDIA")) {
GG.device = GPU_DEVICE_NVIDIA;

View File

@ -512,6 +512,12 @@ GPUTexture *GPU_texture_create_nD(
CLAMP_MAX(samples, GPU_max_color_texture_samples());
}
if ((tex_format == GPU_DEPTH24_STENCIL8) && GPU_depth_blitting_workaround()) {
/* MacOS + Radeon Pro fails to blit depth on GPU_DEPTH24_STENCIL8
* but works on GPU_DEPTH32F_STENCIL8. */
tex_format = GPU_DEPTH32F_STENCIL8;
}
GPUTexture *tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture");
tex->w = w;
tex->h = h;