Fix T71147 Eevee stops rendering after selection attempt

This is caused by the fallback path used by OSX, which is reconfiguring
the same default VAO. But it seems to be an issue on certain drivers.
This commit is contained in:
Clément Foucault 2019-11-28 18:39:08 +01:00 committed by Sergey Sharybin
parent c14b164e8a
commit 54bff9dc89
Notes: blender-bot 2023-02-14 00:22:34 +01:00
Referenced by issue #71147, 2.81 & 2.82 Eevee stops rendering in Rendered and Look Dev modes in viewports (macOS)
1 changed files with 19 additions and 0 deletions

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@ -655,11 +655,24 @@ void GPU_batch_draw_advanced(GPUBatch *batch, int v_first, int v_count, int i_fi
// BLI_assert(v_first + v_count <=
// (batch->elem ? batch->elem->index_len : batch->verts[0]->vertex_len));
#ifdef __APPLE__
GLuint vao = 0;
#endif
if (!GPU_arb_base_instance_is_supported()) {
if (i_first > 0) {
#ifdef __APPLE__
/**
* There seems to be a nasty bug when drawing using the same VAO reconfiguring. (see T71147)
* We just use a throwaway VAO for that. Note that this is likely to degrade performance.
**/
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
#else
/* If using offset drawing with instancing, we must
* use the default VAO and redo bindings. */
glBindVertexArray(GPU_vao_default());
#endif
batch_update_program_bindings(batch, i_first);
}
else {
@ -698,6 +711,12 @@ void GPU_batch_draw_advanced(GPUBatch *batch, int v_first, int v_count, int i_fi
glEnable(GL_PRIMITIVE_RESTART);
#endif
}
#ifdef __APPLE__
if (vao != 0) {
glDeleteVertexArrays(1, &vao);
}
#endif
}
/* just draw some vertices and let shader place them where we want. */