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authorClément Foucault <foucault.clem@gmail.com>2019-11-28 20:39:08 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2019-12-03 12:42:19 +0300
commit54bff9dc8972240d2683c58e31d21ce9324003a4 (patch)
tree1a669d11c4e850a03b2cabd022ab3610ab6616ff
parentc14b164e8a3a470f01f01f6b534bc8de212f3889 (diff)
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.
-rw-r--r--source/blender/gpu/intern/gpu_batch.c19
1 files changed, 19 insertions, 0 deletions
diff --git a/source/blender/gpu/intern/gpu_batch.c b/source/blender/gpu/intern/gpu_batch.c
index 168d741f92a..23692cb20ec 100644
--- a/source/blender/gpu/intern/gpu_batch.c
+++ b/source/blender/gpu/intern/gpu_batch.c
@@ -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. */