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authorClément Foucault <foucault.clem@gmail.com>2018-10-25 22:57:40 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-10-26 11:54:21 +0300
commitd5fe6e47850311e10a1ae1663693018634c83e84 (patch)
treeec68cbd7d95e476b6c8ee50a76ef14a4e2bc129d /source/blender/gpu/GPU_extensions.h
parent48b56481ea4c93c9fe538ddf3fce0b9af0446f7b (diff)
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.
Diffstat (limited to 'source/blender/gpu/GPU_extensions.h')
-rw-r--r--source/blender/gpu/GPU_extensions.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/gpu/GPU_extensions.h b/source/blender/gpu/GPU_extensions.h
index 994f545eb38..805023e31df 100644
--- a/source/blender/gpu/GPU_extensions.h
+++ b/source/blender/gpu/GPU_extensions.h
@@ -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);