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author | Clément Foucault <foucault.clem@gmail.com> | 2018-10-25 22:57:40 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2018-10-26 11:54:21 +0300 |
commit | d5fe6e47850311e10a1ae1663693018634c83e84 (patch) | |
tree | ec68cbd7d95e476b6c8ee50a76ef14a4e2bc129d /source/blender/gpu/GPU_extensions.h | |
parent | 48b56481ea4c93c9fe538ddf3fce0b9af0446f7b (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.h | 1 |
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); |