From 4e42a98edd8ca259c9b13c5548a62b46f0261d60 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Cl=C3=A9ment=20Foucault?= Date: Thu, 28 Nov 2019 18:39:08 +0100 Subject: [PATCH] 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. --- source/blender/gpu/intern/gpu_batch.c | 19 +++++++++++++++++++ 1 file changed, 19 insertions(+) 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. */