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test2/source/blender/gpu/metal
Jeroen Bakker 52dfb4aa8f Fix #124720: Metal: Crash when trying to allocate large 3d textures
The metal backend assumes that textures can always be allocated. When
metal later detects that the texture cannot be 'baked' it leads to
undesired behavior as Blender think it has a texture with memory
allocated.

This PR only changes the GPU_TEXTURE_3D case as that leads to issues
when loading large voluetric data. Arrayed textures will still fail
as that requires different checks to be added. I rather re-view the
current implementation in the future.

> NOTE: The max depth is hardcoded to 2048

Change should be backported to 4.2

Pull Request: https://projects.blender.org/blender/blender/pulls/128365
2024-10-03 10:11:23 +02:00
..
2024-10-01 09:59:33 +10:00