ID 208632 - OSX exceeds the number of available texture units when performing certain operations

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Problem summary
Apple operating systems are hard-coded to limit the number of texture units visible to Mari.

Customer reported version
3.2v1

Customer reported platform
10.10

Steps to reproduce

1) Open Mari 3.2v1
2) Navigate to Mari 3.2v1 > Preferences > GPU > Depth Projection.
3) Tick the 'Allow Depth Projections' checkbox.
4) Open an archive.
5) Mari gives the following shader error.

 

Workaround
Mari stores information and data such as textures and procedural layers by using something known as 'texture units'. Currently, Apple operating systems are hard-coded to limit the number of texture units that are visible for use by Mari by a considerable amount. This means that Mari does not have access to the amount of storage space it needs.

  • If this error occurs mid-project, you can try:

1) Caching your layers
2) Converting your procedural layers to paintable
3) Merging your layers 
 

   All of which will reduce the demand on the GPU meaning your render preview should become available again.

  • If you want to increase the amount of your GPU used by Mari when storing textures, you can go to:

/Users/<USERNAME>/.config/TheFoundry/Mari.ini
 

And add the following variables under [SVT] in order to manually change how much of your system Mari uses.
 

SIMULTANEOUS_PAINT_BAKE_ATLAS = true 
ATLAS_LAYER_COUNT=3 

 

However, this is not a confirmed workaround for all cases

Reproduced
This is a suspected Mac OSX limitation which is currently being discussed with Apple to confirm.

Expected behaviour
Mari should run as smoothly as it does on other operating systems.

Actual behaviour
Limitations enforced by OSX create rendering errors in the Mari viewport.

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