Cleanup: Use GPU_depth_test instead of glEnable/glDisable

This commit is contained in:
Clément Foucault 2019-03-05 22:01:02 +01:00
parent 6867821c4a
commit 104d9b475d
Notes: blender-bot 2023-02-14 06:00:50 +01:00
Referenced by issue #62231, Add Sphere, adjust Rings, Crash
1 changed files with 10 additions and 10 deletions

View File

@ -1553,10 +1553,10 @@ void DRW_draw_render_loop_ex(
/* annotations - temporary drawing buffer (3d space) */
/* XXX: Or should we use a proper draw/overlay engine for this case? */
if (do_annotations) {
glDisable(GL_DEPTH_TEST);
GPU_depth_test(false);
/* XXX: as scene->gpd is not copied for COW yet */
ED_gpencil_draw_view3d_annotations(DEG_get_input_scene(depsgraph), depsgraph, v3d, ar, true);
glEnable(GL_DEPTH_TEST);
GPU_depth_test(true);
}
DRW_draw_callbacks_post_scene();
@ -1572,9 +1572,9 @@ void DRW_draw_render_loop_ex(
drw_debug_draw();
glDisable(GL_DEPTH_TEST);
GPU_depth_test(false);
drw_engines_draw_text();
glEnable(GL_DEPTH_TEST);
GPU_depth_test(true);
if (DST.draw_ctx.evil_C) {
/* needed so gizmo isn't obscured */
@ -1592,18 +1592,18 @@ void DRW_draw_render_loop_ex(
if (((v3d->flag2 & V3D_HIDE_OVERLAYS) == 0) &&
(do_annotations))
{
glDisable(GL_DEPTH_TEST);
GPU_depth_test(false);
/* XXX: as scene->gpd is not copied for COW yet */
ED_gpencil_draw_view3d_annotations(DEG_get_input_scene(depsgraph), depsgraph, v3d, ar, false);
glEnable(GL_DEPTH_TEST);
GPU_depth_test(true);
}
if ((v3d->flag2 & V3D_HIDE_OVERLAYS) == 0) {
/* Draw 2D after region info so we can draw on top of the camera passepartout overlay.
* 'DRW_draw_region_info' sets the projection in pixel-space. */
glDisable(GL_DEPTH_TEST);
GPU_depth_test(false);
DRW_draw_gizmo_2d();
glEnable(GL_DEPTH_TEST);
GPU_depth_test(true);
}
}
@ -1614,11 +1614,11 @@ void DRW_draw_render_loop_ex(
}
if (G.debug_value > 20 && G.debug_value < 30) {
glDisable(GL_DEPTH_TEST);
GPU_depth_test(false);
rcti rect; /* local coordinate visible rect inside region, to accommodate overlapping ui */
ED_region_visible_rect(DST.draw_ctx.ar, &rect);
DRW_stats_draw(&rect);
glEnable(GL_DEPTH_TEST);
GPU_depth_test(true);
}
if (WM_draw_region_get_bound_viewport(ar)) {