Cleanup/Refactor: Unify functions that redraw the depth buffer

Now `ED_view3d_backbuf_depth_validate`, `ED_view3d_draw_depth` and
`ED_view3d_draw_depth_gpencil` are unified in `ED_view3d_depth_override`.

This new function replaces `ED_view3d_autodist_init`.

Also, since `ED_view3d_depth_update` depends on the render context, and
changing the context is a slow operation, that function also was removed,
and the depth buffer cached is now updated inside the new unified drawing
function when the "bool update_cache" parameter is true.

Finally `V3D_INVALID_BACKBUF` flag has been renamed and moved to
`runtime.flag`.

Differential revision: https://developer.blender.org/D10678
This commit is contained in:
Germano Cavalcante 2021-03-30 16:23:58 -03:00
parent da1b002c8d
commit 1425411249
18 changed files with 153 additions and 185 deletions

View File

@ -1527,9 +1527,6 @@ static void direct_link_area(BlendDataReader *reader, ScrArea *area)
if (sl->spacetype == SPACE_VIEW3D) {
View3D *v3d = (View3D *)sl;
v3d->flag |= V3D_INVALID_BACKBUF;
if (v3d->gpd) {
BLO_read_data_address(reader, &v3d->gpd);
BKE_gpencil_blend_read_data(reader, v3d->gpd);

View File

@ -118,8 +118,7 @@ void DRW_draw_select_loop(struct Depsgraph *depsgraph,
void DRW_draw_depth_loop(struct Depsgraph *depsgraph,
struct ARegion *region,
struct View3D *v3d,
struct GPUViewport *viewport,
bool use_opengl_context);
struct GPUViewport *viewport);
void DRW_draw_depth_loop_gpencil(struct Depsgraph *depsgraph,
struct ARegion *region,
struct View3D *v3d,

View File

@ -2601,8 +2601,7 @@ static void drw_draw_depth_loop_impl(struct Depsgraph *depsgraph,
void DRW_draw_depth_loop(struct Depsgraph *depsgraph,
ARegion *region,
View3D *v3d,
GPUViewport *viewport,
bool use_opengl_context)
GPUViewport *viewport)
{
/* Reset before using it. */
drw_state_prepare_clean_for_draw(&DST);
@ -2618,7 +2617,7 @@ void DRW_draw_depth_loop(struct Depsgraph *depsgraph,
}
}
drw_draw_depth_loop_impl(depsgraph, region, v3d, viewport, use_opengl_context);
drw_draw_depth_loop_impl(depsgraph, region, v3d, viewport, false);
}
/**
@ -2634,7 +2633,7 @@ void DRW_draw_depth_loop_gpencil(struct Depsgraph *depsgraph,
use_drw_engine(&draw_engine_gpencil_type);
drw_draw_depth_loop_impl(depsgraph, region, v3d, viewport, true);
drw_draw_depth_loop_impl(depsgraph, region, v3d, viewport, false);
}
void DRW_draw_select_id(Depsgraph *depsgraph, ARegion *region, View3D *v3d, const rcti *rect)
@ -2725,7 +2724,6 @@ void DRW_draw_depth_object(
{
RegionView3D *rv3d = region->regiondata;
DRW_opengl_context_enable();
GPU_matrix_projection_set(rv3d->winmat);
GPU_matrix_set(rv3d->viewmat);
GPU_matrix_mul(object->obmat);
@ -2784,7 +2782,6 @@ void DRW_draw_depth_object(
GPU_matrix_set(rv3d->viewmat);
GPU_depth_test(GPU_DEPTH_NONE);
GPU_framebuffer_restore();
DRW_opengl_context_disable();
}
/** \} */

View File

@ -1083,13 +1083,8 @@ static int curve_draw_invoke(bContext *C, wmOperator *op, const wmEvent *event)
/* needed or else the draw matrix can be incorrect */
view3d_operator_needs_opengl(C);
ED_view3d_autodist_init(cdd->vc.depsgraph, cdd->vc.region, cdd->vc.v3d, 0);
if (cdd->vc.rv3d->depths) {
cdd->vc.rv3d->depths->damaged = true;
}
ED_view3d_depth_update(cdd->vc.region);
ED_view3d_depth_override(
cdd->vc.depsgraph, cdd->vc.region, cdd->vc.v3d, NULL, V3D_DEPTH_NO_GPENCIL, true);
if (cdd->vc.rv3d->depths != NULL) {
cdd->project.use_depth = true;

View File

@ -660,10 +660,14 @@ static short annotation_stroke_addpoint(tGPsdata *p,
View3D *v3d = p->area->spacedata.first;
view3d_region_operator_needs_opengl(p->win, p->region);
ED_view3d_autodist_init(p->depsgraph,
p->region,
v3d,
(ts->annotate_v3d_align & GP_PROJECT_DEPTH_STROKE) ? 1 : 0);
ED_view3d_depth_override(p->depsgraph,
p->region,
v3d,
NULL,
(ts->annotate_v3d_align & GP_PROJECT_DEPTH_STROKE) ?
V3D_DEPTH_GPENCIL_ONLY :
V3D_DEPTH_NO_GPENCIL,
false);
}
/* convert screen-coordinates to appropriate coordinates (and store them) */
@ -1222,7 +1226,7 @@ static void annotation_stroke_doeraser(tGPsdata *p)
if (p->flags & GP_PAINTFLAG_V3D_ERASER_DEPTH) {
View3D *v3d = p->area->spacedata.first;
view3d_region_operator_needs_opengl(p->win, p->region);
ED_view3d_autodist_init(p->depsgraph, p->region, v3d, 0);
ED_view3d_depth_override(p->depsgraph, p->region, v3d, NULL, V3D_DEPTH_NO_GPENCIL, false);
}
}
@ -1695,8 +1699,14 @@ static void annotation_paint_strokeend(tGPsdata *p)
/* need to restore the original projection settings before packing up */
view3d_region_operator_needs_opengl(p->win, p->region);
ED_view3d_autodist_init(
p->depsgraph, p->region, v3d, (ts->annotate_v3d_align & GP_PROJECT_DEPTH_STROKE) ? 1 : 0);
ED_view3d_depth_override(p->depsgraph,
p->region,
v3d,
NULL,
(ts->annotate_v3d_align & GP_PROJECT_DEPTH_STROKE) ?
V3D_DEPTH_GPENCIL_ONLY :
V3D_DEPTH_NO_GPENCIL,
false);
}
/* check if doing eraser or not */

View File

@ -1363,7 +1363,8 @@ static void gpencil_get_depth_array(tGPDfill *tgpf)
if (ts->gpencil_v3d_align & GP_PROJECT_DEPTH_VIEW) {
/* need to restore the original projection settings before packing up */
view3d_region_operator_needs_opengl(tgpf->win, tgpf->region);
ED_view3d_autodist_init(tgpf->depsgraph, tgpf->region, tgpf->v3d, 0);
ED_view3d_depth_override(
tgpf->depsgraph, tgpf->region, tgpf->v3d, NULL, V3D_DEPTH_NO_GPENCIL, false);
/* Since strokes are so fine, when using their depth we need a margin
* otherwise they might get missed. */

View File

@ -1722,7 +1722,7 @@ static void gpencil_stroke_doeraser(tGPsdata *p)
if ((gp_settings != NULL) && (gp_settings->flag & GP_BRUSH_OCCLUDE_ERASER)) {
View3D *v3d = p->area->spacedata.first;
view3d_region_operator_needs_opengl(p->win, p->region);
ED_view3d_autodist_init(p->depsgraph, p->region, v3d, 0);
ED_view3d_depth_override(p->depsgraph, p->region, v3d, NULL, V3D_DEPTH_NO_GPENCIL, false);
}
}
@ -2305,8 +2305,14 @@ static void gpencil_paint_strokeend(tGPsdata *p)
/* need to restore the original projection settings before packing up */
view3d_region_operator_needs_opengl(p->win, p->region);
ED_view3d_autodist_init(
p->depsgraph, p->region, v3d, (ts->gpencil_v3d_align & GP_PROJECT_DEPTH_STROKE) ? 1 : 0);
ED_view3d_depth_override(p->depsgraph,
p->region,
v3d,
NULL,
(ts->gpencil_v3d_align & GP_PROJECT_DEPTH_STROKE) ?
V3D_DEPTH_GPENCIL_ONLY :
V3D_DEPTH_NO_GPENCIL,
false);
}
/* check if doing eraser or not */

View File

@ -785,10 +785,14 @@ static void gpencil_primitive_update_strokes(bContext *C, tGPDprimitive *tgpi)
/* need to restore the original projection settings before packing up */
view3d_region_operator_needs_opengl(tgpi->win, tgpi->region);
ED_view3d_autodist_init(tgpi->depsgraph,
tgpi->region,
tgpi->v3d,
(ts->gpencil_v3d_align & GP_PROJECT_DEPTH_STROKE) ? 1 : 0);
ED_view3d_depth_override(tgpi->depsgraph,
tgpi->region,
tgpi->v3d,
NULL,
(ts->gpencil_v3d_align & GP_PROJECT_DEPTH_STROKE) ?
V3D_DEPTH_GPENCIL_ONLY :
V3D_DEPTH_NO_GPENCIL,
false);
depth_arr = MEM_mallocN(sizeof(float) * gps->totpoints, "depth_points");
tGPspoint *ptc = &points2D[0];

View File

@ -648,7 +648,7 @@ void gpencil_point_conversion_init(bContext *C, GP_SpaceConversion *r_gsc)
view3d_operator_needs_opengl(C);
view3d_region_operator_needs_opengl(win, region);
ED_view3d_autodist_init(depsgraph, region, v3d, 0);
ED_view3d_depth_override(depsgraph, region, v3d, NULL, V3D_DEPTH_NO_GPENCIL, false);
/* for camera view set the subrect */
if (rv3d->persp == RV3D_CAMOB) {

View File

@ -144,7 +144,17 @@ bool ED_view3d_camera_to_view_selected(struct Main *bmain,
void ED_view3d_lastview_store(struct RegionView3D *rv3d);
/* Depth buffer */
void ED_view3d_depth_update(struct ARegion *region);
typedef enum {
V3D_DEPTH_NO_GPENCIL = 0,
V3D_DEPTH_GPENCIL_ONLY,
V3D_DEPTH_OBJECT_ONLY,
} eV3DDepthOverrideMode;
void ED_view3d_depth_override(struct Depsgraph *depsgraph,
struct ARegion *region,
struct View3D *v3d,
struct Object *obact,
eV3DDepthOverrideMode mode,
bool update_cache);
float ED_view3d_depth_read_cached(const struct ViewContext *vc, const int mval[2]);
bool ED_view3d_depth_read_cached_normal(const ViewContext *vc,
const int mval[2],
@ -481,11 +491,6 @@ bool ED_view3d_autodist(struct Depsgraph *depsgraph,
const bool alphaoverride,
const float fallback_depth_pt[3]);
/* Only draw so #ED_view3d_autodist_simple can be called many times after. */
void ED_view3d_autodist_init(struct Depsgraph *depsgraph,
struct ARegion *region,
struct View3D *v3d,
int mode);
bool ED_view3d_autodist_simple(struct ARegion *region,
const int mval[2],
float mouse_worldloc[3],

View File

@ -1782,12 +1782,7 @@ static int object_transform_axis_target_invoke(bContext *C, wmOperator *op, cons
vc.v3d->flag2 |= V3D_HIDE_OVERLAYS;
#endif
ED_view3d_autodist_init(vc.depsgraph, vc.region, vc.v3d, 0);
if (vc.rv3d->depths != NULL) {
vc.rv3d->depths->damaged = true;
}
ED_view3d_depth_update(vc.region);
ED_view3d_depth_override(vc.depsgraph, vc.region, vc.v3d, NULL, V3D_DEPTH_NO_GPENCIL, true);
#ifdef USE_RENDER_OVERRIDE
vc.v3d->flag2 = flag2_prev;

View File

@ -524,15 +524,13 @@ static void PE_set_view3d_data(bContext *C, PEData *data)
ED_view3d_viewcontext_init(C, &data->vc, data->depsgraph);
if (!XRAY_ENABLED(data->vc.v3d)) {
if (data->vc.v3d->flag & V3D_INVALID_BACKBUF) {
/* needed or else the draw matrix can be incorrect */
view3d_operator_needs_opengl(C);
ED_view3d_backbuf_depth_validate(&data->vc);
/* we may need to force an update here by setting the rv3d as dirty
* for now it seems ok, but take care!:
* rv3d->depths->dirty = 1; */
ED_view3d_depth_update(data->vc.region);
if (!(data->vc.v3d->runtime.flag & V3D_RUNTIME_DEPTHBUF_OVERRIDDEN)) {
ED_view3d_depth_override(data->depsgraph,
data->vc.region,
data->vc.v3d,
data->vc.obact,
V3D_DEPTH_OBJECT_ONLY,
true);
}
}
}

View File

@ -832,52 +832,6 @@ static void drawrenderborder(ARegion *region, View3D *v3d)
immUnbindProgram();
}
void ED_view3d_draw_depth(Depsgraph *depsgraph, ARegion *region, View3D *v3d, bool alphaoverride)
{
struct bThemeState theme_state;
Scene *scene = DEG_get_evaluated_scene(depsgraph);
RegionView3D *rv3d = region->regiondata;
short flag = v3d->flag;
float glalphaclip = U.glalphaclip;
/* temp set drawtype to solid */
/* Setting these temporarily is not nice */
v3d->flag &= ~V3D_SELECT_OUTLINE;
/* not that nice but means we wont zoom into billboards */
U.glalphaclip = alphaoverride ? 0.5f : glalphaclip;
/* Tools may request depth outside of regular drawing code. */
UI_Theme_Store(&theme_state);
UI_SetTheme(SPACE_VIEW3D, RGN_TYPE_WINDOW);
ED_view3d_draw_setup_view(
G_MAIN->wm.first, NULL, depsgraph, scene, region, v3d, NULL, NULL, NULL);
/* get surface depth without bias */
rv3d->rflag |= RV3D_ZOFFSET_DISABLED;
/* Needed in cases the 3D Viewport isn't already setup. */
WM_draw_region_viewport_ensure(region, SPACE_VIEW3D);
WM_draw_region_viewport_bind(region);
GPUViewport *viewport = WM_draw_region_get_viewport(region);
/* When Blender is starting, a click event can trigger a depth test while the viewport is not
* yet available. */
if (viewport != NULL) {
DRW_draw_depth_loop(depsgraph, region, v3d, viewport, false);
}
WM_draw_region_viewport_unbind(region);
rv3d->rflag &= ~RV3D_ZOFFSET_DISABLED;
U.glalphaclip = glalphaclip;
v3d->flag = flag;
UI_Theme_Restore(&theme_state);
}
/** \} */
/* -------------------------------------------------------------------- */
@ -1634,7 +1588,8 @@ void view3d_main_region_draw(const bContext *C, ARegion *region)
/* No depth test for drawing action zones afterwards. */
GPU_depth_test(GPU_DEPTH_NONE);
v3d->flag |= V3D_INVALID_BACKBUF;
v3d->runtime.flag &= ~V3D_RUNTIME_DEPTHBUF_OVERRIDDEN;
/* TODO: Clear cache? */
}
/** \} */
@ -2175,6 +2130,10 @@ static void validate_object_select_id(struct Depsgraph *depsgraph,
View3D *v3d,
Object *obact)
{
/* TODO: Use a flag in the selection engine itself. */
if (v3d->runtime.flag & V3D_RUNTIME_DEPTHBUF_OVERRIDDEN) {
return;
}
Object *obact_eval = DEG_get_evaluated_object(depsgraph, obact);
BLI_assert(region->regiontype == RGN_TYPE_WINDOW);
@ -2193,11 +2152,7 @@ static void validate_object_select_id(struct Depsgraph *depsgraph,
/* do nothing */
}
else {
v3d->flag &= ~V3D_INVALID_BACKBUF;
return;
}
if (!(v3d->flag & V3D_INVALID_BACKBUF)) {
v3d->runtime.flag |= V3D_RUNTIME_DEPTHBUF_OVERRIDDEN;
return;
}
@ -2206,9 +2161,7 @@ static void validate_object_select_id(struct Depsgraph *depsgraph,
DRW_select_buffer_context_create(&base, 1, -1);
}
/* TODO: Create a flag in `DRW_manager` because the drawing is no longer
* made on the back-buffer in this case. */
v3d->flag &= ~V3D_INVALID_BACKBUF;
v3d->runtime.flag |= V3D_RUNTIME_DEPTHBUF_OVERRIDDEN;
}
/* TODO: Creating, attaching texture, and destroying a framebuffer is quite slow.
@ -2235,26 +2188,7 @@ static void view3d_opengl_read_Z_pixels(GPUViewport *viewport, rcti *rect, void
void ED_view3d_select_id_validate(ViewContext *vc)
{
/* TODO: Create a flag in `DRW_manager` because the drawing is no longer
* made on the back-buffer in this case. */
if (vc->v3d->flag & V3D_INVALID_BACKBUF) {
validate_object_select_id(vc->depsgraph, vc->view_layer, vc->region, vc->v3d, vc->obact);
}
}
void ED_view3d_backbuf_depth_validate(ViewContext *vc)
{
if (vc->v3d->flag & V3D_INVALID_BACKBUF) {
ARegion *region = vc->region;
Object *obact_eval = DEG_get_evaluated_object(vc->depsgraph, vc->obact);
if (obact_eval && ((obact_eval->base_flag & BASE_VISIBLE_DEPSGRAPH) != 0)) {
GPUViewport *viewport = WM_draw_region_get_viewport(region);
DRW_draw_depth_object(vc->scene, vc->region, vc->v3d, viewport, obact_eval);
}
vc->v3d->flag &= ~V3D_INVALID_BACKBUF;
}
validate_object_select_id(vc->depsgraph, vc->view_layer, vc->region, vc->v3d, vc->obact);
}
/**
@ -2326,7 +2260,7 @@ void view3d_update_depths_rect(ARegion *region, ViewDepths *d, rcti *rect)
}
/* Note, with nouveau drivers the glReadPixels() is very slow. T24339. */
void ED_view3d_depth_update(ARegion *region)
static void view3d_depth_cache_update(ARegion *region)
{
RegionView3D *rv3d = region->regiondata;
@ -2348,13 +2282,9 @@ void ED_view3d_depth_update(ARegion *region)
if (d->damaged) {
GPUViewport *viewport = WM_draw_region_get_viewport(region);
rcti r = {
.xmin = 0,
.xmax = d->w,
.ymin = 0,
.ymax = d->h,
};
view3d_opengl_read_Z_pixels(viewport, &r, d->depths);
DefaultFramebufferList *fbl = GPU_viewport_framebuffer_list_get(viewport);
GPU_framebuffer_read_depth(fbl->depth_only_fb, 0, 0, d->w, d->h, GPU_DATA_FLOAT, d->depths);
/* Assumed to be this as they are never changed. */
d->depth_range[0] = 0.0;
d->depth_range[1] = 1.0;
@ -2387,19 +2317,81 @@ float view3d_depth_near(ViewDepths *d)
return far == far_real ? FLT_MAX : far;
}
void ED_view3d_draw_depth_gpencil(Depsgraph *depsgraph, Scene *scene, ARegion *region, View3D *v3d)
/**
* Redraw the viewport depth buffer.
*
* \param mode: V3D_DEPTH_NO_GPENCIL - Redraw viewport without Grease Pencil and Annotations.
* V3D_DEPTH_GPENCIL_ONLY - Redraw viewport with Grease Pencil and Annotations only.
* V3D_DEPTH_OBJECT_ONLY - Redraw viewport with active object only.
* \param update_cache: If true, store the entire depth buffer in #rv3d->depths.
*/
void ED_view3d_depth_override(Depsgraph *depsgraph,
ARegion *region,
View3D *v3d,
Object *obact,
eV3DDepthOverrideMode mode,
bool update_cache)
{
/* Setup view matrix. */
ED_view3d_draw_setup_view(NULL, NULL, depsgraph, scene, region, v3d, NULL, NULL, NULL);
if (v3d->runtime.flag & V3D_RUNTIME_DEPTHBUF_OVERRIDDEN) {
return;
}
struct bThemeState theme_state;
Scene *scene = DEG_get_evaluated_scene(depsgraph);
RegionView3D *rv3d = region->regiondata;
GPU_clear_depth(1.0f);
short flag = v3d->flag;
/* temp set drawtype to solid */
/* Setting these temporarily is not nice */
v3d->flag &= ~V3D_SELECT_OUTLINE;
GPU_depth_test(GPU_DEPTH_LESS_EQUAL);
/* Tools may request depth outside of regular drawing code. */
UI_Theme_Store(&theme_state);
UI_SetTheme(SPACE_VIEW3D, RGN_TYPE_WINDOW);
ED_view3d_draw_setup_view(
G_MAIN->wm.first, NULL, depsgraph, scene, region, v3d, NULL, NULL, NULL);
/* get surface depth without bias */
rv3d->rflag |= RV3D_ZOFFSET_DISABLED;
/* Needed in cases the 3D Viewport isn't already setup. */
WM_draw_region_viewport_ensure(region, SPACE_VIEW3D);
WM_draw_region_viewport_bind(region);
GPUViewport *viewport = WM_draw_region_get_viewport(region);
DRW_draw_depth_loop_gpencil(depsgraph, region, v3d, viewport);
/* When Blender is starting, a click event can trigger a depth test while the viewport is not
* yet available. */
if (viewport != NULL) {
switch (mode) {
case V3D_DEPTH_NO_GPENCIL:
DRW_draw_depth_loop(depsgraph, region, v3d, viewport);
break;
case V3D_DEPTH_GPENCIL_ONLY:
DRW_draw_depth_loop_gpencil(depsgraph, region, v3d, viewport);
break;
case V3D_DEPTH_OBJECT_ONLY:
DRW_draw_depth_object(
scene, region, v3d, viewport, DEG_get_evaluated_object(depsgraph, obact));
break;
}
GPU_depth_test(GPU_DEPTH_NONE);
if (rv3d->depths != NULL) {
rv3d->depths->damaged = true;
/* TODO: Clear cache? */
}
if (update_cache) {
view3d_depth_cache_update(region);
}
}
WM_draw_region_viewport_unbind(region);
rv3d->rflag &= ~RV3D_ZOFFSET_DISABLED;
v3d->flag = flag;
v3d->runtime.flag |= V3D_RUNTIME_DEPTHBUF_OVERRIDDEN;
UI_Theme_Restore(&theme_state);
}
/** \} */

View File

@ -3628,9 +3628,8 @@ static int view3d_zoom_border_exec(bContext *C, wmOperator *op)
ED_view3d_dist_range_get(v3d, dist_range);
/* Get Z Depths, needed for perspective, nice for ortho */
ED_view3d_draw_depth(CTX_data_ensure_evaluated_depsgraph(C), region, v3d, true);
ED_view3d_depth_override(
CTX_data_ensure_evaluated_depsgraph(C), region, v3d, NULL, V3D_DEPTH_NO_GPENCIL, false);
{
/* avoid allocating the whole depth buffer */
ViewDepths depth_temp = {0};

View File

@ -122,17 +122,7 @@ void VIEW3D_OT_walk(struct wmOperatorType *ot);
void view3d_main_region_draw(const struct bContext *C, struct ARegion *region);
void view3d_draw_region_info(const struct bContext *C, struct ARegion *region);
void ED_view3d_draw_depth(struct Depsgraph *depsgraph,
struct ARegion *region,
View3D *v3d,
bool alphaoverride);
/* view3d_draw_legacy.c */
void ED_view3d_draw_depth_gpencil(struct Depsgraph *depsgraph,
Scene *scene,
struct ARegion *region,
View3D *v3d);
void ED_view3d_draw_select_loop(struct Depsgraph *depsgraph,
ViewContext *vc,
Scene *scene,

View File

@ -1024,6 +1024,7 @@ static float view_autodist_depth_margin(ARegion *region, const int mval[2], int
/**
* Get the world-space 3d location from a screen-space 2d point.
* TODO: Implement #alphaoverride. We don't want to zoom into billboards.
*
* \param mval: Input screen-space pixel location.
* \param mouse_worldloc: Output world-space location.
@ -1034,7 +1035,7 @@ bool ED_view3d_autodist(Depsgraph *depsgraph,
View3D *v3d,
const int mval[2],
float mouse_worldloc[3],
const bool alphaoverride,
const bool UNUSED(alphaoverride),
const float fallback_depth_pt[3])
{
float depth_close;
@ -1042,7 +1043,7 @@ bool ED_view3d_autodist(Depsgraph *depsgraph,
bool depth_ok = false;
/* Get Z Depths, needed for perspective, nice for ortho */
ED_view3d_draw_depth(depsgraph, region, v3d, alphaoverride);
ED_view3d_depth_override(depsgraph, region, v3d, NULL, V3D_DEPTH_NO_GPENCIL, false);
/* Attempt with low margin's first */
int i = 0;
@ -1067,22 +1068,7 @@ bool ED_view3d_autodist(Depsgraph *depsgraph,
return false;
}
void ED_view3d_autodist_init(Depsgraph *depsgraph, ARegion *region, View3D *v3d, int mode)
{
/* Get Z Depths, needed for perspective, nice for ortho */
switch (mode) {
case 0:
ED_view3d_draw_depth(depsgraph, region, v3d, true);
break;
case 1: {
Scene *scene = DEG_get_evaluated_scene(depsgraph);
ED_view3d_draw_depth_gpencil(depsgraph, scene, region, v3d);
break;
}
}
}
/* no 4x4 sampling, run #ED_view3d_autodist_init first */
/* no 4x4 sampling, run #ED_view3d_depth_override first */
bool ED_view3d_autodist_simple(ARegion *region,
const int mval[2],
float mouse_worldloc[3],

View File

@ -367,7 +367,7 @@ typedef struct View3D {
#define V3D_LOCAL_COLLECTIONS (1 << 0)
#define V3D_FLAG_UNUSED_1 (1 << 1) /* cleared */
#define V3D_HIDE_HELPLINES (1 << 2)
#define V3D_INVALID_BACKBUF (1 << 3)
#define V3D_FLAG_UNUSED_2 (1 << 3) /* cleared */
#define V3D_XR_SESSION_MIRROR (1 << 4)
#define V3D_FLAG_UNUSED_10 (1 << 10) /* cleared */
@ -380,6 +380,8 @@ typedef struct View3D {
enum {
/** The 3D view which the XR session was created in is flagged with this. */
V3D_RUNTIME_XR_SESSION_ROOT = (1 << 0),
/** Some operators override the depth buffer for dedicated occlusion operations. */
V3D_RUNTIME_DEPTHBUF_OVERRIDDEN = (1 << 1),
};
/** #RegionView3D.persp */

View File

@ -218,13 +218,6 @@ static bool wm_draw_region_stereo_set(Main *bmain,
return false;
}
static void wm_area_mark_invalid_backbuf(ScrArea *area)
{
if (area->spacetype == SPACE_VIEW3D) {
((View3D *)area->spacedata.first)->flag |= V3D_INVALID_BACKBUF;
}
}
static void wm_region_test_gizmo_do_draw(bContext *C,
ScrArea *area,
ARegion *region,
@ -739,7 +732,6 @@ static void wm_draw_window_offscreen(bContext *C, wmWindow *win, bool stereo)
}
}
wm_area_mark_invalid_backbuf(area);
CTX_wm_area_set(C, NULL);
GPU_debug_group_end();