Fix T68826 Eevee: Multi-Mat not working if switching from Solid shading

The correct fix would be to avoid all those hacks but this is needed if
we want to be able to parallelize object vbo extractions.
This commit is contained in:
Clément Foucault 2019-08-21 15:53:57 +02:00
parent 8a11e70252
commit d357e7b065
Notes: blender-bot 2023-05-31 04:43:10 +02:00
Referenced by commit f16a28c4af, Revert "Fix T68826 Eevee: Multi-Mat not working if switching from Solid shading"
Referenced by issue #69083, Blender crashes when switching from solid view to rendered or lookdev mode in eevee.
Referenced by issue #69087, Error when using vertex color
Referenced by issue #69088, Assert entering editmode with a UVEditor open
Referenced by issue #68826, eevee not showing multi material object properly when blend is loaded until mesh is updated
1 changed files with 19 additions and 0 deletions

View File

@ -1088,6 +1088,25 @@ void DRW_mesh_batch_cache_create_requested(
}
}
/* HACK: if MBC_SURF_PER_MAT is requested and ibo.tris is already available, it won't have it's
* index ranges initialized. So discard ibo.tris in order to recreate it. */
if ((batch_requested & MBC_SURF_PER_MAT) != 0 && (cache->batch_ready & MBC_SURF_PER_MAT) == 0) {
FOREACH_MESH_BUFFER_CACHE(cache, mbuffercache)
{
GPU_INDEXBUF_DISCARD_SAFE(mbuffercache->ibo.tris);
}
/* Clear all batches that reference ibo.tris. */
GPU_BATCH_CLEAR_SAFE(cache->batch.surface);
GPU_BATCH_CLEAR_SAFE(cache->batch.surface_weights);
GPU_BATCH_CLEAR_SAFE(cache->batch.edit_mesh_analysis);
GPU_BATCH_CLEAR_SAFE(cache->batch.edit_triangles);
GPU_BATCH_CLEAR_SAFE(cache->batch.edit_lnor);
GPU_BATCH_CLEAR_SAFE(cache->batch.edit_selection_faces);
cache->batch_ready &= ~(MBC_SURFACE | MBC_SURFACE_WEIGHTS | MBC_EDIT_MESH_ANALYSIS |
MBC_EDIT_TRIANGLES | MBC_EDIT_LNOR | MBC_EDIT_SELECTION_FACES);
}
/* Second chance to early out */
if ((batch_requested & ~cache->batch_ready) == 0) {
#ifdef DEBUG