Merge branch 'blender-v2.83-release'
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commit
dfbb3d82f7
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@ -193,12 +193,6 @@ void OVERLAY_antialiasing_cache_finish(OVERLAY_Data *vedata)
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pd->antialiasing.do_depth_infront_copy;
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if (pd->xray_enabled || do_wireframe) {
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DRW_texture_ensure_fullscreen_2d(&txl->temp_depth_tx, GPU_DEPTH24_STENCIL8, 0);
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GPU_framebuffer_ensure_config(&fbl->overlay_xray_depth_copy_fb,
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{
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GPU_ATTACHMENT_TEXTURE(txl->temp_depth_tx),
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GPU_ATTACHMENT_NONE,
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});
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}
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}
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@ -224,12 +218,13 @@ void OVERLAY_antialiasing_start(OVERLAY_Data *vedata)
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void OVERLAY_xray_depth_copy(OVERLAY_Data *vedata)
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{
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OVERLAY_FramebufferList *fbl = vedata->fbl;
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OVERLAY_TextureList *txl = vedata->txl;
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OVERLAY_PrivateData *pd = vedata->stl->pd;
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if (DRW_state_is_fbo() && pd->antialiasing.do_depth_copy) {
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DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
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/* We copy the depth of the rendered geometry to be able to compare to the overlays depth. */
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GPU_framebuffer_blit(
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fbl->overlay_default_fb, 0, fbl->overlay_xray_depth_copy_fb, 0, GPU_DEPTH_BIT);
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GPU_texture_copy(txl->temp_depth_tx, dtxl->depth);
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}
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if (DRW_state_is_fbo() && pd->xray_enabled) {
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@ -241,13 +236,13 @@ void OVERLAY_xray_depth_copy(OVERLAY_Data *vedata)
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void OVERLAY_xray_depth_infront_copy(OVERLAY_Data *vedata)
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{
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OVERLAY_FramebufferList *fbl = vedata->fbl;
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OVERLAY_TextureList *txl = vedata->txl;
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OVERLAY_PrivateData *pd = vedata->stl->pd;
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if (DRW_state_is_fbo() && pd->antialiasing.do_depth_infront_copy) {
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DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
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/* We copy the depth of the rendered geometry to be able to compare to the overlays depth. */
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GPU_framebuffer_blit(
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fbl->overlay_in_front_fb, 0, fbl->overlay_xray_depth_copy_fb, 0, GPU_DEPTH_BIT);
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GPU_texture_copy(txl->temp_depth_tx, dtxl->depth_in_front);
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}
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}
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@ -35,7 +35,6 @@ typedef struct OVERLAY_FramebufferList {
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struct GPUFrameBuffer *overlay_color_only_fb;
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struct GPUFrameBuffer *overlay_in_front_fb;
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struct GPUFrameBuffer *overlay_line_in_front_fb;
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struct GPUFrameBuffer *overlay_xray_depth_copy_fb;
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struct GPUFrameBuffer *outlines_prepass_fb;
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struct GPUFrameBuffer *outlines_resolve_fb;
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} OVERLAY_FramebufferList;
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@ -1507,6 +1507,8 @@ void DRW_draw_render_loop_ex(struct Depsgraph *depsgraph,
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/* Fix 3D view being "laggy" on macos and win+nvidia. (See T56996, T61474) */
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GPU_flush();
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DRW_stats_reset();
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DRW_draw_callbacks_post_scene();
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if (WM_draw_region_get_bound_viewport(region)) {
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@ -3869,6 +3869,10 @@ static int region_quadview_exec(bContext *C, wmOperator *op)
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rv3d->viewlock_quad = RV3D_VIEWLOCK_INIT;
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rv3d->viewlock = 0;
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/* FIXME: This fixes missing update to workbench TAA. (see T76216)
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* However, it would be nice if the tagging should be done in a more conventional way. */
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rv3d->rflag |= RV3D_GPULIGHT_UPDATE;
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/* Accumulate locks, in case they're mixed. */
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for (region_iter = area->regionbase.first; region_iter; region_iter = region_iter->next) {
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if (region_iter->regiontype == RGN_TYPE_WINDOW) {
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