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authorJeroen Bakker <jeroen@blender.org>2022-02-04 16:00:06 +0300
committerJeroen Bakker <jeroen@blender.org>2022-02-04 16:00:06 +0300
commitcb986446e29a51b07bdb73b999a0339df5ecdeb4 (patch)
tree4fbc0748d44444eed28db4d4850fead4513d1f49
parentb8a634cb1dff736f5c4b2109e759cfb8ac848c41 (diff)
Fix Crash: Switching to wireframe mode.
Crash introduced by {rB0cb5eae}. When switching to between drawing modes the region.draw_buffer could be uninitialized when the gizmo depth test is performed. When the mouse is placed on top of a gizmo part that could be highlighted would crash. This fix adds a early exit when depth testing is requested, but there isn't a draw_buffer. Not sure this is an root cause fix. Reported by multiple animators in Blender Studio.
-rw-r--r--source/blender/windowmanager/gizmo/intern/wm_gizmo_map.c11
1 files changed, 9 insertions, 2 deletions
diff --git a/source/blender/windowmanager/gizmo/intern/wm_gizmo_map.c b/source/blender/windowmanager/gizmo/intern/wm_gizmo_map.c
index e61de28d0a4..ab955a9e233 100644
--- a/source/blender/windowmanager/gizmo/intern/wm_gizmo_map.c
+++ b/source/blender/windowmanager/gizmo/intern/wm_gizmo_map.c
@@ -596,6 +596,14 @@ static int gizmo_find_intersected_3d_intern(wmGizmo **visible_gizmos,
/* Fast-path (occlusion queries). */
GPU_SELECT_ALL);
+ /* When switching between modes and the mouse pointer is over a gizmo, the highlight test is
+ * performed before the viewport is fully initialized (region->draw_buffer = NULL).
+ * When this is the case we should not use depth testing. */
+ GPUViewport *gpu_viewport = WM_draw_region_get_viewport(region);
+ if (use_depth_test && gpu_viewport == NULL) {
+ return -1;
+ }
+
if (GPU_select_is_cached()) {
GPU_select_begin(buffer, ARRAY_SIZE(buffer), &rect, gpu_select_mode, 0);
GPU_select_cache_load_id();
@@ -613,8 +621,7 @@ static int gizmo_find_intersected_3d_intern(wmGizmo **visible_gizmos,
* because all future passes the will use the cached depths. */
GPUFrameBuffer *depth_read_fb = NULL;
if (use_depth_test) {
- GPUViewport *viewport = WM_draw_region_get_viewport(CTX_wm_region(C));
- GPUTexture *depth_tx = GPU_viewport_depth_texture(viewport);
+ GPUTexture *depth_tx = GPU_viewport_depth_texture(gpu_viewport);
GPU_framebuffer_ensure_config(&depth_read_fb,
{
GPU_ATTACHMENT_TEXTURE(depth_tx),