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authorJeroen Bakker <jeroen@blender.org>2022-01-26 16:40:56 +0300
committerJeroen Bakker <jeroen@blender.org>2022-01-26 16:48:28 +0300
commit6738ecb64e8b6d0c1f5a79f1e63f468b4138de19 (patch)
tree806110f2f06ac3a8377462a89e1698d807bde389
parent5b299e5999e2b59e30edd4e770f64aa700e482d6 (diff)
Fix T94900: Fix drawing artifacts sequencer+node editor.
The VSE and node editor only uses an overlay buffer to draw to the screen. The GPUViewport assumes that platforms clears all textures during creation, but they do not on selected platforms. What would lead to drawing from uncleared memory. This patch fixes this by clearing all viewport textures during creation.
-rw-r--r--source/blender/gpu/intern/gpu_viewport.c6
1 files changed, 6 insertions, 0 deletions
diff --git a/source/blender/gpu/intern/gpu_viewport.c b/source/blender/gpu/intern/gpu_viewport.c
index c604859fa94..6d8ff8e7088 100644
--- a/source/blender/gpu/intern/gpu_viewport.c
+++ b/source/blender/gpu/intern/gpu_viewport.c
@@ -137,19 +137,25 @@ struct DRWData **GPU_viewport_data_get(GPUViewport *viewport)
static void gpu_viewport_textures_create(GPUViewport *viewport)
{
int *size = viewport->size;
+ float empty_pixel_fl[4] = {0.0f, 0.0f, 0.0f, 0.0f};
+ uchar empty_pixel_u[4] = {0, 0, 0, 0};
if (viewport->color_render_tx[0] == NULL) {
viewport->color_render_tx[0] = GPU_texture_create_2d(
"dtxl_color", UNPACK2(size), 1, GPU_RGBA16F, NULL);
+ GPU_texture_clear(viewport->color_render_tx[0], GPU_DATA_FLOAT, empty_pixel_fl);
viewport->color_overlay_tx[0] = GPU_texture_create_2d(
"dtxl_color_overlay", UNPACK2(size), 1, GPU_SRGB8_A8, NULL);
+ GPU_texture_clear(viewport->color_overlay_tx[0], GPU_DATA_UBYTE, empty_pixel_u);
}
if ((viewport->flag & GPU_VIEWPORT_STEREO) != 0 && viewport->color_render_tx[1] == NULL) {
viewport->color_render_tx[1] = GPU_texture_create_2d(
"dtxl_color_stereo", UNPACK2(size), 1, GPU_RGBA16F, NULL);
+ GPU_texture_clear(viewport->color_render_tx[1], GPU_DATA_FLOAT, empty_pixel_fl);
viewport->color_overlay_tx[1] = GPU_texture_create_2d(
"dtxl_color_overlay_stereo", UNPACK2(size), 1, GPU_SRGB8_A8, NULL);
+ GPU_texture_clear(viewport->color_overlay_tx[1], GPU_DATA_UBYTE, empty_pixel_u);
}
/* Can be shared with GPUOffscreen. */