diff options
author | Jeroen Bakker <jeroen@blender.org> | 2022-02-04 16:00:06 +0300 |
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committer | Jeroen Bakker <jeroen@blender.org> | 2022-02-04 16:00:06 +0300 |
commit | cb986446e29a51b07bdb73b999a0339df5ecdeb4 (patch) | |
tree | 4fbc0748d44444eed28db4d4850fead4513d1f49 | |
parent | b8a634cb1dff736f5c4b2109e759cfb8ac848c41 (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.c | 11 |
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), |