diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2018-12-05 06:23:45 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2018-12-05 06:23:45 +0300 |
commit | d59c4c9d61a1634f75369a02ff7f381612988c9f (patch) | |
tree | ab77f78b956403ddc30fa6bf394e6dcb03c51846 /source/blender/draw/intern | |
parent | a7712e8594337af4ed378894679cec592e348ba4 (diff) |
GPU: Cleanup: Replace glFlush by GPU_flush
Diffstat (limited to 'source/blender/draw/intern')
-rw-r--r-- | source/blender/draw/intern/draw_manager.c | 6 | ||||
-rw-r--r-- | source/blender/draw/intern/draw_manager_shader.c | 2 |
2 files changed, 4 insertions, 4 deletions
diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c index 265d33c8023..c744715ec6d 100644 --- a/source/blender/draw/intern/draw_manager.c +++ b/source/blender/draw/intern/draw_manager.c @@ -1518,7 +1518,7 @@ void DRW_draw_render_loop_ex( #ifdef __APPLE__ /* Fix 3D view being "laggy" on macos. (See T56996) */ - glFlush(); + GPU_flush(); #endif /* annotations - temporary drawing buffer (3d space) */ @@ -2668,7 +2668,7 @@ void DRW_opengl_context_disable_ex(bool restore) #ifdef __APPLE__ /* Need to flush before disabling draw context, otherwise it does not * always finish drawing and viewport can be empty or partially drawn */ - glFlush(); + GPU_flush(); #endif if (BLI_thread_is_main() && restore) { @@ -2705,7 +2705,7 @@ void DRW_opengl_render_context_enable(void *re_gl_context) void DRW_opengl_render_context_disable(void *re_gl_context) { - glFlush(); + GPU_flush(); WM_opengl_context_release(re_gl_context); /* TODO get rid of the blocking. */ BLI_ticket_mutex_unlock(DST.gl_context_mutex); diff --git a/source/blender/draw/intern/draw_manager_shader.c b/source/blender/draw/intern/draw_manager_shader.c index bb580695865..a2583045ade 100644 --- a/source/blender/draw/intern/draw_manager_shader.c +++ b/source/blender/draw/intern/draw_manager_shader.c @@ -131,7 +131,7 @@ static void drw_deferred_shader_compilation_exec(void *custom_data, short *stop, *progress = (float)comp->shaders_done / (float)total; *do_update = true; - glFlush(); + GPU_flush(); BLI_mutex_unlock(&comp->compilation_lock); BLI_spin_lock(&comp->list_lock); |