diff options
author | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2018-02-13 21:15:34 +0300 |
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committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2018-02-14 16:00:48 +0300 |
commit | 7028a11db9ec3d29282739f7ad9a0343711ebc24 (patch) | |
tree | 29433d298eaed8f4f3e26a695e8c97f9f00ef952 /source/blender/editors/interface/interface.c | |
parent | 8049ad21b07d94ebedb2baec321735d5022befe4 (diff) |
GPU: don't use multisample for entire window, only for offscreen 3D viewport.
Now that the new 3D viewport draws to a multisample offscreen buffer, there is
no good reason anymore to create an entire multisample window and pay the
performance/memory cost for other regions that don't need it.
GL_MULTISAMPLE now only gets enabled for offscreen buffers, so we don't need
to check for it throughout the UI code anymore.
Differential Revision: https://developer.blender.org/D3062
Diffstat (limited to 'source/blender/editors/interface/interface.c')
-rw-r--r-- | source/blender/editors/interface/interface.c | 9 |
1 files changed, 0 insertions, 9 deletions
diff --git a/source/blender/editors/interface/interface.c b/source/blender/editors/interface/interface.c index 9e6d9f23442..6e86c56fd62 100644 --- a/source/blender/editors/interface/interface.c +++ b/source/blender/editors/interface/interface.c @@ -1393,7 +1393,6 @@ void UI_block_draw(const bContext *C, uiBlock *block) ARegion *ar; uiBut *but; rcti rect; - int multisample_enabled; /* get menu region or area region */ ar = CTX_wm_menu(C); @@ -1403,11 +1402,6 @@ void UI_block_draw(const bContext *C, uiBlock *block) if (!block->endblock) UI_block_end(C, block); - /* disable AA, makes widgets too blurry */ - multisample_enabled = glIsEnabled(GL_MULTISAMPLE); - if (multisample_enabled) - glDisable(GL_MULTISAMPLE); - /* we set this only once */ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); @@ -1451,9 +1445,6 @@ void UI_block_draw(const bContext *C, uiBlock *block) gpuPopProjectionMatrix(); gpuPopMatrix(); - if (multisample_enabled) - glEnable(GL_MULTISAMPLE); - ui_draw_links(block); } |