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authorGermano Cavalcante <germano.costa@ig.com.br>2021-03-30 22:23:58 +0300
committerGermano Cavalcante <germano.costa@ig.com.br>2021-03-30 22:23:58 +0300
commit142541124976af41f08fb5479886350c2d803710 (patch)
tree6ee06d11f3179f4d704a20531f91541a4a15094e /source/blender/editors/physics/particle_edit.c
parentda1b002c8d2f331d97458167746e5974d8556799 (diff)
Cleanup/Refactor: Unify functions that redraw the depth buffer
Now `ED_view3d_backbuf_depth_validate`, `ED_view3d_draw_depth` and `ED_view3d_draw_depth_gpencil` are unified in `ED_view3d_depth_override`. This new function replaces `ED_view3d_autodist_init`. Also, since `ED_view3d_depth_update` depends on the render context, and changing the context is a slow operation, that function also was removed, and the depth buffer cached is now updated inside the new unified drawing function when the "bool update_cache" parameter is true. Finally `V3D_INVALID_BACKBUF` flag has been renamed and moved to `runtime.flag`. Differential revision: https://developer.blender.org/D10678
Diffstat (limited to 'source/blender/editors/physics/particle_edit.c')
-rw-r--r--source/blender/editors/physics/particle_edit.c16
1 files changed, 7 insertions, 9 deletions
diff --git a/source/blender/editors/physics/particle_edit.c b/source/blender/editors/physics/particle_edit.c
index 0ec8238f741..de4ad913d6d 100644
--- a/source/blender/editors/physics/particle_edit.c
+++ b/source/blender/editors/physics/particle_edit.c
@@ -524,15 +524,13 @@ static void PE_set_view3d_data(bContext *C, PEData *data)
ED_view3d_viewcontext_init(C, &data->vc, data->depsgraph);
if (!XRAY_ENABLED(data->vc.v3d)) {
- if (data->vc.v3d->flag & V3D_INVALID_BACKBUF) {
- /* needed or else the draw matrix can be incorrect */
- view3d_operator_needs_opengl(C);
-
- ED_view3d_backbuf_depth_validate(&data->vc);
- /* we may need to force an update here by setting the rv3d as dirty
- * for now it seems ok, but take care!:
- * rv3d->depths->dirty = 1; */
- ED_view3d_depth_update(data->vc.region);
+ if (!(data->vc.v3d->runtime.flag & V3D_RUNTIME_DEPTHBUF_OVERRIDDEN)) {
+ ED_view3d_depth_override(data->depsgraph,
+ data->vc.region,
+ data->vc.v3d,
+ data->vc.obact,
+ V3D_DEPTH_OBJECT_ONLY,
+ true);
}
}
}