diff options
author | Dalai Felinto <dfelinto@gmail.com> | 2017-09-18 15:44:44 +0300 |
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committer | Dalai Felinto <dfelinto@gmail.com> | 2017-09-18 15:44:44 +0300 |
commit | d370e6c3eae84893f3a65e59d892110d1e974fce (patch) | |
tree | 04bfb91bcf7361dfbba0e9f3a6282d7cd5ec7f01 /source/blender/windowmanager | |
parent | 4c1ee477070083f12bf802e551b14179e0c4579a (diff) | |
parent | d0d9360a6663efb16e4fbc35554be61bf54630e3 (diff) |
Merge remote-tracking branch 'origin/master' into blender2.8
Diffstat (limited to 'source/blender/windowmanager')
-rw-r--r-- | source/blender/windowmanager/intern/wm_draw.c | 20 |
1 files changed, 4 insertions, 16 deletions
diff --git a/source/blender/windowmanager/intern/wm_draw.c b/source/blender/windowmanager/intern/wm_draw.c index 7cff598e6ad..81f913d7aa7 100644 --- a/source/blender/windowmanager/intern/wm_draw.c +++ b/source/blender/windowmanager/intern/wm_draw.c @@ -869,25 +869,13 @@ static bool wm_draw_update_test_window(wmWindow *win) static int wm_automatic_draw_method(wmWindow *win) { - /* Ideally all cards would work well with triple buffer, since if it works - * well gives the least redraws and is considerably faster at partial redraw - * for sculpting or drawing overlapping menus. For typically lower end cards - * copy to texture is slow though and so we use overlap instead there. */ - + /* We assume all supported GPUs now support triple buffer well. */ if (win->drawmethod == USER_DRAW_AUTOMATIC) { - /* Windows software driver darkens color on each redraw */ - if (GPU_type_matches(GPU_DEVICE_SOFTWARE, GPU_OS_WIN, GPU_DRIVER_SOFTWARE)) - return USER_DRAW_OVERLAP_FLIP; - else if (GPU_type_matches(GPU_DEVICE_SOFTWARE, GPU_OS_UNIX, GPU_DRIVER_SOFTWARE)) - return USER_DRAW_OVERLAP; - /* drawing lower color depth again degrades colors each time */ - else if (GPU_color_depth() < 24) - return USER_DRAW_OVERLAP; - else - return USER_DRAW_TRIPLE; + return USER_DRAW_TRIPLE; } - else + else { return win->drawmethod; + } } bool WM_is_draw_triple(wmWindow *win) |