diff options
author | Campbell Barton <campbell@blender.org> | 2022-03-07 14:32:06 +0300 |
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committer | Campbell Barton <campbell@blender.org> | 2022-03-07 14:32:46 +0300 |
commit | 548eabbaa14fb6bcdc927333b7d912eea0c61a59 (patch) | |
tree | 7a0a76c85498136459a7233026d9d258878360cf /source/blender/windowmanager | |
parent | 638c0bd2341708a652b4dd211e6f1e7358cb6dca (diff) |
Revert "Revert "Fix Crash: Switching to wireframe mode.""
This reverts commit 25fc5876d3bb37018adcfe1a1b943b90d45f5f9a.
Committed this unintentionally, looking into an alternate fix.
Diffstat (limited to 'source/blender/windowmanager')
-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 4b802ae3a0a..f1ac19f4651 100644 --- a/source/blender/windowmanager/gizmo/intern/wm_gizmo_map.c +++ b/source/blender/windowmanager/gizmo/intern/wm_gizmo_map.c @@ -580,6 +580,14 @@ 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(); @@ -597,8 +605,7 @@ 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), |