diff options
author | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2017-09-18 14:12:36 +0300 |
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committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2017-09-18 14:19:48 +0300 |
commit | d0d9360a6663efb16e4fbc35554be61bf54630e3 (patch) | |
tree | cdafcfd395d2a2f231f731c9e53891f039296ba1 /source/blender/windowmanager | |
parent | ab9079f45986ae9cbf4eaca1d99cdfc0837d4d03 (diff) |
Fix T52800: fix UI flickering with Mesa on Linux.
Use triple buffer by default now on all platforms, remaing ones where:
* Mesa: seems to have been working well for a long time now, and not using
it gives issues with the latest Mesa 17.2.0.
* Windows software OpenGL: no longer supported since OpenGL 2.1 requirement
was introduced.
* OS X with thousands of colors: this option was removed in OS X 10.6, and
that's our minimum requirement.
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 25c6980f58e..2b695c95258 100644 --- a/source/blender/windowmanager/intern/wm_draw.c +++ b/source/blender/windowmanager/intern/wm_draw.c @@ -867,25 +867,13 @@ 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) |