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authorCampbell Barton <ideasman42@gmail.com>2019-07-30 14:40:42 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-07-30 14:43:40 +0300
commitb9718299ea509df2a3d563f0ac2639f01cad39ab (patch)
treec041eb7cb7633f461cf07c164690875229e5c2b7 /source/blender
parent51be0a765e44512dbc2b89ff9c3f8b225f7b7565 (diff)
Fix crash clicking in the 3D view on startup
Setting the 3D view cursor on startup could crash because the viewport hasn't been assigned to the region.
Diffstat (limited to 'source/blender')
-rw-r--r--source/blender/draw/DRW_engine.h3
-rw-r--r--source/blender/draw/intern/draw_manager.c11
-rw-r--r--source/blender/editors/space_view3d/view3d_draw.c8
-rw-r--r--source/blender/windowmanager/WM_api.h4
-rw-r--r--source/blender/windowmanager/intern/wm_draw.c35
5 files changed, 55 insertions, 6 deletions
diff --git a/source/blender/draw/DRW_engine.h b/source/blender/draw/DRW_engine.h
index 64a02f3931b..e31200ae82f 100644
--- a/source/blender/draw/DRW_engine.h
+++ b/source/blender/draw/DRW_engine.h
@@ -129,7 +129,8 @@ void DRW_draw_select_loop(struct Depsgraph *depsgraph,
void DRW_draw_depth_loop(struct Depsgraph *depsgraph,
struct ARegion *ar,
struct View3D *v3d,
- struct GPUViewport *viewport);
+ struct GPUViewport *viewport,
+ bool use_opengl_context);
void DRW_draw_depth_loop_gpencil(struct Depsgraph *depsgraph,
struct ARegion *ar,
struct View3D *v3d,
diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c
index 320a6f6aaaa..af61063335b 100644
--- a/source/blender/draw/intern/draw_manager.c
+++ b/source/blender/draw/intern/draw_manager.c
@@ -2452,14 +2452,17 @@ static void drw_draw_depth_loop_imp(void)
void DRW_draw_depth_loop(struct Depsgraph *depsgraph,
ARegion *ar,
View3D *v3d,
- GPUViewport *viewport)
+ GPUViewport *viewport,
+ bool use_opengl_context)
{
Scene *scene = DEG_get_evaluated_scene(depsgraph);
RenderEngineType *engine_type = ED_view3d_engine_type(scene, v3d->shading.type);
ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph);
RegionView3D *rv3d = ar->regiondata;
- DRW_opengl_context_enable();
+ if (use_opengl_context) {
+ DRW_opengl_context_enable();
+ }
/* Reset before using it. */
drw_state_prepare_clean_for_draw(&DST);
@@ -2498,7 +2501,9 @@ void DRW_draw_depth_loop(struct Depsgraph *depsgraph,
#endif
/* Changin context */
- DRW_opengl_context_disable();
+ if (use_opengl_context) {
+ DRW_opengl_context_disable();
+ }
}
/**
diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c
index eef36dae86a..9bbfee9f771 100644
--- a/source/blender/editors/space_view3d/view3d_draw.c
+++ b/source/blender/editors/space_view3d/view3d_draw.c
@@ -803,13 +803,19 @@ void ED_view3d_draw_depth(Depsgraph *depsgraph, ARegion *ar, View3D *v3d, bool a
GPU_depth_test(true);
+ /* Needed in cases the view-port isn't already setup. */
+ WM_draw_region_viewport_ensure(ar, SPACE_VIEW3D);
+ WM_draw_region_viewport_bind(ar);
+
GPUViewport *viewport = WM_draw_region_get_viewport(ar, 0);
/* When Blender is starting, a click event can trigger a depth test while the viewport is not
* yet available. */
if (viewport != NULL) {
- DRW_draw_depth_loop(depsgraph, ar, v3d, viewport);
+ DRW_draw_depth_loop(depsgraph, ar, v3d, viewport, false);
}
+ WM_draw_region_viewport_unbind(ar);
+
if (rv3d->rflag & RV3D_CLIPPING) {
ED_view3d_clipping_disable();
}
diff --git a/source/blender/windowmanager/WM_api.h b/source/blender/windowmanager/WM_api.h
index 04e3f7e88dc..fdf65d857fc 100644
--- a/source/blender/windowmanager/WM_api.h
+++ b/source/blender/windowmanager/WM_api.h
@@ -741,6 +741,10 @@ void *WM_draw_cb_activate(struct wmWindow *win,
void WM_draw_cb_exit(struct wmWindow *win, void *handle);
void WM_redraw_windows(struct bContext *C);
+void WM_draw_region_viewport_ensure(struct ARegion *ar, short space_type);
+void WM_draw_region_viewport_bind(struct ARegion *ar);
+void WM_draw_region_viewport_unbind(struct ARegion *ar);
+
/* Region drawing */
void WM_draw_region_free(struct ARegion *ar);
struct GPUViewport *WM_draw_region_get_viewport(struct ARegion *ar, int view);
diff --git a/source/blender/windowmanager/intern/wm_draw.c b/source/blender/windowmanager/intern/wm_draw.c
index fc669c9543e..3bcb955c2b2 100644
--- a/source/blender/windowmanager/intern/wm_draw.c
+++ b/source/blender/windowmanager/intern/wm_draw.c
@@ -239,9 +239,14 @@ static void wm_region_test_render_do_draw(const Scene *scene,
}
}
+static bool wm_region_use_viewport_by_type(short space_type, short region_type)
+{
+ return (ELEM(space_type, SPACE_VIEW3D, SPACE_IMAGE) && region_type == RGN_TYPE_WINDOW);
+}
+
static bool wm_region_use_viewport(ScrArea *sa, ARegion *ar)
{
- return (ELEM(sa->spacetype, SPACE_VIEW3D, SPACE_IMAGE) && ar->regiontype == RGN_TYPE_WINDOW);
+ return wm_region_use_viewport_by_type(sa->spacetype, ar->regiontype);
}
/********************** draw all **************************/
@@ -976,3 +981,31 @@ void WM_redraw_windows(bContext *C)
CTX_wm_area_set(C, area_prev);
CTX_wm_region_set(C, ar_prev);
}
+
+/* -------------------------------------------------------------------- */
+/** \name Region Viewport Drawing
+ *
+ * This is needed for viewport drawing for operator use
+ * (where the viewport may not have drawn yet).
+ *
+ * Otherwise avoid using these sine they're exposing low level logic externally.
+ *
+ * \{ */
+
+void WM_draw_region_viewport_ensure(ARegion *ar, short space_type)
+{
+ bool use_viewport = wm_region_use_viewport_by_type(space_type, ar->regiontype);
+ wm_draw_region_buffer_create(ar, false, use_viewport);
+}
+
+void WM_draw_region_viewport_bind(ARegion *ar)
+{
+ wm_draw_region_bind(ar, 0);
+}
+
+void WM_draw_region_viewport_unbind(ARegion *ar)
+{
+ wm_draw_region_unbind(ar, 0);
+}
+
+/** \} */