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-rw-r--r--source/blender/draw/engines/overlay/overlay_antialiasing.c17
-rw-r--r--source/blender/draw/engines/overlay/overlay_private.h1
-rw-r--r--source/blender/draw/intern/draw_manager.c2
-rw-r--r--source/blender/editors/screen/screen_ops.c4
4 files changed, 12 insertions, 12 deletions
diff --git a/source/blender/draw/engines/overlay/overlay_antialiasing.c b/source/blender/draw/engines/overlay/overlay_antialiasing.c
index efd2f6588ba..a32242d6292 100644
--- a/source/blender/draw/engines/overlay/overlay_antialiasing.c
+++ b/source/blender/draw/engines/overlay/overlay_antialiasing.c
@@ -193,12 +193,6 @@ void OVERLAY_antialiasing_cache_finish(OVERLAY_Data *vedata)
pd->antialiasing.do_depth_infront_copy;
if (pd->xray_enabled || do_wireframe) {
DRW_texture_ensure_fullscreen_2d(&txl->temp_depth_tx, GPU_DEPTH24_STENCIL8, 0);
-
- GPU_framebuffer_ensure_config(&fbl->overlay_xray_depth_copy_fb,
- {
- GPU_ATTACHMENT_TEXTURE(txl->temp_depth_tx),
- GPU_ATTACHMENT_NONE,
- });
}
}
@@ -224,12 +218,13 @@ void OVERLAY_antialiasing_start(OVERLAY_Data *vedata)
void OVERLAY_xray_depth_copy(OVERLAY_Data *vedata)
{
OVERLAY_FramebufferList *fbl = vedata->fbl;
+ OVERLAY_TextureList *txl = vedata->txl;
OVERLAY_PrivateData *pd = vedata->stl->pd;
if (DRW_state_is_fbo() && pd->antialiasing.do_depth_copy) {
+ DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
/* We copy the depth of the rendered geometry to be able to compare to the overlays depth. */
- GPU_framebuffer_blit(
- fbl->overlay_default_fb, 0, fbl->overlay_xray_depth_copy_fb, 0, GPU_DEPTH_BIT);
+ GPU_texture_copy(txl->temp_depth_tx, dtxl->depth);
}
if (DRW_state_is_fbo() && pd->xray_enabled) {
@@ -241,13 +236,13 @@ void OVERLAY_xray_depth_copy(OVERLAY_Data *vedata)
void OVERLAY_xray_depth_infront_copy(OVERLAY_Data *vedata)
{
- OVERLAY_FramebufferList *fbl = vedata->fbl;
+ OVERLAY_TextureList *txl = vedata->txl;
OVERLAY_PrivateData *pd = vedata->stl->pd;
if (DRW_state_is_fbo() && pd->antialiasing.do_depth_infront_copy) {
+ DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
/* We copy the depth of the rendered geometry to be able to compare to the overlays depth. */
- GPU_framebuffer_blit(
- fbl->overlay_in_front_fb, 0, fbl->overlay_xray_depth_copy_fb, 0, GPU_DEPTH_BIT);
+ GPU_texture_copy(txl->temp_depth_tx, dtxl->depth_in_front);
}
}
diff --git a/source/blender/draw/engines/overlay/overlay_private.h b/source/blender/draw/engines/overlay/overlay_private.h
index 995c9aa6b3d..0c29fe9d2e4 100644
--- a/source/blender/draw/engines/overlay/overlay_private.h
+++ b/source/blender/draw/engines/overlay/overlay_private.h
@@ -35,7 +35,6 @@ typedef struct OVERLAY_FramebufferList {
struct GPUFrameBuffer *overlay_color_only_fb;
struct GPUFrameBuffer *overlay_in_front_fb;
struct GPUFrameBuffer *overlay_line_in_front_fb;
- struct GPUFrameBuffer *overlay_xray_depth_copy_fb;
struct GPUFrameBuffer *outlines_prepass_fb;
struct GPUFrameBuffer *outlines_resolve_fb;
} OVERLAY_FramebufferList;
diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c
index fc71b8b2af1..639c62e5e44 100644
--- a/source/blender/draw/intern/draw_manager.c
+++ b/source/blender/draw/intern/draw_manager.c
@@ -1507,6 +1507,8 @@ void DRW_draw_render_loop_ex(struct Depsgraph *depsgraph,
/* Fix 3D view being "laggy" on macos and win+nvidia. (See T56996, T61474) */
GPU_flush();
+ DRW_stats_reset();
+
DRW_draw_callbacks_post_scene();
if (WM_draw_region_get_bound_viewport(region)) {
diff --git a/source/blender/editors/screen/screen_ops.c b/source/blender/editors/screen/screen_ops.c
index e3df94f054f..cb3984aa9ad 100644
--- a/source/blender/editors/screen/screen_ops.c
+++ b/source/blender/editors/screen/screen_ops.c
@@ -3869,6 +3869,10 @@ static int region_quadview_exec(bContext *C, wmOperator *op)
rv3d->viewlock_quad = RV3D_VIEWLOCK_INIT;
rv3d->viewlock = 0;
+ /* FIXME: This fixes missing update to workbench TAA. (see T76216)
+ * However, it would be nice if the tagging should be done in a more conventional way. */
+ rv3d->rflag |= RV3D_GPULIGHT_UPDATE;
+
/* Accumulate locks, in case they're mixed. */
for (region_iter = area->regionbase.first; region_iter; region_iter = region_iter->next) {
if (region_iter->regiontype == RGN_TYPE_WINDOW) {