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Diffstat (limited to 'source/blender/windowmanager/intern/wm_draw.c')
-rw-r--r--source/blender/windowmanager/intern/wm_draw.c60
1 files changed, 29 insertions, 31 deletions
diff --git a/source/blender/windowmanager/intern/wm_draw.c b/source/blender/windowmanager/intern/wm_draw.c
index 3825db14e93..2b695c95258 100644
--- a/source/blender/windowmanager/intern/wm_draw.c
+++ b/source/blender/windowmanager/intern/wm_draw.c
@@ -430,7 +430,7 @@ static int wm_triple_gen_textures(wmWindow *win, wmDrawTriple *triple)
return 1;
}
-void wm_triple_draw_textures(wmWindow *win, wmDrawTriple *triple, float alpha)
+void wm_triple_draw_textures(wmWindow *win, wmDrawTriple *triple, float alpha, bool is_interlace)
{
const int sizex = WM_window_pixels_x(win);
const int sizey = WM_window_pixels_y(win);
@@ -451,7 +451,13 @@ void wm_triple_draw_textures(wmWindow *win, wmDrawTriple *triple, float alpha)
halfy /= triple->y;
}
- GPU_basic_shader_bind((triple->target == GL_TEXTURE_2D) ? GPU_SHADER_TEXTURE_2D : GPU_SHADER_TEXTURE_RECT);
+ /* interlace stereo buffer bind the shader before calling wm_triple_draw_textures */
+ if (is_interlace) {
+ glEnable(triple->target);
+ }
+ else {
+ GPU_basic_shader_bind((triple->target == GL_TEXTURE_2D) ? GPU_SHADER_TEXTURE_2D : GPU_SHADER_TEXTURE_RECT);
+ }
glBindTexture(triple->target, triple->bind);
@@ -472,7 +478,12 @@ void wm_triple_draw_textures(wmWindow *win, wmDrawTriple *triple, float alpha)
glBindTexture(triple->target, 0);
- GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
+ if (is_interlace) {
+ glDisable(triple->target);
+ }
+ else {
+ GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
+ }
}
static void wm_triple_copy_textures(wmWindow *win, wmDrawTriple *triple)
@@ -495,7 +506,7 @@ static void wm_draw_region_blend(wmWindow *win, ARegion *ar, wmDrawTriple *tripl
wmSubWindowScissorSet(win, win->screen->mainwin, &ar->winrct, true);
glEnable(GL_BLEND);
- wm_triple_draw_textures(win, triple, 1.0f - fac);
+ wm_triple_draw_textures(win, triple, 1.0f - fac, false);
glDisable(GL_BLEND);
}
}
@@ -516,7 +527,7 @@ static void wm_method_draw_triple(bContext *C, wmWindow *win)
wmSubWindowSet(win, screen->mainwin);
- wm_triple_draw_textures(win, drawdata->triple, 1.0f);
+ wm_triple_draw_textures(win, drawdata->triple, 1.0f, false);
}
else {
/* we run it when we start OR when we turn stereo on */
@@ -656,7 +667,7 @@ static void wm_method_draw_triple_multiview(bContext *C, wmWindow *win, StereoVi
wmSubWindowSet(win, screen->mainwin);
- wm_triple_draw_textures(win, drawdata->triple, 1.0f);
+ wm_triple_draw_textures(win, drawdata->triple, 1.0f, false);
}
}
else {
@@ -856,25 +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)
@@ -915,15 +914,14 @@ void wm_draw_update(bContext *C)
for (win = wm->windows.first; win; win = win->next) {
#ifdef WIN32
- if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_ANY, GPU_DRIVER_ANY)) {
- GHOST_TWindowState state = GHOST_GetWindowState(win->ghostwin);
-
- if (state == GHOST_kWindowStateMinimized) {
- /* do not update minimized windows, it gives issues on intel drivers (see [#33223])
- * anyway, it seems logical to skip update for invisible windows
- */
- continue;
- }
+ GHOST_TWindowState state = GHOST_GetWindowState(win->ghostwin);
+
+ if (state == GHOST_kWindowStateMinimized) {
+ /* do not update minimized windows, gives issues on Intel (see T33223)
+ * and AMD (see T50856). it seems logical to skip update for invisible
+ * window anyway.
+ */
+ continue;
}
#endif
if (win->drawmethod != U.wmdrawmethod) {