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-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);
+}
+
+/** \} */