From db45aaafab8cc821b0e06a659de44f5fedbf847b Mon Sep 17 00:00:00 2001 From: Brecht Van Lommel Date: Tue, 9 Jul 2019 13:20:25 +0200 Subject: Fix T61474: laggy interaction on Windows/NVIDIA when gizmos are visible MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Thanks to Sergey and Clément for helping to track this down. --- source/blender/gpu/intern/gpu_select_sample_query.c | 13 ++----------- 1 file changed, 2 insertions(+), 11 deletions(-) (limited to 'source/blender/gpu/intern') diff --git a/source/blender/gpu/intern/gpu_select_sample_query.c b/source/blender/gpu/intern/gpu_select_sample_query.c index 9dc225b4190..beea25b4171 100644 --- a/source/blender/gpu/intern/gpu_select_sample_query.c +++ b/source/blender/gpu/intern/gpu_select_sample_query.c @@ -175,17 +175,8 @@ uint gpu_select_query_end(void) for (i = 0; i < g_query_state.active_query; i++) { uint result = 0; - /* Wait until the result is available. */ - while (result == 0) { - glGetQueryObjectuiv(g_query_state.queries[i], GL_QUERY_RESULT_AVAILABLE, &result); - if (result == 0) { - /* (fclem) Not sure if this is better than calling glGetQueryObjectuiv() indefinitely. - * (brecht) Added debug test for lagging issue in T61474. */ - if (G.debug_value != 474) { - PIL_sleep_ms(1); - } - } - } + /* We are not using GL_QUERY_RESULT_AVAILABLE and sleep to wait for results, + * because it causes lagging on Windows/NVIDIA, see T61474. */ glGetQueryObjectuiv(g_query_state.queries[i], GL_QUERY_RESULT, &result); if (result > 0) { if (g_query_state.mode != GPU_SELECT_NEAREST_SECOND_PASS) { -- cgit v1.2.3