[Bf-blender-cvs] [25fc5876d3b] master: Revert "Fix Crash: Switching to wireframe mode."

Campbell Barton noreply at git.blender.org
Mon Mar 7 11:36:12 CET 2022


Commit: 25fc5876d3bb37018adcfe1a1b943b90d45f5f9a
Author: Campbell Barton
Date:   Mon Mar 7 19:55:33 2022 +1100
Branches: master
https://developer.blender.org/rB25fc5876d3bb37018adcfe1a1b943b90d45f5f9a

Revert "Fix Crash: Switching to wireframe mode."

This reverts commit cb986446e29a51b07bdb73b999a0339df5ecdeb4.

===================================================================

M	source/blender/windowmanager/gizmo/intern/wm_gizmo_map.c

===================================================================

diff --git a/source/blender/windowmanager/gizmo/intern/wm_gizmo_map.c b/source/blender/windowmanager/gizmo/intern/wm_gizmo_map.c
index f1ac19f4651..4b802ae3a0a 100644
--- a/source/blender/windowmanager/gizmo/intern/wm_gizmo_map.c
+++ b/source/blender/windowmanager/gizmo/intern/wm_gizmo_map.c
@@ -580,14 +580,6 @@ static int gizmo_find_intersected_3d_intern(wmGizmo **visible_gizmos,
                         /* Fast-path (occlusion queries). */
                         GPU_SELECT_ALL);
 
-  /* When switching between modes and the mouse pointer is over a gizmo, the highlight test is
-   * performed before the viewport is fully initialized (region->draw_buffer = NULL).
-   * When this is the case we should not use depth testing. */
-  GPUViewport *gpu_viewport = WM_draw_region_get_viewport(region);
-  if (use_depth_test && gpu_viewport == NULL) {
-    return -1;
-  }
-
   if (GPU_select_is_cached()) {
     GPU_select_begin(buffer, ARRAY_SIZE(buffer), &rect, gpu_select_mode, 0);
     GPU_select_cache_load_id();
@@ -605,7 +597,8 @@ static int gizmo_find_intersected_3d_intern(wmGizmo **visible_gizmos,
      * because all future passes the will use the cached depths. */
     GPUFrameBuffer *depth_read_fb = NULL;
     if (use_depth_test) {
-      GPUTexture *depth_tx = GPU_viewport_depth_texture(gpu_viewport);
+      GPUViewport *viewport = WM_draw_region_get_viewport(CTX_wm_region(C));
+      GPUTexture *depth_tx = GPU_viewport_depth_texture(viewport);
       GPU_framebuffer_ensure_config(&depth_read_fb,
                                     {
                                         GPU_ATTACHMENT_TEXTURE(depth_tx),



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