Edit UVs: Fix missing wires with multiple windows

All that was needed is a VAO refresh. It's not a performance problem
because it only concerns a handful of batches.
This commit is contained in:
Clément Foucault
2018-10-01 15:14:33 +02:00
parent 283f0ae9af
commit 212ce03aaf

View File

@@ -56,6 +56,7 @@
#include "bmesh.h"
#include "GPU_batch.h"
#include "GPU_batch_presets.h"
#include "GPU_draw.h"
#include "GPU_material.h"
#include "GPU_texture.h"
@@ -1843,6 +1844,13 @@ static void mesh_batch_cache_discard_uvedit(MeshBatchCache *cache)
GPU_INDEXBUF_DISCARD_SAFE(cache->edituv_visible_faces);
GPU_INDEXBUF_DISCARD_SAFE(cache->edituv_visible_edges);
gpu_batch_presets_unregister(cache->edituv_faces_strech_area);
gpu_batch_presets_unregister(cache->edituv_faces_strech_angle);
gpu_batch_presets_unregister(cache->edituv_faces);
gpu_batch_presets_unregister(cache->edituv_edges);
gpu_batch_presets_unregister(cache->edituv_verts);
gpu_batch_presets_unregister(cache->edituv_facedots);
GPU_BATCH_DISCARD_SAFE(cache->edituv_faces_strech_area);
GPU_BATCH_DISCARD_SAFE(cache->edituv_faces_strech_angle);
GPU_BATCH_DISCARD_SAFE(cache->edituv_faces);
@@ -1850,6 +1858,10 @@ static void mesh_batch_cache_discard_uvedit(MeshBatchCache *cache)
GPU_BATCH_DISCARD_SAFE(cache->edituv_verts);
GPU_BATCH_DISCARD_SAFE(cache->edituv_facedots);
gpu_batch_presets_unregister(cache->texpaint_uv_loops);
GPU_BATCH_DISCARD_SAFE(cache->texpaint_uv_loops);
cache->edituv_state = 0;
}
@@ -1999,8 +2011,6 @@ static void mesh_batch_cache_clear(Mesh *me)
GPU_VERTBUF_DISCARD_SAFE(cache->edges_face_overlay);
DRW_TEXTURE_FREE_SAFE(cache->edges_face_overlay_tx);
GPU_BATCH_DISCARD_SAFE(cache->texpaint_uv_loops);
mesh_batch_cache_discard_shaded_tri(cache);
mesh_batch_cache_discard_uvedit(cache);
@@ -4552,7 +4562,7 @@ GPUBatch *DRW_mesh_batch_cache_get_texpaint_loop_wire(Mesh *me)
cache->texpaint_uv_loops = GPU_batch_create_ex(GPU_PRIM_LINE_LOOP,
vbo, GPU_indexbuf_build(&elb),
GPU_BATCH_OWNS_VBO | GPU_BATCH_OWNS_INDEX);
gpu_batch_presets_register(cache->texpaint_uv_loops);
mesh_render_data_free(rdata);
}
return cache->texpaint_uv_loops;
@@ -4957,6 +4967,7 @@ static void mesh_batch_cache_create_uvedit_buffers(
}
if ((state & UVEDIT_FACEDOTS) && facedots_vbo) {
cache->edituv_facedots = GPU_batch_create_ex(GPU_PRIM_POINTS, facedots_vbo, NULL, GPU_BATCH_OWNS_VBO);
gpu_batch_presets_register(cache->edituv_facedots);
}
cache->edituv_state |= state;
@@ -4987,6 +4998,7 @@ void DRW_mesh_cache_uvedit(
cache->edituv_visible_faces);
GPU_batch_vertbuf_add_ex(cache->edituv_faces_strech_area,
cache->edituv_area, false);
gpu_batch_presets_register(cache->edituv_faces_strech_area);
}
*faces = cache->edituv_faces_strech_area;
}
@@ -4997,6 +5009,7 @@ void DRW_mesh_cache_uvedit(
cache->edituv_visible_faces);
GPU_batch_vertbuf_add_ex(cache->edituv_faces_strech_angle,
cache->edituv_angle, false);
gpu_batch_presets_register(cache->edituv_faces_strech_angle);
}
*faces = cache->edituv_faces_strech_angle;
}
@@ -5007,6 +5020,7 @@ void DRW_mesh_cache_uvedit(
cache->edituv_visible_faces);
GPU_batch_vertbuf_add_ex(cache->edituv_faces,
cache->edituv_data, false);
gpu_batch_presets_register(cache->edituv_faces);
}
*faces = cache->edituv_faces;
}
@@ -5021,6 +5035,7 @@ void DRW_mesh_cache_uvedit(
cache->edituv_visible_edges);
GPU_batch_vertbuf_add_ex(cache->edituv_edges,
cache->edituv_data, false);
gpu_batch_presets_register(cache->edituv_edges);
}
*edges = cache->edituv_edges;
}
@@ -5032,6 +5047,7 @@ void DRW_mesh_cache_uvedit(
NULL);
GPU_batch_vertbuf_add_ex(cache->edituv_verts,
cache->edituv_data, false);
gpu_batch_presets_register(cache->edituv_verts);
}
*verts = cache->edituv_verts;
}