Commit: d7b7a6945ec1f4069322f01b283597a184f44a16
Author: Clément Foucault
Date:   Thu Dec 20 23:23:59 2018 +0100
Branches: blender2.8
https://developer.blender.org/rBd7b7a6945ec1f4069322f01b283597a184f44a16

Workbench: Fix wrong TEXTURE_DRAWING_ENABLED check and rework drawing logic

This makes the code easier to follow. Batches are now assumed to be not
NULL as the request system garatees it.

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

M       source/blender/draw/engines/workbench/workbench_deferred.c
M       source/blender/draw/engines/workbench/workbench_private.h

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

diff --git a/source/blender/draw/engines/workbench/workbench_deferred.c 
b/source/blender/draw/engines/workbench/workbench_deferred.c
index 0b7d840a589..99c33697617 100644
--- a/source/blender/draw/engines/workbench/workbench_deferred.c
+++ b/source/blender/draw/engines/workbench/workbench_deferred.c
@@ -817,65 +817,50 @@ void 
workbench_deferred_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob)
                const bool is_active = (ob == draw_ctx->obact);
                const bool is_sculpt_mode = is_active && (draw_ctx->object_mode 
& OB_MODE_SCULPT) != 0;
                const bool use_hide = is_active && 
DRW_object_use_hide_faces(ob);
-               bool is_drawn = false;
-               if (!is_sculpt_mode && TEXTURE_DRAWING_ENABLED(wpd) && 
ELEM(ob->type, OB_MESH)) {
-                       const Mesh *me = ob->data;
-                       if (me->mloopuv) {
-                               const int materials_len = ob->totcol;
-                               struct GPUBatch **geom_array = 
DRW_cache_mesh_surface_texpaint_get(ob);
-                               for (int i = 0; i < materials_len; i++) {
-                                       Material *mat = 
give_current_material(ob, i + 1);
-                                       Image *image;
-                                       ED_object_get_active_image(ob, i + 1, 
&image, NULL, NULL, NULL);
-                                       int color_type = 
workbench_material_determine_color_type(wpd, image, ob);
-                                       material = 
get_or_create_material_data(vedata, ob, mat, image, color_type);
-                                       
DRW_shgroup_call_object_add(material->shgrp, geom_array[i], ob);
-                               }
-                               is_drawn = true;
+               const int materials_len = MAX2(1, (is_sculpt_mode ? 1 : 
ob->totcol));
+               const Mesh *me = (ob->type == OB_MESH) ? ob->data : NULL;
+
+               if (!is_sculpt_mode && me && me->mloopuv && 
TEXTURE_DRAWING_ENABLED(wpd)) {
+                       /* Draw textured */
+                       struct GPUBatch **geom_array = 
DRW_cache_mesh_surface_texpaint_get(ob);
+                       for (int i = 0; i < materials_len; i++) {
+                               Material *mat = give_current_material(ob, i + 
1);
+                               Image *image;
+                               ED_object_get_active_image(ob, i + 1, &image, 
NULL, NULL, NULL);
+                               int color_type = 
workbench_material_determine_color_type(wpd, image, ob);
+                               material = get_or_create_material_data(vedata, 
ob, mat, image, color_type);
+                               DRW_shgroup_call_object_add(material->shgrp, 
geom_array[i], ob);
                        }
                }
-
-               /* Fallback from not drawn OB_TEXTURE mode or just OB_SOLID 
mode */
-               if (!is_drawn) {
-                       if (ELEM(wpd->shading.color_type, 
V3D_SHADING_SINGLE_COLOR, V3D_SHADING_RANDOM_COLOR)) {
-                               /* No material split needed */
+               else if (ELEM(wpd->shading.color_type, 
V3D_SHADING_SINGLE_COLOR, V3D_SHADING_RANDOM_COLOR)) {
+                       /* Draw solid color */
+                       material = get_or_create_material_data(vedata, ob, 
NULL, NULL, wpd->shading.color_type);
+                       if (is_sculpt_mode) {
+                               DRW_shgroup_call_sculpt_add(material->shgrp, 
ob, ob->obmat);
+                       }
+                       else {
                                struct GPUBatch *geom = 
DRW_cache_object_surface_get(ob);
-                               if (geom) {
-                                       material = 
get_or_create_material_data(vedata, ob, NULL, NULL, wpd->shading.color_type);
-                                       if (is_sculpt_mode) {
-                                               
DRW_shgroup_call_sculpt_add(material->shgrp, ob, ob->obmat);
-                                       }
-                                       else {
-                                               
DRW_shgroup_call_object_add(material->shgrp, geom, ob);
-                                       }
-                               }
+                               DRW_shgroup_call_object_add(material->shgrp, 
geom, ob);
                        }
-                       else { /* MATERIAL colors */
-                               if (is_sculpt_mode) {
-                                       /* Multiple materials are not supported 
in sculpt mode yet. */
-                                       Material *mat = 
give_current_material(ob, 1);
-                                       material = 
get_or_create_material_data(vedata, ob, mat, NULL, V3D_SHADING_MATERIAL_COLOR);
-                                       
DRW_shgroup_call_sculpt_add(material->shgrp, ob, ob->obmat);
-                               }
-                               else {
-                                       struct GPUBatch **geoms;
-                                       const int materials_len = MAX2(1, 
(is_sculpt_mode ? 1 : ob->totcol));
-                                       struct GPUMaterial **gpumat_array = 
BLI_array_alloca(gpumat_array, materials_len);
-                                       for (int i = 0; i < materials_len; i++) 
{
-                                               gpumat_array[i] = NULL;
-                                       }
-                                       geoms = 
DRW_cache_object_surface_material_get(ob, gpumat_array, materials_len, NULL, 
NULL, NULL);
+               }
+               else {
+                       /* Draw material color */
+                       if (is_sculpt_mode) {
+                               /* Multiple materials are not supported in 
sculpt mode yet. */
+                               Material *mat = give_current_material(ob, 1);
+                               material = get_or_create_material_data(vedata, 
ob, mat, NULL, V3D_SHADING_MATERIAL_COLOR);
+                               DRW_shgroup_call_sculpt_add(material->shgrp, 
ob, ob->obmat);
+                       }
+                       else {
+                               struct GPUBatch **geoms;
+                               struct GPUMaterial **gpumat_array = 
BLI_array_alloca(gpumat_array, materials_len);
+                               memset(gpumat_array, 0, sizeof(*gpumat_array) * 
materials_len);
 
-                                       if (geoms) {
-                                               for (int i = 0; i < 
materials_len; ++i) {
-                                                       if (geoms[i] == NULL) {
-                                                               continue;
-                                                       }
-                                                       Material *mat = 
give_current_material(ob, i + 1);
-                                                       material = 
get_or_create_material_data(vedata, ob, mat, NULL, V3D_SHADING_MATERIAL_COLOR);
-                                                       
DRW_shgroup_call_object_add(material->shgrp, geoms[i], ob);
-                                               }
-                                       }
+                               geoms = 
DRW_cache_object_surface_material_get(ob, gpumat_array, materials_len, NULL, 
NULL, NULL);
+                               for (int i = 0; i < materials_len; ++i) {
+                                       Material *mat = 
give_current_material(ob, i + 1);
+                                       material = 
get_or_create_material_data(vedata, ob, mat, NULL, V3D_SHADING_MATERIAL_COLOR);
+                                       
DRW_shgroup_call_object_add(material->shgrp, geoms[i], ob);
                                }
                        }
                }
diff --git a/source/blender/draw/engines/workbench/workbench_private.h 
b/source/blender/draw/engines/workbench/workbench_private.h
index 080817c7f53..534fc3b933b 100644
--- a/source/blender/draw/engines/workbench/workbench_private.h
+++ b/source/blender/draw/engines/workbench/workbench_private.h
@@ -45,7 +45,7 @@
 #define MAX_ACCUM_SHADERS (1 << 4)
 #define MAX_CAVITY_SHADERS (1 << 3)
 
-#define TEXTURE_DRAWING_ENABLED(wpd) (wpd->shading.color_type & 
V3D_SHADING_TEXTURE_COLOR)
+#define TEXTURE_DRAWING_ENABLED(wpd) (wpd->shading.color_type == 
V3D_SHADING_TEXTURE_COLOR)
 #define FLAT_ENABLED(wpd) (wpd->shading.light == V3D_LIGHTING_FLAT)
 #define STUDIOLIGHT_ENABLED(wpd) (wpd->shading.light == V3D_LIGHTING_STUDIO)
 #define MATCAP_ENABLED(wpd) (wpd->shading.light == V3D_LIGHTING_MATCAP)

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