Commit: db45aaafab8cc821b0e06a659de44f5fedbf847b
Author: Brecht Van Lommel
Date: Tue Jul 9 13:20:25 2019 +0200
Branches: master
https://developer.blender.org/rBdb45aaafab8cc821b0e06a659de44f5fedbf847b
Fix T61474: laggy interaction on Windows/NVIDIA when gizmos are visible
Thanks to Sergey and Clément for helping to track this down.
===================================================================
M source/blender/gpu/intern/gpu_select_sample_query.c
M source/blender/windowmanager/gizmo/intern/wm_gizmo_map.c
===================================================================
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) {
diff --git a/source/blender/windowmanager/gizmo/intern/wm_gizmo_map.c
b/source/blender/windowmanager/gizmo/intern/wm_gizmo_map.c
index 1c5fda2ec11..534474a6221 100644
--- a/source/blender/windowmanager/gizmo/intern/wm_gizmo_map.c
+++ b/source/blender/windowmanager/gizmo/intern/wm_gizmo_map.c
@@ -552,6 +552,9 @@ static int gizmo_find_intersected_3d_intern(wmGizmo
**visible_gizmos,
bool use_select_bias = false;
+ /* TODO: waiting for the GPU in the middle of the event loop for every
+ * mouse move is bad for performance, we need to find a solution to not
+ * use the GPU or draw something once. (see T61474) */
GPU_select_begin(buffer, ARRAY_SIZE(buffer), &rect,
GPU_SELECT_NEAREST_FIRST_PASS, 0);
/* do the drawing */
gizmo_draw_select_3d_loop(C, visible_gizmos, visible_gizmos_len,
&use_select_bias);
@@ -644,7 +647,7 @@ static wmGizmo *gizmo_find_intersected_3d(bContext *C,
break;
}
}
- else {
+ else if (gz->type->draw_select != NULL) {
has_3d = true;
}
}
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