Fix T61474: laggy interaction on Windows/NVIDIA when gizmos are visible

Thanks to Sergey and Clément for helping to track this down.
This commit is contained in:
2019-07-09 13:20:25 +02:00
parent 89c762dd99
commit db45aaafab
2 changed files with 6 additions and 12 deletions

View File

@@ -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) {

View File

@@ -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;
}
}