The problem comes from the fact by no data being modified when switching
viewlayers.
To follow what the external render engines do, we completely reset the
viewport by freeing the GPUViewport to avoid any cached data from being
kept.
This fix case where you have wireframe on top of infront objects but
workbench AA conflicts and they appear to not be occluded.
Also T74923 is still fixed but we extend the fix to not mess the case when
using a mode that does not support infront.
Caused by rBe82827bf6ed5.
DRW_draw_depth_object calls DRW_mesh_batch_cache_create_requested with
NULL scene, but that is accessed later on...
Scene is actually available, so pass that around.
Maniphest Tasks: T76131
Differential Revision: https://developer.blender.org/D7540
This fix the issue by introducing a default material only for collection
holdouts. This avoids hash colision when the same material is used in
collections without holdout enabled.
The material indices in a mesh can exceed the number of available materials
slots in the object or mesh, sculpt drawing was not taking that into account.
Other draw loops also avoid the overhead of grease pencil drawing when there
are no grease pencil objects in the scene. It's a little faster to skip those
shaders and buffer when not needed.
This code to free shaders by casting a struct to a pointer array is not valid
in general, and particularly when compiling with Clang (on Linux and macOS) it
fails and can read invalid/uninitialized memory .
The loop normal VBO is used in two manners. In edit mode to draw the
edge normals. And in paint mode to draw the wireframe. This commit
checks which VBO is needed and build the correct one.
This allows show the wireframe correct in paint mode, when the object is
subdivided.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D7419
When setting the number of cavity samples to a high number blender could
write out of bounds.
This patch will harmonize the number of iterations in the same way how
it is done during execution.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D7425
This solution involves adding a uniform to each fragment shader that is
used by gizmo drawing and use the framebuffer state to set this uniform
accordingly.
This solution can also be carried to external shaders (addons).
A single line of code would then be enough to fix the issue.
The only trickery here is the dummy define:
`#define srgb_to_framebuffer_space(a)`
This is in order to avoid breaking other DRW shaders that use the same
fragment shader code but do not need the tranformation.
Related to T74139
Reviewed By: brecht, campbellbarton
Differential Revision: https://developer.blender.org/D7261