Fix Crash: Switching to wireframe mode.

Crash introduced by {rB0cb5eae}.

When switching to between drawing modes the region.draw_buffer could be
uninitialized when the gizmo depth test is performed. When the mouse is
placed on top of a gizmo part that could be highlighted would crash.

This fix adds a early exit when depth testing is requested, but there
isn't a draw_buffer. Not sure this is an root cause fix.

Reported by multiple animators in Blender Studio.
This commit is contained in:
Jeroen Bakker
2022-02-04 14:00:06 +01:00
parent b8a634cb1d
commit cb986446e2

View File

@@ -596,6 +596,14 @@ static int gizmo_find_intersected_3d_intern(wmGizmo **visible_gizmos,
/* Fast-path (occlusion queries). */
GPU_SELECT_ALL);
/* When switching between modes and the mouse pointer is over a gizmo, the highlight test is
* performed before the viewport is fully initialized (region->draw_buffer = NULL).
* When this is the case we should not use depth testing. */
GPUViewport *gpu_viewport = WM_draw_region_get_viewport(region);
if (use_depth_test && gpu_viewport == NULL) {
return -1;
}
if (GPU_select_is_cached()) {
GPU_select_begin(buffer, ARRAY_SIZE(buffer), &rect, gpu_select_mode, 0);
GPU_select_cache_load_id();
@@ -613,8 +621,7 @@ static int gizmo_find_intersected_3d_intern(wmGizmo **visible_gizmos,
* because all future passes the will use the cached depths. */
GPUFrameBuffer *depth_read_fb = NULL;
if (use_depth_test) {
GPUViewport *viewport = WM_draw_region_get_viewport(CTX_wm_region(C));
GPUTexture *depth_tx = GPU_viewport_depth_texture(viewport);
GPUTexture *depth_tx = GPU_viewport_depth_texture(gpu_viewport);
GPU_framebuffer_ensure_config(&depth_read_fb,
{
GPU_ATTACHMENT_TEXTURE(depth_tx),