Fix certain resource previews empty with GL compat
As an additional fix, the preview render request now ignores the main viewport hierarchy so previews don't pay the cost of re-rendering the whole editor and descendant viewports.
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1 changed files with 13 additions and 1 deletions
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@ -40,6 +40,7 @@
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#include "editor/editor_settings.h"
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#include "editor/editor_string_names.h"
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#include "editor/themes/editor_scale.h"
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#include "scene/main/window.h"
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#include "scene/resources/image_texture.h"
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#include "servers/rendering/rendering_server_default.h"
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@ -96,14 +97,25 @@ EditorResourcePreviewGenerator::EditorResourcePreviewGenerator() {
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}
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void EditorResourcePreviewGenerator::DrawRequester::request_and_wait(RID p_viewport) const {
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Callable request_vp_update_once = callable_mp(RS::get_singleton(), &RS::viewport_set_update_mode).bind(p_viewport, RS::VIEWPORT_UPDATE_ONCE);
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if (EditorResourcePreview::get_singleton()->is_threaded()) {
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Callable request_vp_update_once = callable_mp(RS::get_singleton(), &RS::viewport_set_update_mode).bind(p_viewport, RS::VIEWPORT_UPDATE_ONCE);
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RS::get_singleton()->connect(SNAME("frame_pre_draw"), request_vp_update_once, Object::CONNECT_ONE_SHOT);
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RS::get_singleton()->request_frame_drawn_callback(callable_mp(const_cast<EditorResourcePreviewGenerator::DrawRequester *>(this), &EditorResourcePreviewGenerator::DrawRequester::_post_semaphore));
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semaphore.wait();
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} else {
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// Avoid the main viewport and children being redrawn.
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SceneTree *st = Object::cast_to<SceneTree>(OS::get_singleton()->get_main_loop());
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ERR_FAIL_NULL_MSG(st, "Editor's MainLoop is not a SceneTree. This is a bug.");
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RID root_vp = st->get_root()->get_viewport_rid();
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RenderingServer::get_singleton()->viewport_set_active(root_vp, false);
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request_vp_update_once.call();
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RS::get_singleton()->draw(false);
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// Let main viewport and children be drawn again.
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RenderingServer::get_singleton()->viewport_set_active(root_vp, true);
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}
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}
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