Cleanup: GPU: Remove Batch vao cache reset
This is done at drawtime automatically.
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@ -1 +1 @@
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Subproject commit a7bbfac76c00edd0fb79a4766b7ac7c5dcbcac51
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Subproject commit 4af22e0492f401c609a0203cad1a9bc7fa00b863
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@ -1 +1 @@
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Subproject commit 82ed41ec632483fa9260d90dae7afdf3192c509b
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Subproject commit 25b00a0a52c81408b9dc15ea320a79ee956b3c0a
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@ -42,8 +42,7 @@ int BLF_init(void);
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void BLF_exit(void);
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void BLF_default_dpi(int dpi);
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void BLF_default_set(int fontid);
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int BLF_default(void); /* get default font ID so we can pass it to other functions */
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void BLF_batch_reset(void); /* call when changing opengl context. */
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int BLF_default(void); /* get default font ID so we can pass it to other functions */
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void BLF_cache_clear(void);
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@ -125,11 +125,6 @@ void BLF_exit(void)
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blf_font_exit();
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}
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void BLF_batch_reset(void)
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{
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blf_batch_draw_vao_clear();
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}
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void BLF_cache_clear(void)
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{
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FontBLF *font;
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@ -113,13 +113,6 @@ static void blf_batch_draw_exit(void)
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GPU_BATCH_DISCARD_SAFE(g_batch.batch);
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}
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void blf_batch_draw_vao_clear(void)
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{
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if (g_batch.batch) {
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GPU_batch_vao_cache_clear(g_batch.batch);
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}
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}
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void blf_batch_draw_begin(FontBLF *font)
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{
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if (g_batch.batch == NULL) {
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@ -30,7 +30,6 @@ struct ResultBLF;
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struct rctf;
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struct rcti;
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void blf_batch_draw_vao_clear(void);
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void blf_batch_draw_begin(struct FontBLF *font);
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void blf_batch_draw(void);
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@ -152,18 +152,6 @@ void DRW_shape_cache_free(void)
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}
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}
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void DRW_shape_cache_reset(void)
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{
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uint i = sizeof(SHC) / sizeof(GPUBatch *);
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GPUBatch **batch = (GPUBatch **)&SHC;
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while (i--) {
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if (*batch) {
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GPU_batch_vao_cache_clear(*batch);
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}
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batch++;
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}
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}
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/* -------------------------------------------------------------------- */
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/** \name Procedural Batches
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* \{ */
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@ -33,7 +33,6 @@ struct VolumeGrid;
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struct bGPDstroke;
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void DRW_shape_cache_free(void);
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void DRW_shape_cache_reset(void);
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/* 3D cursor */
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struct GPUBatch *DRW_cache_cursor_get(bool crosshair_lines);
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@ -72,8 +72,7 @@ BLI_INLINE void DRW_ibo_request(GPUBatch *batch, GPUIndexBuf **ibo)
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*ibo = GPU_indexbuf_calloc();
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}
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if (batch != NULL) {
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GPU_batch_vao_cache_clear(batch);
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batch->elem = *ibo;
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GPU_batch_elembuf_set(batch, *ibo, false);
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}
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}
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@ -92,8 +91,7 @@ BLI_INLINE void DRW_vbo_request(GPUBatch *batch, GPUVertBuf **vbo)
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if (batch != NULL) {
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/* HACK set first vbo if not init. */
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if (batch->verts[0] == NULL) {
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GPU_batch_vao_cache_clear(batch);
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batch->verts[0] = *vbo;
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GPU_batch_vertbuf_add(batch, *vbo);
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}
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else {
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/* HACK: bypass assert */
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@ -2824,7 +2824,6 @@ void DRW_opengl_context_enable_ex(bool restore)
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if (!G.background) {
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immActivate();
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}
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BLF_batch_reset();
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}
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}
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}
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@ -2888,13 +2887,11 @@ void DRW_gpu_render_context_enable(void *re_gpu_context)
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BLI_assert(!BLI_thread_is_main());
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GPU_context_active_set(re_gpu_context);
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DRW_shape_cache_reset(); /* XXX fix that too. */
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}
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/* Needs to be called BEFORE DRW_opengl_render_context_disable() */
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void DRW_gpu_render_context_disable(void *UNUSED(re_gpu_context))
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{
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DRW_shape_cache_reset(); /* XXX fix that too. */
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GPU_context_active_set(NULL);
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}
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@ -642,7 +642,6 @@ static void image_main_region_draw(const bContext *C, ARegion *region)
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// View2DScrollers *scrollers;
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float col[3];
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GPU_batch_presets_reset();
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GPUViewport *viewport = WM_draw_region_get_viewport(region);
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GPUFrameBuffer *framebuffer_default, *framebuffer_overlay;
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@ -1623,10 +1623,6 @@ void view3d_main_region_draw(const bContext *C, ARegion *region)
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BKE_image_free_old_gputextures(bmain);
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GPU_pass_cache_garbage_collect();
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/* XXX This is in order to draw UI batches with the DRW
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* old context since we now use it for drawing the entire area. */
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gpu_batch_presets_reset();
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/* No depth test for drawing action zones afterwards. */
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GPU_depth_test(false);
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@ -112,8 +112,6 @@ void GPU_batch_clear(GPUBatch *);
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void GPU_batch_discard(GPUBatch *); /* verts & elem are not discarded */
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void GPU_batch_vao_cache_clear(GPUBatch *);
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void GPU_batch_instbuf_set(GPUBatch *, GPUVertBuf *, bool own_vbo); /* Instancing */
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void GPU_batch_elembuf_set(GPUBatch *batch, GPUIndexBuf *elem, bool own_ibo);
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@ -46,11 +46,8 @@ struct GPUBatch *GPU_batch_preset_panel_drag_widget(const float pixelsize,
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void gpu_batch_presets_init(void);
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void gpu_batch_presets_register(struct GPUBatch *preset_batch);
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bool gpu_batch_presets_unregister(struct GPUBatch *preset_batch);
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void gpu_batch_presets_reset(void);
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void gpu_batch_presets_exit(void);
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void GPU_batch_presets_reset(void);
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#ifdef __cplusplus
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}
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#endif
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@ -48,11 +48,6 @@
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using namespace blender::gpu;
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void GPU_batch_vao_cache_clear(GPUBatch *UNUSED(batch))
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{
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/* TODO remove */
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}
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/* -------------------------------------------------------------------- */
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/** \name Creation & Deletion
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* \{ */
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@ -380,18 +380,6 @@ bool gpu_batch_presets_unregister(GPUBatch *preset_batch)
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return false;
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}
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void gpu_batch_presets_reset(void)
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{
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BLI_mutex_lock(&g_presets_3d.mutex);
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/* Reset vao caches for these every time we switch opengl context.
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* This way they will draw correctly for each window. */
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LISTBASE_FOREACH (LinkData *, link, &presets_list) {
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GPUBatch *preset = link->data;
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GPU_batch_vao_cache_clear(preset);
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}
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BLI_mutex_unlock(&g_presets_3d.mutex);
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}
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void gpu_batch_presets_exit(void)
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{
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LinkData *link;
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@ -404,17 +392,4 @@ void gpu_batch_presets_exit(void)
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BLI_mutex_end(&g_presets_3d.mutex);
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}
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/**
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* This function only needs to be accessed externally because
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* we are drawing UI batches with the DRW old context.
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*
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* And now we use it for drawing the entire area.
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*
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* XXX (Clément) - to cleanup in the upcoming 2.91 refactor.
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**/
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void GPU_batch_presets_reset()
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{
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gpu_batch_presets_reset();
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}
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/** \} */
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@ -56,8 +56,6 @@ void wm_surface_clear_drawable(void)
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WM_opengl_context_release(g_drawable->ghost_ctx);
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GPU_context_active_set(NULL);
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BLF_batch_reset();
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gpu_batch_presets_reset();
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immDeactivate();
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if (g_drawable->deactivate) {
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@ -1112,8 +1112,6 @@ static void wm_window_set_drawable(wmWindowManager *wm, wmWindow *win, bool acti
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void wm_window_clear_drawable(wmWindowManager *wm)
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{
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if (wm->windrawable) {
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BLF_batch_reset();
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gpu_batch_presets_reset();
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immDeactivate();
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wm->windrawable = NULL;
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}
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