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-rw-r--r--servers/rendering/renderer_viewport.cpp17
1 files changed, 10 insertions, 7 deletions
diff --git a/servers/rendering/renderer_viewport.cpp b/servers/rendering/renderer_viewport.cpp
index 86631ae9d9..e8e0d2e3eb 100644
--- a/servers/rendering/renderer_viewport.cpp
+++ b/servers/rendering/renderer_viewport.cpp
@@ -616,7 +616,7 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport) {
}
}
-void RendererViewport::draw_viewports() {
+void RendererViewport::draw_viewports(bool p_swap_buffers) {
timestamp_vp_map.clear();
// get our xr interface in case we need it
@@ -732,7 +732,7 @@ void RendererViewport::draw_viewports() {
// commit our eyes
Vector<BlitToScreen> blits = xr_interface->post_draw_viewport(vp->render_target, vp->viewport_to_screen_rect);
if (vp->viewport_to_screen != DisplayServer::INVALID_WINDOW_ID) {
- if (OS::get_singleton()->get_current_rendering_driver_name() == "opengl3" || OS::get_singleton()->get_current_rendering_driver_name() == "opengl3_angle") {
+ if (OS::get_singleton()->get_current_rendering_driver_name().begins_with("opengl3")) {
if (blits.size() > 0) {
RSG::rasterizer->blit_render_targets_to_screen(vp->viewport_to_screen, blits.ptr(), blits.size());
}
@@ -771,7 +771,7 @@ void RendererViewport::draw_viewports() {
blit_to_screen_list[vp->viewport_to_screen] = Vector<BlitToScreen>();
}
- if (OS::get_singleton()->get_current_rendering_driver_name() == "opengl3" || OS::get_singleton()->get_current_rendering_driver_name() == "opengl3_angle") {
+ if (OS::get_singleton()->get_current_rendering_driver_name().begins_with("opengl3")) {
Vector<BlitToScreen> blit_to_screen_vec;
blit_to_screen_vec.push_back(blit);
RSG::rasterizer->blit_render_targets_to_screen(vp->viewport_to_screen, blit_to_screen_vec.ptr(), 1);
@@ -799,11 +799,14 @@ void RendererViewport::draw_viewports() {
total_draw_calls_used = draw_calls_used;
RENDER_TIMESTAMP("< Render Viewports");
- //this needs to be called to make screen swapping more efficient
- RSG::rasterizer->prepare_for_blitting_render_targets();
- for (const KeyValue<int, Vector<BlitToScreen>> &E : blit_to_screen_list) {
- RSG::rasterizer->blit_render_targets_to_screen(E.key, E.value.ptr(), E.value.size());
+ if (p_swap_buffers) {
+ //this needs to be called to make screen swapping more efficient
+ RSG::rasterizer->prepare_for_blitting_render_targets();
+
+ for (const KeyValue<int, Vector<BlitToScreen>> &E : blit_to_screen_list) {
+ RSG::rasterizer->blit_render_targets_to_screen(E.key, E.value.ptr(), E.value.size());
+ }
}
}