Avoid performance issues when displaying many poses in asset view template #92922

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opened 2021-11-08 10:58:47 +01:00 by Julian Eisel · 6 comments
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If the list of poses is relatively big, the asset view slows down animation playback performance considerably. This is caused by the scaling, possibly also the drawing of all the preview images. Even preview images that are out of view bounds will be scaled and drawn.

Plan of Attack

Plan is to do 3 improvements. Each of them is enough to mitigate the issue significantly, some make the performance impact disappear almost entirely in tested production files. All 3 combined should bring a nice general boost and give us some headspace to avoid icon/preview drawing from becoming a bottleneck in the future again.

If the list of poses is relatively big, the asset view slows down animation playback performance considerably. This is caused by the scaling, possibly also the drawing of all the preview images. Even preview images that are out of view bounds will be scaled and drawn. **Plan of Attack** Plan is to do 3 improvements. Each of them is enough to mitigate the issue significantly, some make the performance impact disappear almost entirely in tested production files. All 3 combined should bring a nice general boost and give us some headspace to avoid icon/preview drawing from becoming a bottleneck in the future again. - [x] [D13164: UI: (Optimization) Avoid drawing buttons out of view](https://archive.blender.org/developer/D13164) (2b394e1108) - [x] Scale icon images on the GPU (using hardware accelerated scaling and filtering): [D13144: UI: Speed up icon scaling](https://archive.blender.org/developer/D13144) - this involves introducing mipmaps for good looking downscaling. (aa0ecd1791) - [ ] ~~Cache the GPU textures of visible preview images.~~
Julian Eisel self-assigned this 2021-11-08 10:58:47 +01:00
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This issue was referenced by aa0ecd1791

This issue was referenced by aa0ecd17918d5f1c3ce684f8f14b6aa7080ea9e1
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Changed status from 'Needs Triage' to: 'Resolved'

Changed status from 'Needs Triage' to: 'Resolved'
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This shouldn't be an issue anymore with the listed changes. I did also work on GPU texture caching, but keeping them cached without filling memory is difficult. Was trying to free textures that are not drawn currently, which is quite difficult since we only redraw some regions usually, not all. Doing this properly is complicated and IMO not worth it. We should be in a pretty good state for now.

This shouldn't be an issue anymore with the listed changes. I did also work on GPU texture caching, but keeping them cached without filling memory is difficult. Was trying to free textures that are not drawn currently, which is quite difficult since we only redraw some regions usually, not all. Doing this properly is complicated and IMO not worth it. We should be in a pretty good state for now.
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Reference: blender/blender#92922
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