Fix T97375: changing node tree from Python is very slow
The issue was that the `NodeTreeRef` acceleration data structure was rebuild much more often than necessary. That happened because the Map Range node accidentally tagged the node tree for change even though it did not actually change. Differential Revision: https://developer.blender.org/D14842
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blender-bot
2023-02-13 22:20:49 +01:00
Referenced by issue #97375, Regression: Creating material node links in python is VERY slow in v3.1
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@ -66,24 +66,32 @@ static void node_shader_update_map_range(bNodeTree *ntree, bNode *node)
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const CustomDataType data_type = static_cast<CustomDataType>(storage.data_type);
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const int type = (data_type == CD_PROP_FLOAT) ? SOCK_FLOAT : SOCK_VECTOR;
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LISTBASE_FOREACH (bNodeSocket *, socket, &node->inputs) {
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nodeSetSocketAvailability(ntree, socket, socket->type == type);
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}
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Array<bool> new_input_availability(BLI_listbase_count(&node->inputs));
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Array<bool> new_output_availability(BLI_listbase_count(&node->outputs));
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LISTBASE_FOREACH (bNodeSocket *, socket, &node->outputs) {
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nodeSetSocketAvailability(ntree, socket, socket->type == type);
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int index;
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LISTBASE_FOREACH_INDEX (bNodeSocket *, socket, &node->inputs, index) {
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new_input_availability[index] = socket->type == type;
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}
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LISTBASE_FOREACH_INDEX (bNodeSocket *, socket, &node->outputs, index) {
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new_output_availability[index] = socket->type == type;
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}
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if (storage.interpolation_type != NODE_MAP_RANGE_STEPPED) {
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if (type == SOCK_FLOAT) {
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bNodeSocket *sockSteps = (bNodeSocket *)BLI_findlink(&node->inputs, 5);
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nodeSetSocketAvailability(ntree, sockSteps, false);
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new_input_availability[5] = false;
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}
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else {
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bNodeSocket *sockSteps = (bNodeSocket *)BLI_findlink(&node->inputs, 11);
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nodeSetSocketAvailability(ntree, sockSteps, false);
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new_input_availability[11] = false;
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}
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}
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LISTBASE_FOREACH_INDEX (bNodeSocket *, socket, &node->inputs, index) {
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nodeSetSocketAvailability(ntree, socket, new_input_availability[index]);
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}
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LISTBASE_FOREACH_INDEX (bNodeSocket *, socket, &node->outputs, index) {
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nodeSetSocketAvailability(ntree, socket, new_output_availability[index]);
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}
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}
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static void node_shader_init_map_range(bNodeTree *UNUSED(ntree), bNode *node)
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