Optimization: Edit Mesh Overlay: Avoid computing fixvec unnecessarily.
This brings a big difference to meshes with edit cage adjusted for modifiers. In my tests, the suzanne with subdivision modifier level 3 went from 4.80ms to 3.05ms.
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Notes:
blender-bot
2023-11-20 12:14:32 +01:00
Referenced by issue #57283, Show weights + skin modfier cause crashing
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@ -79,7 +79,7 @@ void doVertexOfs(int v, vec2 fixvec)
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#ifdef VERTEX_FACING
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facing = v_facing[v];
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#endif
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gl_Position = pPos[v] + vec4(fixvec, Z_OFFSET, 0.0);
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gl_Position = pPos[v] + vec4(fixvec * pPos[v].w, Z_OFFSET, 0.0);
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EmitVertex();
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}
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@ -130,7 +130,7 @@ void main()
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/* Edge */
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ivec3 eflag;
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for (int v = 0; v < 3; ++v) {
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flag[v] = eflag[v] = vData[v].y | (vData[v].x << 8);
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eflag[v] = vData[v].y | (vData[v].x << 8);
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edgesCrease[v] = vData[v].z / 255.0;
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edgesBweight[v] = vData[v].w / 255.0;
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}
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@ -151,18 +151,6 @@ void main()
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ssPos[1] = proj(pPos[1]);
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ssPos[2] = proj(pPos[2]);
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vec2 fixvec[3];
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vec2 fixvecaf[3];
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for (int i = 0; i < 3; ++i) {
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fixvec[i] = fixvecaf[i] = compute_fixvec(i);
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/* Perspective */
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if (ProjectionMatrix[3][3] == 0.0) {
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fixvec[i] *= pPos[i].w;
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fixvecaf[i] *= pPos[(i + 1) % 3].w;
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}
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}
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#ifdef VERTEX_SELECTION
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vertex_color[0] = EDIT_MESH_vertex_color(vData[0].x).rgb;
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vertex_color[1] = EDIT_MESH_vertex_color(vData[1].x).rgb;
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@ -183,8 +171,10 @@ void main()
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/* Do 0 -> 1 edge strip */
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faceColor = vec4(fcol.rgb, 0.0);
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mask_edge_flag(0, eflag);
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doVertexOfs(0, fixvec[0]);
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doVertexOfs(1, fixvecaf[0]);
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vec2 fixvec = compute_fixvec(0);
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doVertexOfs(0, fixvec);
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doVertexOfs(1, fixvec);
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}
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doVertex(0);
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doVertex(1);
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@ -198,8 +188,10 @@ void main()
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if ((eflag[0] & EDGE_EXISTS) != 0) {
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/* Do 1 -> 2 edge strip */
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mask_edge_flag(1, eflag);
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doVertexOfs(1, fixvec[1]);
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doVertexOfs(2, fixvecaf[1]);
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vec2 fixvec = compute_fixvec(1);
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doVertexOfs(1, fixvec);
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doVertexOfs(2, fixvec);
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}
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EndPrimitive();
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@ -208,8 +200,10 @@ void main()
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mask_edge_flag(2, eflag);
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doVertex(2);
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doVertex(0);
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doVertexOfs(2, fixvec[2]);
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doVertexOfs(0, fixvecaf[2]);
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vec2 fixvec = compute_fixvec(2);
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doVertexOfs(2, fixvec);
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doVertexOfs(0, fixvec);
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EndPrimitive();
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}
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}
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