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.
This commit is contained in:
Germano Cavalcante 2018-10-16 20:41:18 -03:00
parent 418c16bd3b
commit 41ad845531
Notes: blender-bot 2023-11-20 12:14:32 +01:00
Referenced by issue #57283, Show weights + skin modfier cause crashing
1 changed files with 14 additions and 20 deletions

View File

@ -79,7 +79,7 @@ void doVertexOfs(int v, vec2 fixvec)
#ifdef VERTEX_FACING
facing = v_facing[v];
#endif
gl_Position = pPos[v] + vec4(fixvec, Z_OFFSET, 0.0);
gl_Position = pPos[v] + vec4(fixvec * pPos[v].w, Z_OFFSET, 0.0);
EmitVertex();
}
@ -130,7 +130,7 @@ void main()
/* Edge */
ivec3 eflag;
for (int v = 0; v < 3; ++v) {
flag[v] = eflag[v] = vData[v].y | (vData[v].x << 8);
eflag[v] = vData[v].y | (vData[v].x << 8);
edgesCrease[v] = vData[v].z / 255.0;
edgesBweight[v] = vData[v].w / 255.0;
}
@ -151,18 +151,6 @@ void main()
ssPos[1] = proj(pPos[1]);
ssPos[2] = proj(pPos[2]);
vec2 fixvec[3];
vec2 fixvecaf[3];
for (int i = 0; i < 3; ++i) {
fixvec[i] = fixvecaf[i] = compute_fixvec(i);
/* Perspective */
if (ProjectionMatrix[3][3] == 0.0) {
fixvec[i] *= pPos[i].w;
fixvecaf[i] *= pPos[(i + 1) % 3].w;
}
}
#ifdef VERTEX_SELECTION
vertex_color[0] = EDIT_MESH_vertex_color(vData[0].x).rgb;
vertex_color[1] = EDIT_MESH_vertex_color(vData[1].x).rgb;
@ -183,8 +171,10 @@ void main()
/* Do 0 -> 1 edge strip */
faceColor = vec4(fcol.rgb, 0.0);
mask_edge_flag(0, eflag);
doVertexOfs(0, fixvec[0]);
doVertexOfs(1, fixvecaf[0]);
vec2 fixvec = compute_fixvec(0);
doVertexOfs(0, fixvec);
doVertexOfs(1, fixvec);
}
doVertex(0);
doVertex(1);
@ -198,8 +188,10 @@ void main()
if ((eflag[0] & EDGE_EXISTS) != 0) {
/* Do 1 -> 2 edge strip */
mask_edge_flag(1, eflag);
doVertexOfs(1, fixvec[1]);
doVertexOfs(2, fixvecaf[1]);
vec2 fixvec = compute_fixvec(1);
doVertexOfs(1, fixvec);
doVertexOfs(2, fixvec);
}
EndPrimitive();
@ -208,8 +200,10 @@ void main()
mask_edge_flag(2, eflag);
doVertex(2);
doVertex(0);
doVertexOfs(2, fixvec[2]);
doVertexOfs(0, fixvecaf[2]);
vec2 fixvec = compute_fixvec(2);
doVertexOfs(2, fixvec);
doVertexOfs(0, fixvec);
EndPrimitive();
}
}