DRW: Only trash UV and tangent data when using BKE_MESH_BATCH_DIRTY_SHADING

This improves the problem encountered when animating materials on static
meshes but does not fix the core issue. See T55326.
This commit is contained in:
Clément Foucault 2018-09-19 19:36:25 +02:00
parent 960ab2ab58
commit 7ad8272952
Notes: blender-bot 2023-02-14 05:47:44 +01:00
Referenced by issue #55326, Massive slowdown when animating material in a highpoly mesh
1 changed files with 23 additions and 20 deletions

View File

@ -1732,6 +1732,27 @@ static MeshBatchCache *mesh_batch_cache_get(Mesh *me)
return me->runtime.batch_cache;
}
static void mesh_batch_cache_discard_shaded_tri(MeshBatchCache *cache)
{
GPU_VERTBUF_DISCARD_SAFE(cache->shaded_triangles_data);
if (cache->shaded_triangles_in_order) {
for (int i = 0; i < cache->mat_len; ++i) {
GPU_INDEXBUF_DISCARD_SAFE(cache->shaded_triangles_in_order[i]);
}
}
if (cache->shaded_triangles) {
for (int i = 0; i < cache->mat_len; ++i) {
GPU_BATCH_DISCARD_SAFE(cache->shaded_triangles[i]);
}
}
MEM_SAFE_FREE(cache->shaded_triangles_in_order);
MEM_SAFE_FREE(cache->shaded_triangles);
MEM_SAFE_FREE(cache->auto_layer_names);
MEM_SAFE_FREE(cache->auto_layer_is_srgb);
}
void DRW_mesh_batch_cache_dirty_tag(Mesh *me, int mode)
{
MeshBatchCache *cache = me->runtime.batch_cache;
@ -1763,9 +1784,7 @@ void DRW_mesh_batch_cache_dirty_tag(Mesh *me, int mode)
cache->is_dirty = true;
break;
case BKE_MESH_BATCH_DIRTY_SHADING:
/* TODO: This should only update UV and tangent data,
* and not free the entire cache. */
cache->is_dirty = true;
mesh_batch_cache_discard_shaded_tri(cache);
break;
case BKE_MESH_BATCH_DIRTY_SCULPT_COORDS:
cache->is_sculpt_points_tag = true;
@ -1877,23 +1896,7 @@ static void mesh_batch_cache_clear(Mesh *me)
GPU_VERTBUF_DISCARD_SAFE(cache->edges_face_overlay);
DRW_TEXTURE_FREE_SAFE(cache->edges_face_overlay_tx);
GPU_VERTBUF_DISCARD_SAFE(cache->shaded_triangles_data);
if (cache->shaded_triangles_in_order) {
for (int i = 0; i < cache->mat_len; ++i) {
GPU_INDEXBUF_DISCARD_SAFE(cache->shaded_triangles_in_order[i]);
}
}
if (cache->shaded_triangles) {
for (int i = 0; i < cache->mat_len; ++i) {
GPU_BATCH_DISCARD_SAFE(cache->shaded_triangles[i]);
}
}
MEM_SAFE_FREE(cache->shaded_triangles_in_order);
MEM_SAFE_FREE(cache->shaded_triangles);
MEM_SAFE_FREE(cache->auto_layer_names);
MEM_SAFE_FREE(cache->auto_layer_is_srgb);
mesh_batch_cache_discard_shaded_tri(cache);
if (cache->texpaint_triangles) {
for (int i = 0; i < cache->mat_len; ++i) {