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.
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Notes:
blender-bot
2023-02-14 05:47:44 +01:00
Referenced by issue #55326, Massive slowdown when animating material in a highpoly mesh
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@ -1732,6 +1732,27 @@ static MeshBatchCache *mesh_batch_cache_get(Mesh *me)
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return me->runtime.batch_cache;
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}
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static void mesh_batch_cache_discard_shaded_tri(MeshBatchCache *cache)
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{
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GPU_VERTBUF_DISCARD_SAFE(cache->shaded_triangles_data);
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if (cache->shaded_triangles_in_order) {
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for (int i = 0; i < cache->mat_len; ++i) {
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GPU_INDEXBUF_DISCARD_SAFE(cache->shaded_triangles_in_order[i]);
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}
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}
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if (cache->shaded_triangles) {
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for (int i = 0; i < cache->mat_len; ++i) {
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GPU_BATCH_DISCARD_SAFE(cache->shaded_triangles[i]);
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}
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}
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MEM_SAFE_FREE(cache->shaded_triangles_in_order);
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MEM_SAFE_FREE(cache->shaded_triangles);
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MEM_SAFE_FREE(cache->auto_layer_names);
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MEM_SAFE_FREE(cache->auto_layer_is_srgb);
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}
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void DRW_mesh_batch_cache_dirty_tag(Mesh *me, int mode)
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{
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MeshBatchCache *cache = me->runtime.batch_cache;
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@ -1763,9 +1784,7 @@ void DRW_mesh_batch_cache_dirty_tag(Mesh *me, int mode)
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cache->is_dirty = true;
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break;
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case BKE_MESH_BATCH_DIRTY_SHADING:
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/* TODO: This should only update UV and tangent data,
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* and not free the entire cache. */
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cache->is_dirty = true;
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mesh_batch_cache_discard_shaded_tri(cache);
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break;
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case BKE_MESH_BATCH_DIRTY_SCULPT_COORDS:
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cache->is_sculpt_points_tag = true;
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@ -1877,23 +1896,7 @@ static void mesh_batch_cache_clear(Mesh *me)
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GPU_VERTBUF_DISCARD_SAFE(cache->edges_face_overlay);
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DRW_TEXTURE_FREE_SAFE(cache->edges_face_overlay_tx);
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GPU_VERTBUF_DISCARD_SAFE(cache->shaded_triangles_data);
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if (cache->shaded_triangles_in_order) {
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for (int i = 0; i < cache->mat_len; ++i) {
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GPU_INDEXBUF_DISCARD_SAFE(cache->shaded_triangles_in_order[i]);
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}
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}
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if (cache->shaded_triangles) {
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for (int i = 0; i < cache->mat_len; ++i) {
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GPU_BATCH_DISCARD_SAFE(cache->shaded_triangles[i]);
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}
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}
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MEM_SAFE_FREE(cache->shaded_triangles_in_order);
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MEM_SAFE_FREE(cache->shaded_triangles);
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MEM_SAFE_FREE(cache->auto_layer_names);
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MEM_SAFE_FREE(cache->auto_layer_is_srgb);
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mesh_batch_cache_discard_shaded_tri(cache);
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if (cache->texpaint_triangles) {
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for (int i = 0; i < cache->mat_len; ++i) {
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