Depsgraph: minor optimization in order of checks

Checking BKE_image_user_id_has_animation loops over ID users
which never needs to run for material & world data-blocks.
This commit is contained in:
Campbell Barton 2022-03-31 13:02:33 +11:00
parent 3d132ead50
commit ae1f8315f7
2 changed files with 2 additions and 2 deletions

View File

@ -1085,7 +1085,7 @@ void DepsgraphNodeBuilder::build_animation_images(ID *id)
* tree. */
const bool can_have_gpu_material = ELEM(GS(id->name), ID_MA, ID_WO);
if (BKE_image_user_id_has_animation(id) || can_have_gpu_material) {
if (can_have_gpu_material || BKE_image_user_id_has_animation(id)) {
ID *id_cow = get_cow_id(id);
add_operation_node(
id,

View File

@ -1423,7 +1423,7 @@ void DepsgraphRelationBuilder::build_animation_images(ID *id)
const bool can_have_gpu_material = ELEM(GS(id->name), ID_MA, ID_WO);
/* TODO: can we check for existence of node for performance? */
if (BKE_image_user_id_has_animation(id) || can_have_gpu_material) {
if (can_have_gpu_material || BKE_image_user_id_has_animation(id)) {
OperationKey image_animation_key(
id, NodeType::IMAGE_ANIMATION, OperationCode::IMAGE_ANIMATION);
TimeSourceKey time_src_key;