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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2019-09-27 23:42:57 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2019-09-29 16:28:15 +0300
commitf6fc863acd7c24874026202d4c2aec50c60b40d2 (patch)
tree541dab504b4a4132869d4ba982c42aeca049f661 /source/blender/blenkernel/BKE_pbvh.h
parentc931a0057ffea26175a2dc111718e5f3590b00f8 (diff)
Sculpt: multithread GPU draw buffer filling for workbench
This improves performance of some sculpt tools, particularly those that modify many vertices like filter and mask tools, or use brushes with large radius. For mask expand it can make updates up to 2x faster on heavy meshes, but for most tools it's more on the order of 1-1.1x. There are bigger bottlenecks to solve, like normal updates. Ref T70295 Differential Revision: https://developer.blender.org/D5926
Diffstat (limited to 'source/blender/blenkernel/BKE_pbvh.h')
-rw-r--r--source/blender/blenkernel/BKE_pbvh.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/blenkernel/BKE_pbvh.h b/source/blender/blenkernel/BKE_pbvh.h
index 563546251bf..fa773ce78d9 100644
--- a/source/blender/blenkernel/BKE_pbvh.h
+++ b/source/blender/blenkernel/BKE_pbvh.h
@@ -173,6 +173,7 @@ bool BKE_pbvh_node_find_nearest_to_ray(PBVH *bvh,
/* Drawing */
void BKE_pbvh_draw_cb(PBVH *bvh,
+ bool show_vcol,
PBVHFrustumPlanes *frustum,
void (*draw_fn)(void *user_data, struct GPU_PBVH_Buffers *buffers),
void *user_data);
@@ -266,7 +267,6 @@ void BKE_pbvh_bmesh_after_stroke(PBVH *bvh);
void BKE_pbvh_update_bounds(PBVH *bvh, int flags);
void BKE_pbvh_update_normals(PBVH *bvh, struct SubdivCCG *subdiv_ccg);
-void BKE_pbvh_update_draw_buffers(PBVH *bvh, bool show_vcol);
void BKE_pbvh_redraw_BB(PBVH *bvh, float bb_min[3], float bb_max[3]);
void BKE_pbvh_get_grid_updates(PBVH *bvh, bool clear, void ***r_gridfaces, int *r_totface);
void BKE_pbvh_grids_update(PBVH *bvh,