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authorGermano Cavalcante <mano-wii>2021-06-21 22:25:53 +0300
committerGermano Cavalcante <germano.costa@ig.com.br>2021-06-21 22:41:50 +0300
commitb11a463e4fcd98f2fff6e05a03e97e71b93b8274 (patch)
tree6d6e3a294e19c75f3dfe2f9a1d06ab96875be04f /source/blender/blenkernel/intern/screen.c
parentb665ad8621a0db265fd666542d26aed463025db1 (diff)
Refactor: Do not keep a copy of depth buffer in RegionView3D
The depth cache (located in `RegionView3D::depths`) is used for quick and simple occlusion testing in: - particle selection, - "Draw Curve" operator and - "Interactive Light Track to Cursor" operator, However, keeping a texture buffer in cache is not a recommended practice. For displays with high resolution like 8k this represents something around 132MB. Also, currently, each call to `ED_view3d_depth_override` invalidates the depth cache. So that depth is never reused in multiple calls from an operator (this was not the case in blender 2.79). This commit allows to create a depth cache and release it in the same operator. Thus, the buffer is kept in cache for a short time, freeing up space. No functional changes.
Diffstat (limited to 'source/blender/blenkernel/intern/screen.c')
-rw-r--r--source/blender/blenkernel/intern/screen.c1
1 files changed, 0 insertions, 1 deletions
diff --git a/source/blender/blenkernel/intern/screen.c b/source/blender/blenkernel/intern/screen.c
index 269aeaebe82..7a5892baaf6 100644
--- a/source/blender/blenkernel/intern/screen.c
+++ b/source/blender/blenkernel/intern/screen.c
@@ -1467,7 +1467,6 @@ static void direct_link_region(BlendDataReader *reader, ARegion *region, int spa
BLO_read_data_address(reader, &rv3d->localvd);
BLO_read_data_address(reader, &rv3d->clipbb);
- rv3d->depths = NULL;
rv3d->render_engine = NULL;
rv3d->sms = NULL;
rv3d->smooth_timer = NULL;