diff options
author | Germano Cavalcante <mano-wii> | 2021-06-21 22:25:53 +0300 |
---|---|---|
committer | Germano Cavalcante <germano.costa@ig.com.br> | 2021-06-21 22:41:50 +0300 |
commit | b11a463e4fcd98f2fff6e05a03e97e71b93b8274 (patch) | |
tree | 6d6e3a294e19c75f3dfe2f9a1d06ab96875be04f /source/blender/blenkernel/intern | |
parent | b665ad8621a0db265fd666542d26aed463025db1 (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')
-rw-r--r-- | source/blender/blenkernel/intern/screen.c | 1 |
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; |