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authorGermano Cavalcante <mano-wii>2021-07-20 17:43:38 +0300
committerGermano Cavalcante <germano.costa@ig.com.br>2021-07-21 21:09:43 +0300
commit178086d5810a0de9e1d95c7fbd6c443cd53af40d (patch)
tree690553abc005e71ebca93322c82efb42072df77d /source/blender/draw/intern/draw_cache_extract_mesh.cc
parent785d87ee42aa1bb09c6ab3282b9fd602f9c14d62 (diff)
Draw Cache: extract tris in parallel ranges
The `ibo.tris` extraction in multithread is currently only done if the mesh has only 1 material. Now we cache a map indicating the index of each polygon after sort and thus allow the extraction of tris with materials in multithreaded. As caching is a heavy operation and was already being performed in multi-thread for triangle offsets, no significant improvements are expected. The benefit will be much greater when we can skip updating the cache while transforming a geometry. **Profiling:** ||master:|PATCH: |---|---|---| |large_mesh_editing_materials:|Average: 13.855380 FPS|Average: 15.525684 FPS ||rdata 9ms iter 36ms (frame 71ms)|rdata 9ms iter 29ms (frame 64ms) |subdiv_mesh_final_only_materials:|Average: 28.113742 FPS|Average: 28.633599 FPS ||rdata 0ms iter 1ms (frame 36ms)|rdata 0ms iter 1ms (frame 35ms) 1.1x overall speedup Differential Revision: https://developer.blender.org/D11445
Diffstat (limited to 'source/blender/draw/intern/draw_cache_extract_mesh.cc')
-rw-r--r--source/blender/draw/intern/draw_cache_extract_mesh.cc2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/draw/intern/draw_cache_extract_mesh.cc b/source/blender/draw/intern/draw_cache_extract_mesh.cc
index 1a602b5b8da..b1ea17927c0 100644
--- a/source/blender/draw/intern/draw_cache_extract_mesh.cc
+++ b/source/blender/draw/intern/draw_cache_extract_mesh.cc
@@ -532,7 +532,7 @@ static void mesh_extract_render_data_node_exec(void *__restrict task_data)
mesh_render_data_update_normals(mr, data_flag);
mesh_render_data_update_looptris(mr, iter_type, data_flag);
mesh_render_data_update_loose_geom(mr, update_task_data->cache, iter_type, data_flag);
- mesh_render_data_update_mat_offsets(mr, update_task_data->cache, data_flag);
+ mesh_render_data_update_polys_sorted(mr, update_task_data->cache, data_flag);
}
static struct TaskNode *mesh_extract_render_data_node_create(struct TaskGraph *task_graph,