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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_impl_mesh.c
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_impl_mesh.c')
-rw-r--r--source/blender/draw/intern/draw_cache_impl_mesh.c4
1 files changed, 3 insertions, 1 deletions
diff --git a/source/blender/draw/intern/draw_cache_impl_mesh.c b/source/blender/draw/intern/draw_cache_impl_mesh.c
index 8387fb2f43f..38ecdf7756b 100644
--- a/source/blender/draw/intern/draw_cache_impl_mesh.c
+++ b/source/blender/draw/intern/draw_cache_impl_mesh.c
@@ -856,7 +856,9 @@ static void mesh_buffer_extraction_cache_clear(MeshBufferExtractionCache *extrac
extraction_cache->loose_geom.edge_len = 0;
extraction_cache->loose_geom.vert_len = 0;
- MEM_SAFE_FREE(extraction_cache->mat_offsets.tri);
+ MEM_SAFE_FREE(extraction_cache->poly_sorted.tri_first_index);
+ MEM_SAFE_FREE(extraction_cache->poly_sorted.mat_tri_len);
+ extraction_cache->poly_sorted.visible_tri_len = 0;
}
static void mesh_batch_cache_clear(Mesh *me)