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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/editors/include
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/editors/include')
-rw-r--r--source/blender/editors/include/ED_particle.h7
-rw-r--r--source/blender/editors/include/ED_view3d.h9
2 files changed, 10 insertions, 6 deletions
diff --git a/source/blender/editors/include/ED_particle.h b/source/blender/editors/include/ED_particle.h
index e84298bd9c2..6d0172e724a 100644
--- a/source/blender/editors/include/ED_particle.h
+++ b/source/blender/editors/include/ED_particle.h
@@ -34,6 +34,7 @@ struct ParticleSystem;
struct Scene;
struct UndoType;
struct ViewLayer;
+struct wmGenericUserData;
struct bContext;
struct rcti;
@@ -68,7 +69,11 @@ void PE_update_object(struct Depsgraph *depsgraph,
bool PE_mouse_particles(
struct bContext *C, const int mval[2], bool extend, bool deselect, bool toggle);
bool PE_box_select(struct bContext *C, const struct rcti *rect, const int sel_op);
-bool PE_circle_select(struct bContext *C, const int sel_op, const int mval[2], float rad);
+bool PE_circle_select(struct bContext *C,
+ struct wmGenericUserData *wm_userdata,
+ const int sel_op,
+ const int mval[2],
+ float rad);
int PE_lasso_select(struct bContext *C,
const int mcoords[][2],
const int mcoords_len,
diff --git a/source/blender/editors/include/ED_view3d.h b/source/blender/editors/include/ED_view3d.h
index d86041aa6e8..64883ed5f1d 100644
--- a/source/blender/editors/include/ED_view3d.h
+++ b/source/blender/editors/include/ED_view3d.h
@@ -90,8 +90,6 @@ typedef struct ViewDepths {
short x, y; /* only for temp use for sub-rects, added to region->winx/y */
float *depths;
double depth_range[2];
-
- bool damaged;
} ViewDepths;
/* Rotate 3D cursor on placement. */
@@ -154,19 +152,20 @@ void ED_view3d_depth_override(struct Depsgraph *depsgraph,
struct View3D *v3d,
struct Object *obact,
eV3DDepthOverrideMode mode,
- bool update_cache);
+ struct ViewDepths **r_depths);
+void ED_view3d_depths_free(ViewDepths *depths);
bool ED_view3d_depth_read_cached(const ViewDepths *vd,
const int mval[2],
int margin,
float *r_depth);
-bool ED_view3d_depth_read_cached_normal(const ViewContext *vc,
+bool ED_view3d_depth_read_cached_normal(const struct ARegion *region,
+ const ViewDepths *depths,
const int mval[2],
float r_normal[3]);
bool ED_view3d_depth_unproject_v3(const struct ARegion *region,
const int mval[2],
const double depth,
float r_location_world[3]);
-void ED_view3d_depth_tag_update(struct RegionView3D *rv3d);
/* Projection */
#define IS_CLIPPED 12000