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/editors/space_view3d/space_view3d.c | |
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/editors/space_view3d/space_view3d.c')
-rw-r--r-- | source/blender/editors/space_view3d/space_view3d.c | 7 |
1 files changed, 0 insertions, 7 deletions
diff --git a/source/blender/editors/space_view3d/space_view3d.c b/source/blender/editors/space_view3d/space_view3d.c index 8c356bc1600..c9f345b3123 100644 --- a/source/blender/editors/space_view3d/space_view3d.c +++ b/source/blender/editors/space_view3d/space_view3d.c @@ -786,12 +786,6 @@ static void view3d_main_region_free(ARegion *region) RE_engine_free(rv3d->render_engine); } - if (rv3d->depths) { - if (rv3d->depths->depths) { - MEM_freeN(rv3d->depths->depths); - } - MEM_freeN(rv3d->depths); - } if (rv3d->sms) { MEM_freeN(rv3d->sms); } @@ -815,7 +809,6 @@ static void *view3d_main_region_duplicate(void *poin) new->clipbb = MEM_dupallocN(rv3d->clipbb); } - new->depths = NULL; new->render_engine = NULL; new->sms = NULL; new->smooth_timer = NULL; |