Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
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/space_view3d/view3d_draw.c
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/space_view3d/view3d_draw.c')
-rw-r--r--source/blender/editors/space_view3d/view3d_draw.c93
1 files changed, 35 insertions, 58 deletions
diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c
index 0bc19887118..c024bab355d 100644
--- a/source/blender/editors/space_view3d/view3d_draw.c
+++ b/source/blender/editors/space_view3d/view3d_draw.c
@@ -2221,7 +2221,7 @@ int ED_view3d_backbuf_sample_size_clamp(ARegion *region, const float dist)
/** \name Z-Depth Utilities
* \{ */
-void view3d_update_depths_rect(ARegion *region, ViewDepths *d, rcti *rect)
+void view3d_depths_rect_create(ARegion *region, rcti *rect, ViewDepths *r_d)
{
/* clamp rect by region */
rcti r = {
@@ -2242,70 +2242,44 @@ void view3d_update_depths_rect(ARegion *region, ViewDepths *d, rcti *rect)
int h = BLI_rcti_size_y(rect);
if (w <= 0 || h <= 0) {
- if (d->depths) {
- MEM_freeN(d->depths);
- }
- d->depths = NULL;
-
- d->damaged = false;
+ r_d->depths = NULL;
+ return;
}
- else if (d->w != w || d->h != h || d->x != x || d->y != y || d->depths == NULL) {
- d->x = x;
- d->y = y;
- d->w = w;
- d->h = h;
- if (d->depths) {
- MEM_freeN(d->depths);
- }
-
- d->depths = MEM_mallocN(sizeof(float) * d->w * d->h, "View depths Subset");
+ r_d->x = x;
+ r_d->y = y;
+ r_d->w = w;
+ r_d->h = h;
- d->damaged = true;
- }
+ r_d->depths = MEM_mallocN(sizeof(float) * w * h, "View depths Subset");
- if (d->damaged) {
+ {
GPUViewport *viewport = WM_draw_region_get_viewport(region);
- view3d_opengl_read_Z_pixels(viewport, rect, d->depths);
+ view3d_opengl_read_Z_pixels(viewport, rect, r_d->depths);
/* Range is assumed to be this as they are never changed. */
- d->depth_range[0] = 0.0;
- d->depth_range[1] = 1.0;
- d->damaged = false;
+ r_d->depth_range[0] = 0.0;
+ r_d->depth_range[1] = 1.0;
}
}
/* Note, with nouveau drivers the glReadPixels() is very slow. T24339. */
-static void view3d_depth_cache_update(ARegion *region)
+static ViewDepths *view3d_depths_create(ARegion *region)
{
- RegionView3D *rv3d = region->regiondata;
+ ViewDepths *d = MEM_callocN(sizeof(ViewDepths), "ViewDepths");
+ d->w = region->winx;
+ d->h = region->winy;
+ d->depths = MEM_mallocN(sizeof(float) * d->w * d->h, "View depths");
- /* Create storage for, and, if necessary, copy depth buffer. */
- if (!rv3d->depths) {
- rv3d->depths = MEM_callocN(sizeof(ViewDepths), "ViewDepths");
- }
- if (rv3d->depths) {
- ViewDepths *d = rv3d->depths;
- if (d->w != region->winx || d->h != region->winy || !d->depths) {
- d->w = region->winx;
- d->h = region->winy;
- if (d->depths) {
- MEM_freeN(d->depths);
- }
- d->depths = MEM_mallocN(sizeof(float) * d->w * d->h, "View depths");
- d->damaged = true;
- }
-
- if (d->damaged) {
- GPUViewport *viewport = WM_draw_region_get_viewport(region);
- DefaultFramebufferList *fbl = GPU_viewport_framebuffer_list_get(viewport);
- GPU_framebuffer_read_depth(fbl->depth_only_fb, 0, 0, d->w, d->h, GPU_DATA_FLOAT, d->depths);
+ {
+ GPUViewport *viewport = WM_draw_region_get_viewport(region);
+ DefaultFramebufferList *fbl = GPU_viewport_framebuffer_list_get(viewport);
+ GPU_framebuffer_read_depth(fbl->depth_only_fb, 0, 0, d->w, d->h, GPU_DATA_FLOAT, d->depths);
- /* Assumed to be this as they are never changed. */
- d->depth_range[0] = 0.0;
- d->depth_range[1] = 1.0;
- d->damaged = false;
- }
+ /* Assumed to be this as they are never changed. */
+ d->depth_range[0] = 0.0;
+ d->depth_range[1] = 1.0;
}
+ return d;
}
/* Utility function to find the closest Z value, use for auto-depth. */
@@ -2345,7 +2319,7 @@ void ED_view3d_depth_override(Depsgraph *depsgraph,
View3D *v3d,
Object *obact,
eV3DDepthOverrideMode mode,
- bool update_cache)
+ ViewDepths **r_depths)
{
if (v3d->runtime.flag & V3D_RUNTIME_DEPTHBUF_OVERRIDDEN) {
return;
@@ -2390,12 +2364,8 @@ void ED_view3d_depth_override(Depsgraph *depsgraph,
break;
}
- if (rv3d->depths != NULL) {
- rv3d->depths->damaged = true;
- /* TODO: Clear cache? */
- }
- if (update_cache) {
- view3d_depth_cache_update(region);
+ if (r_depths) {
+ *r_depths = view3d_depths_create(region);
}
}
@@ -2409,6 +2379,13 @@ void ED_view3d_depth_override(Depsgraph *depsgraph,
UI_Theme_Restore(&theme_state);
}
+void ED_view3d_depths_free(ViewDepths *depths)
+{
+ if (depths->depths) {
+ MEM_freeN(depths->depths);
+ }
+}
+
/** \} */
/* -------------------------------------------------------------------- */