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authorJulian Eisel <julian@blender.org>2021-11-08 18:49:19 +0300
committerJulian Eisel <julian@blender.org>2021-11-08 18:56:42 +0300
commitab7214ca2ef93c0827d2dbb1ecbdebca184996bf (patch)
treed537737a61c074dffbb3781fa1a8c6a0dffc8a63 /source/blender/editors
parentabab16f7c7fd4ef9abbb27ffbcdc67239df25b25 (diff)
Fix performance issues with pose library sidebar and many poses
When the asset view in the sidebar of the pose library would contain more than a few handful poses, interaction and animation playback performance would be impacted considerably. This was because our icon drawing scales image buffers using a rather slow method on the CPU. This commit changes it so the asset icons are scaled using the GPU. Note that this is a temporary change. I'd like all icon code to use GPU-side scaling, see D13144. But such a change is too risky to do in the release branch at this point, so this fix is specifically for the 3.0 release.
Diffstat (limited to 'source/blender/editors')
-rw-r--r--source/blender/editors/interface/interface_icons.c76
1 files changed, 75 insertions, 1 deletions
diff --git a/source/blender/editors/interface/interface_icons.c b/source/blender/editors/interface/interface_icons.c
index e7991d46918..f849ec55e4f 100644
--- a/source/blender/editors/interface/interface_icons.c
+++ b/source/blender/editors/interface/interface_icons.c
@@ -1482,6 +1482,78 @@ PreviewImage *UI_icon_to_preview(int icon_id)
return NULL;
}
+/**
+ * Version of #icon_draw_rect() that uses the GPU for scaling. This is only used for
+ * #ICON_TYPE_IMBUF because it's a backported fix for performance issues, see T92922. Only
+ * File/Asset Browser use #ICON_TYPE_IMBUF right now, which makes implications more predictable.
+ *
+ * TODO(Julian): This code is mostly duplicated. #icon_draw_rect() should be ported to use the GPU
+ * instead (D13144).
+ */
+static void icon_draw_rect_fast(float x,
+ float y,
+ int w,
+ int h,
+ float UNUSED(aspect),
+ int rw,
+ int rh,
+ uint *rect,
+ float alpha,
+ const float desaturate)
+{
+ int draw_w = w;
+ int draw_h = h;
+ int draw_x = x;
+ /* We need to round y, to avoid the icon jittering in some cases. */
+ int draw_y = round_fl_to_int(y);
+
+ /* sanity check */
+ if (w <= 0 || h <= 0 || w > 2000 || h > 2000) {
+ printf("%s: icons are %i x %i pixels?\n", __func__, w, h);
+ BLI_assert_msg(0, "invalid icon size");
+ return;
+ }
+ /* modulate color */
+ const float col[4] = {alpha, alpha, alpha, alpha};
+
+ float scale_x = 1.0f;
+ float scale_y = 1.0f;
+ /* rect contains image in 'rendersize', we only scale if needed */
+ if (rw != w || rh != h) {
+ /* preserve aspect ratio and center */
+ if (rw > rh) {
+ draw_w = w;
+ draw_h = (int)(((float)rh / (float)rw) * (float)w);
+ draw_y += (h - draw_h) / 2;
+ }
+ else if (rw < rh) {
+ draw_w = (int)(((float)rw / (float)rh) * (float)h);
+ draw_h = h;
+ draw_x += (w - draw_w) / 2;
+ }
+ scale_x = draw_w / (float)rw;
+ scale_y = draw_h / (float)rh;
+ /* If the image is squared, the `draw_*` initialization values are good. */
+ }
+
+ /* draw */
+ eGPUBuiltinShader shader;
+ if (desaturate != 0.0f) {
+ shader = GPU_SHADER_2D_IMAGE_DESATURATE_COLOR;
+ }
+ else {
+ shader = GPU_SHADER_2D_IMAGE_COLOR;
+ }
+ IMMDrawPixelsTexState state = immDrawPixelsTexSetup(shader);
+
+ if (shader == GPU_SHADER_2D_IMAGE_DESATURATE_COLOR) {
+ immUniform1f("factor", desaturate);
+ }
+
+ immDrawPixelsTexScaled(
+ &state, draw_x, draw_y, rw, rh, GPU_RGBA8, true, rect, scale_x, scale_y, 1.0f, 1.0f, col);
+}
+
static void icon_draw_rect(float x,
float y,
int w,
@@ -1806,7 +1878,9 @@ static void icon_draw_size(float x,
ImBuf *ibuf = icon->obj;
GPU_blend(GPU_BLEND_ALPHA_PREMULT);
- icon_draw_rect(x, y, w, h, aspect, ibuf->x, ibuf->y, ibuf->rect, alpha, desaturate);
+ /* These icons are only used by the File/Asset Browser currently. Without this `_fast()`
+ * version, there may be performance issues, see T92922. */
+ icon_draw_rect_fast(x, y, w, h, aspect, ibuf->x, ibuf->y, ibuf->rect, alpha, desaturate);
GPU_blend(GPU_BLEND_ALPHA);
}
else if (di->type == ICON_TYPE_VECTOR) {