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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/makesdna
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/makesdna')
-rw-r--r--source/blender/makesdna/DNA_view3d_types.h1
1 files changed, 0 insertions, 1 deletions
diff --git a/source/blender/makesdna/DNA_view3d_types.h b/source/blender/makesdna/DNA_view3d_types.h
index fa738c647bb..41350c128ae 100644
--- a/source/blender/makesdna/DNA_view3d_types.h
+++ b/source/blender/makesdna/DNA_view3d_types.h
@@ -72,7 +72,6 @@ typedef struct RegionView3D {
/** Allocated backup of its self while in localview. */
struct RegionView3D *localvd;
struct RenderEngine *render_engine;
- struct ViewDepths *depths;
/** Animated smooth view. */
struct SmoothView3DStore *sms;