diff options
Diffstat (limited to 'source/blender/blenkernel/intern/material.c')
-rw-r--r-- | source/blender/blenkernel/intern/material.c | 65 |
1 files changed, 36 insertions, 29 deletions
diff --git a/source/blender/blenkernel/intern/material.c b/source/blender/blenkernel/intern/material.c index 6c6d2298dbd..59530a6d6a6 100644 --- a/source/blender/blenkernel/intern/material.c +++ b/source/blender/blenkernel/intern/material.c @@ -1450,7 +1450,7 @@ static bool fill_texpaint_slots_cb(bNode *node, void *userdata) NodeTexImage *storage = (NodeTexImage *)node->storage; slot->interp = storage->interpolation; slot->image_user = &storage->iuser; - /* for new renderer, we need to traverse the treeback in search of a UV node */ + /* For new renderer, we need to traverse the tree back in search of a UV node. */ bNode *uvnode = nodetree_uv_node_recursive(node); if (uvnode) { @@ -1512,58 +1512,65 @@ static ePaintSlotFilter material_paint_slot_filter(const struct Object *ob) void BKE_texpaint_slot_refresh_cache(Scene *scene, Material *ma, const struct Object *ob) { - int count = 0; - if (!ma) { return; } const ePaintSlotFilter slot_filter = material_paint_slot_filter(ob); - /* COW needed when adding texture slot on an object with no materials. */ - DEG_id_tag_update(&ma->id, ID_RECALC_SHADING | ID_RECALC_COPY_ON_WRITE); + const TexPaintSlot *prev_texpaintslot = ma->texpaintslot; + const int prev_paint_active_slot = ma->paint_active_slot; + const int prev_paint_clone_slot = ma->paint_clone_slot; + const int prev_tot_slots = ma->tot_slots; - if (ma->texpaintslot) { - MEM_freeN(ma->texpaintslot); - ma->tot_slots = 0; - ma->texpaintslot = NULL; - } + ma->texpaintslot = NULL; + ma->tot_slots = 0; if (scene->toolsettings->imapaint.mode == IMAGEPAINT_MODE_IMAGE) { ma->paint_active_slot = 0; ma->paint_clone_slot = 0; - return; } - - if (!(ma->nodetree)) { + else if (!(ma->nodetree)) { ma->paint_active_slot = 0; ma->paint_clone_slot = 0; - return; } + else { + int count = count_texture_nodes_recursive(ma->nodetree, slot_filter); - count = count_texture_nodes_recursive(ma->nodetree, slot_filter); - - if (count == 0) { - ma->paint_active_slot = 0; - ma->paint_clone_slot = 0; - return; - } + if (count == 0) { + ma->paint_active_slot = 0; + ma->paint_clone_slot = 0; + } + else { + ma->texpaintslot = MEM_callocN(sizeof(*ma->texpaintslot) * count, "texpaint_slots"); - ma->texpaintslot = MEM_callocN(sizeof(*ma->texpaintslot) * count, "texpaint_slots"); + bNode *active_node = nodeGetActivePaintCanvas(ma->nodetree); - bNode *active_node = nodeGetActivePaintCanvas(ma->nodetree); + fill_texpaint_slots_recursive(ma->nodetree, active_node, ob, ma, count, slot_filter); - fill_texpaint_slots_recursive(ma->nodetree, active_node, ob, ma, count, slot_filter); + ma->tot_slots = count; - ma->tot_slots = count; + if (ma->paint_active_slot >= count) { + ma->paint_active_slot = count - 1; + } - if (ma->paint_active_slot >= count) { - ma->paint_active_slot = count - 1; + if (ma->paint_clone_slot >= count) { + ma->paint_clone_slot = count - 1; + } + } } - if (ma->paint_clone_slot >= count) { - ma->paint_clone_slot = count - 1; + /* COW needed when adding texture slot on an object with no materials. + * But do it only when slots actually change to avoid continuous depsgraph updates. */ + if (ma->tot_slots != prev_tot_slots || ma->paint_active_slot != prev_paint_active_slot || + ma->paint_clone_slot != prev_paint_clone_slot || + (ma->texpaintslot && prev_texpaintslot && + memcmp(ma->texpaintslot, prev_texpaintslot, sizeof(*ma->texpaintslot) * ma->tot_slots) != + 0)) { + DEG_id_tag_update(&ma->id, ID_RECALC_SHADING | ID_RECALC_COPY_ON_WRITE); } + + MEM_SAFE_FREE(prev_texpaintslot); } void BKE_texpaint_slots_refresh_object(Scene *scene, struct Object *ob) |