diff options
Diffstat (limited to 'source/blender/depsgraph/intern/builder/deg_builder_nodes.cc')
-rw-r--r-- | source/blender/depsgraph/intern/builder/deg_builder_nodes.cc | 19 |
1 files changed, 11 insertions, 8 deletions
diff --git a/source/blender/depsgraph/intern/builder/deg_builder_nodes.cc b/source/blender/depsgraph/intern/builder/deg_builder_nodes.cc index 4782f1c4a5d..c6fc3cd5d0b 100644 --- a/source/blender/depsgraph/intern/builder/deg_builder_nodes.cc +++ b/source/blender/depsgraph/intern/builder/deg_builder_nodes.cc @@ -1078,14 +1078,17 @@ void DepsgraphNodeBuilder::build_animdata_nlastrip_targets(ListBase *strips) void DepsgraphNodeBuilder::build_animation_images(ID *id) { - /* GPU materials might use an animated image. However, these materials have no been built yet. We - * could scan the entire node tree recursively to check if any texture node has a video. That is - * quite expensive. For now just always add this operation node, because it is very fast. */ - /* TODO: Add a more precise check when it is cheaper to iterate over all image nodes in a node - * tree. */ - const bool can_have_gpu_material = ELEM(GS(id->name), ID_MA, ID_WO); - - if (can_have_gpu_material || BKE_image_user_id_has_animation(id)) { + /* GPU materials might use an animated image. However, these materials have no been built yet so + * we have to check if they might be created during evaluation. */ + bool has_image_animation = false; + if (ELEM(GS(id->name), ID_MA, ID_WO)) { + bNodeTree *ntree = *BKE_ntree_ptr_from_id(id); + if (ntree != nullptr && ntree->runtime_flag & NTREE_RUNTIME_FLAG_HAS_IMAGE_ANIMATION) { + has_image_animation = true; + } + } + + if (has_image_animation || BKE_image_user_id_has_animation(id)) { ID *id_cow = get_cow_id(id); add_operation_node( id, |