[Bf-blender-cvs] [7ad8272952c] blender2.8: DRW: Only trash UV and tangent data when using BKE_MESH_BATCH_DIRTY_SHADING
Clément Foucault
noreply at git.blender.org
Wed Sep 19 20:02:20 CEST 2018
Commit: 7ad8272952c6465dca67b7ece2e80ab6b51a4ed9
Author: Clément Foucault
Date: Wed Sep 19 19:36:25 2018 +0200
Branches: blender2.8
https://developer.blender.org/rB7ad8272952c6465dca67b7ece2e80ab6b51a4ed9
DRW: Only trash UV and tangent data when using BKE_MESH_BATCH_DIRTY_SHADING
This improves the problem encountered when animating materials on static
meshes but does not fix the core issue. See T55326.
===================================================================
M source/blender/draw/intern/draw_cache_impl_mesh.c
===================================================================
diff --git a/source/blender/draw/intern/draw_cache_impl_mesh.c b/source/blender/draw/intern/draw_cache_impl_mesh.c
index 3314030cd5e..fe24ad707c1 100644
--- a/source/blender/draw/intern/draw_cache_impl_mesh.c
+++ b/source/blender/draw/intern/draw_cache_impl_mesh.c
@@ -1732,6 +1732,27 @@ static MeshBatchCache *mesh_batch_cache_get(Mesh *me)
return me->runtime.batch_cache;
}
+static void mesh_batch_cache_discard_shaded_tri(MeshBatchCache *cache)
+{
+ GPU_VERTBUF_DISCARD_SAFE(cache->shaded_triangles_data);
+ if (cache->shaded_triangles_in_order) {
+ for (int i = 0; i < cache->mat_len; ++i) {
+ GPU_INDEXBUF_DISCARD_SAFE(cache->shaded_triangles_in_order[i]);
+ }
+ }
+ if (cache->shaded_triangles) {
+ for (int i = 0; i < cache->mat_len; ++i) {
+ GPU_BATCH_DISCARD_SAFE(cache->shaded_triangles[i]);
+ }
+ }
+
+ MEM_SAFE_FREE(cache->shaded_triangles_in_order);
+ MEM_SAFE_FREE(cache->shaded_triangles);
+
+ MEM_SAFE_FREE(cache->auto_layer_names);
+ MEM_SAFE_FREE(cache->auto_layer_is_srgb);
+}
+
void DRW_mesh_batch_cache_dirty_tag(Mesh *me, int mode)
{
MeshBatchCache *cache = me->runtime.batch_cache;
@@ -1763,9 +1784,7 @@ void DRW_mesh_batch_cache_dirty_tag(Mesh *me, int mode)
cache->is_dirty = true;
break;
case BKE_MESH_BATCH_DIRTY_SHADING:
- /* TODO: This should only update UV and tangent data,
- * and not free the entire cache. */
- cache->is_dirty = true;
+ mesh_batch_cache_discard_shaded_tri(cache);
break;
case BKE_MESH_BATCH_DIRTY_SCULPT_COORDS:
cache->is_sculpt_points_tag = true;
@@ -1877,23 +1896,7 @@ static void mesh_batch_cache_clear(Mesh *me)
GPU_VERTBUF_DISCARD_SAFE(cache->edges_face_overlay);
DRW_TEXTURE_FREE_SAFE(cache->edges_face_overlay_tx);
- GPU_VERTBUF_DISCARD_SAFE(cache->shaded_triangles_data);
- if (cache->shaded_triangles_in_order) {
- for (int i = 0; i < cache->mat_len; ++i) {
- GPU_INDEXBUF_DISCARD_SAFE(cache->shaded_triangles_in_order[i]);
- }
- }
- if (cache->shaded_triangles) {
- for (int i = 0; i < cache->mat_len; ++i) {
- GPU_BATCH_DISCARD_SAFE(cache->shaded_triangles[i]);
- }
- }
-
- MEM_SAFE_FREE(cache->shaded_triangles_in_order);
- MEM_SAFE_FREE(cache->shaded_triangles);
-
- MEM_SAFE_FREE(cache->auto_layer_names);
- MEM_SAFE_FREE(cache->auto_layer_is_srgb);
+ mesh_batch_cache_discard_shaded_tri(cache);
if (cache->texpaint_triangles) {
for (int i = 0; i < cache->mat_len; ++i) {
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