forked from blender/blender
Fix: Crash in sculpt mode with shared normals caches #4
@ -1492,7 +1492,7 @@ std::optional<blender::Bounds<blender::float3>> Mesh::bounds_min_max() const
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void Mesh::bounds_set_eager(const blender::Bounds<float3> &bounds)
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void Mesh::bounds_set_eager(const blender::Bounds<float3> &bounds)
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{
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{
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this->runtime->bounds_cache.ensure([&](blender::Bounds<float3> &r_data) { r_data = bounds; });
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this->runtime->bounds_cache.update([&](blender::Bounds<float3> &r_data) { r_data = bounds; });
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}
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}
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void BKE_mesh_transform(Mesh *me, const float mat[4][4], bool do_keys)
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void BKE_mesh_transform(Mesh *me, const float mat[4][4], bool do_keys)
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@ -30,6 +30,7 @@ template<typename T> class SharedCache {
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struct CacheData {
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struct CacheData {
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CacheMutex mutex;
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CacheMutex mutex;
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T data;
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T data;
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CacheData(T data) : data(std::move(data)) {}
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};
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};
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std::shared_ptr<CacheData> cache_;
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std::shared_ptr<CacheData> cache_;
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@ -60,6 +61,23 @@ template<typename T> class SharedCache {
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cache_->mutex.ensure([&]() { compute_cache(this->cache_->data); });
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cache_->mutex.ensure([&]() { compute_cache(this->cache_->data); });
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}
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}
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/**
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* Represents a combination of "tag dirty" and "update cache for new data." Existing cached
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* values are kept available (copied from shared data if necessary). This can be helpful when
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* the recalculation is only expected to make a small change to the cached data, since using
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* #tag_dirty() and #ensure() separately may require rebuilding the cache from scratch.
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*/
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void update(FunctionRef<void(T &data)> compute_cache)
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{
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if (cache_.unique()) {
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cache_->mutex.tag_dirty();
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}
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else {
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cache_ = std::make_shared<CacheData>(cache_->data);
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}
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cache_->mutex.ensure([&]() { compute_cache(this->cache_->data); });
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}
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/** Retrieve the cached data. */
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/** Retrieve the cached data. */
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const T &data() const
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const T &data() const
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{
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{
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@ -5421,9 +5421,12 @@ void SCULPT_flush_update_step(bContext *C, SculptUpdateType update_flags)
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if (update_flags & SCULPT_UPDATE_COORDS && !ss->shapekey_active) {
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if (update_flags & SCULPT_UPDATE_COORDS && !ss->shapekey_active) {
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if (BKE_pbvh_type(ss->pbvh) == PBVH_FACES) {
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if (BKE_pbvh_type(ss->pbvh) == PBVH_FACES) {
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/* When sculpting and changing the positions of a mesh, tag them as changed and update. */
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/* Updating mesh positions without marking caches dirty is generally not good, but since
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BKE_mesh_tag_positions_changed(mesh);
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* sculpt mode has special requirements and is expected to have sole ownership of the mesh it
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/* Update the mesh's bounds eagerly since the PBVH already has that information. */
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* modifies, it's generally okay.
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*
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* Vertex and face normals are updated later in #BKE_pbvh_update_normals. However, we update
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* the mesh's bounds eagerly here since they are trivial to access from the PBVH. */
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Bounds<float3> bounds;
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Bounds<float3> bounds;
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BKE_pbvh_bounding_box(ob->sculpt->pbvh, bounds.min, bounds.max);
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BKE_pbvh_bounding_box(ob->sculpt->pbvh, bounds.min, bounds.max);
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mesh->bounds_set_eager(bounds);
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mesh->bounds_set_eager(bounds);
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@ -313,7 +313,10 @@ typedef struct Mesh {
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*/
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*/
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std::optional<blender::Bounds<blender::float3>> bounds_min_max() const;
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std::optional<blender::Bounds<blender::float3>> bounds_min_max() const;
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/** Set cached mesh bounds to a known-correct value to avoid their lazy calculation later on. */
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/**
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* After positions are changed, set cached mesh bounds to a known-correct value to avoid their
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* lazy calculation later on.
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*/
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void bounds_set_eager(const blender::Bounds<blender::float3> &bounds);
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void bounds_set_eager(const blender::Bounds<blender::float3> &bounds);
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/**
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/**
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