Sequencer: Do not redraw during playback.
When using large sequences including audio the drawing of the audio on top of the strip takes a lot of time. This effects the playback performance heavily. During the animation playback performance there was a solution for this by only drawing the playhead overlay. This was reverted for the sequence editor as it didn't update the color strips when they were animated. This patch checks if there are animated color strips if so the full screen is redrawn, otherwise only the playhead is redrawn. Reviewed By: ISS Differential Revision: https://developer.blender.org/D11580
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@@ -42,6 +42,7 @@ bool ED_space_sequencer_maskedit_poll(struct bContext *C);
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bool ED_space_sequencer_check_show_imbuf(struct SpaceSeq *sseq);
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bool ED_space_sequencer_check_show_strip(struct SpaceSeq *sseq);
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bool ED_space_sequencer_has_visible_animation_on_strip(const struct Scene *scene);
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void ED_operatormacros_sequencer(void);
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@@ -4446,9 +4446,16 @@ static void screen_animation_region_tag_redraw(ScrArea *area,
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/* No need to do a full redraw as the current frame indicator is only updated.
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* We do need to redraw when this area is in full screen as no other areas
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* will be tagged for redrawing. */
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if ((region->regiontype == RGN_TYPE_WINDOW) &&
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(ELEM(area->spacetype, SPACE_GRAPH, SPACE_NLA, SPACE_ACTION)) && !area->full) {
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return;
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if (region->regiontype == RGN_TYPE_WINDOW && !area->full) {
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if (ELEM(area->spacetype, SPACE_GRAPH, SPACE_NLA, SPACE_ACTION)) {
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return;
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}
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if (area->spacetype == SPACE_SEQ) {
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if (!ED_space_sequencer_has_visible_animation_on_strip(scene)) {
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return;
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}
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}
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}
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ED_region_tag_redraw(region);
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}
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@@ -2365,6 +2365,31 @@ static void draw_cache_view(const bContext *C)
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}
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/* Draw sequencer timeline. */
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static void draw_overlap_frame_indicator(const struct Scene *scene, const View2D *v2d)
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{
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int overlap_frame = (scene->ed->over_flag & SEQ_EDIT_OVERLAY_ABS) ?
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scene->ed->over_cfra :
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scene->r.cfra + scene->ed->over_ofs;
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uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
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immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
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float viewport_size[4];
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GPU_viewport_size_get_f(viewport_size);
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immUniform2f("viewport_size", viewport_size[2], viewport_size[3]);
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/* Shader may have color set from past usage - reset it. */
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immUniform1i("colors_len", 0);
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immUniform1f("dash_width", 20.0f * U.pixelsize);
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immUniform1f("dash_factor", 0.5f);
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immUniformThemeColor(TH_CFRAME);
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immBegin(GPU_PRIM_LINES, 2);
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immVertex2f(pos, overlap_frame, v2d->cur.ymin);
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immVertex2f(pos, overlap_frame, v2d->cur.ymax);
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immEnd();
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immUnbindProgram();
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}
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void draw_timeline_seq(const bContext *C, ARegion *region)
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{
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Scene *scene = CTX_data_scene(C);
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@@ -2424,31 +2449,6 @@ void draw_timeline_seq(const bContext *C, ARegion *region)
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cfra_flag |= DRAWCFRA_UNIT_SECONDS;
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}
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/* Draw overlap frame frame indicator. */
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if (scene->ed && scene->ed->over_flag & SEQ_EDIT_OVERLAY_SHOW) {
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int overlap_frame = (scene->ed->over_flag & SEQ_EDIT_OVERLAY_ABS) ?
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scene->ed->over_cfra :
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scene->r.cfra + scene->ed->over_ofs;
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uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
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immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
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float viewport_size[4];
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GPU_viewport_size_get_f(viewport_size);
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immUniform2f("viewport_size", viewport_size[2], viewport_size[3]);
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/* Shader may have color set from past usage - reset it. */
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immUniform1i("colors_len", 0);
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immUniform1f("dash_width", 20.0f * U.pixelsize);
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immUniform1f("dash_factor", 0.5f);
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immUniformThemeColor(TH_CFRAME);
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immBegin(GPU_PRIM_LINES, 2);
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immVertex2f(pos, overlap_frame, v2d->cur.ymin);
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immVertex2f(pos, overlap_frame, v2d->cur.ymax);
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immEnd();
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immUnbindProgram();
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}
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UI_view2d_view_orthoSpecial(region, v2d, 1);
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int marker_draw_flag = DRAW_MARKERS_MARGIN;
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if (sseq->flag & SEQ_SHOW_MARKERS) {
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@@ -2456,11 +2456,6 @@ void draw_timeline_seq(const bContext *C, ARegion *region)
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}
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UI_view2d_view_ortho(v2d);
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if (ed) {
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draw_cache_view(C);
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}
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ANIM_draw_previewrange(C, v2d, 1);
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/* Draw registered callbacks. */
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@@ -2486,6 +2481,13 @@ void draw_timeline_seq_display(const bContext *C, ARegion *region)
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const SpaceSeq *sseq = CTX_wm_space_seq(C);
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View2D *v2d = ®ion->v2d;
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if (scene->ed && scene->ed->over_flag & SEQ_EDIT_OVERLAY_SHOW) {
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UI_view2d_view_ortho(v2d);
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draw_cache_view(C);
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draw_overlap_frame_indicator(scene, v2d);
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UI_view2d_view_restore(C);
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}
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ED_time_scrub_draw_current_frame(region, scene, !(sseq->flag & SEQ_DRAWFRAMES), true);
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UI_view2d_scrollers_draw(v2d, NULL);
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}
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@@ -34,6 +34,7 @@
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#include "BLT_translation.h"
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#include "DNA_anim_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_sound_types.h"
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@@ -138,6 +139,42 @@ bool ED_space_sequencer_check_show_strip(SpaceSeq *sseq)
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ELEM(sseq->mainb, SEQ_DRAW_SEQUENCE, SEQ_DRAW_IMG_IMBUF));
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}
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static bool sequencer_fcurves_targets_color_strip(const FCurve *fcurve)
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{
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if (!BLI_str_startswith(fcurve->rna_path, "sequence_editor.sequences_all[\"")) {
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return false;
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}
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if (!BLI_str_endswith(fcurve->rna_path, "\"].color")) {
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return false;
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}
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return true;
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}
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/*
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* Check if there is animation attached to a strip, that is shown on the strip in the UI.
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*
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* - Colors of color strips are displayed on the strip itself.
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*/
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bool ED_space_sequencer_has_visible_animation_on_strip(const struct Scene *scene)
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{
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if (!scene->adt) {
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return false;
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}
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if (!scene->adt->action) {
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return false;
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}
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LISTBASE_FOREACH (FCurve *, fcurve, &scene->adt->action->curves) {
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if (sequencer_fcurves_targets_color_strip(fcurve)) {
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return true;
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}
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}
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return false;
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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