Mesh: Move runtime data out of DNA
This commit replaces the `Mesh_Runtime` struct embedded in `Mesh` with `blender::bke::MeshRuntime`. This has quite a few benefits: - It's possible to use C++ types like `std::mutex`, `Array`, `BitVector`, etc. more easily - Meshes saved in files are slightly smaller - Copying and writing meshes is a bit more obvious without clearing of runtime data, etc. The first is by far the most important. It will allows us to avoid a bunch of manual memory management boilerplate that is error-prone and annoying. It should also simplify future CoW improvements for runtime data. This patch doesn't change anything besides changing `mesh.runtime.data` to `mesh.runtime->data`. The cleanups above will happen separately. Differential Revision: https://developer.blender.org/D16180
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@@ -686,7 +686,7 @@ void mesh_buffer_cache_create_requested(struct TaskGraph *task_graph,
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MeshRenderData *mr = mesh_render_data_create(
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object, me, is_editmode, is_paint_mode, is_mode_active, obmat, do_final, do_uvedit, ts);
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mr->use_hide = use_hide;
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mr->use_subsurf_fdots = mr->me && mr->me->runtime.subsurf_face_dot_tags != nullptr;
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mr->use_subsurf_fdots = mr->me && mr->me->runtime->subsurf_face_dot_tags != nullptr;
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mr->use_final_mesh = do_final;
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#ifdef DEBUG_TIME
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