Fix T98157: improve animation fps with better check in depsgraph
Previously, the depsgraph assumed that every node tree might contain a reference to a video. This resulted noticeable overhead when there was no video. Checking whether a node tree contained a video was relatively expensive to do in the depsgraph. It is cheaper now due to the structure of the new node tree updater. This also adds an additional run-time field to `bNodeTree` (there are quite a few already). We should move those to a separate run-time struct, but not as part of a bug fix. Differential Revision: https://developer.blender.org/D14957
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@@ -670,6 +670,7 @@ void ntreeBlendReadData(BlendDataReader *reader, bNodeTree *ntree)
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ntree->progress = nullptr;
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ntree->execdata = nullptr;
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ntree->runtime_flag = 0;
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ntree->field_inferencing_interface = nullptr;
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BKE_ntree_update_tag_missing_runtime_data(ntree);
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