Depsgraph: Bind base by it's index
For the performance we convert object bases list to an array during view layer evaluation. This makes it possible to have very cheap index-based base lookup. The goal of this change is to get rid of base used for function binding, and avoid scene datablock expansion at the depsgraph construction time.
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@@ -171,10 +171,10 @@ struct DepsgraphNodeBuilder {
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ViewLayer *view_layer,
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eDepsNode_LinkedState_Type linked_state);
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void build_group(Group *group);
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void build_object(Base *base,
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void build_object(int base_index,
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Object *object,
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eDepsNode_LinkedState_Type linked_state);
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void build_object_flags(Base *base,
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void build_object_flags(int base_index,
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Object *object,
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eDepsNode_LinkedState_Type linked_state);
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void build_object_data(Object *object);
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@@ -242,6 +242,7 @@ protected:
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/* State which demotes currently built entities. */
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Scene *scene_;
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ViewLayer *view_layer_;
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GHash *cow_id_hash_;
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BuilderMap built_map_;
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