Resolve recalculation of mesh triangulation #121240
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Reference: blender/blender#121240
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Currently the PBVH stores a separate array of mesh triangles,
PBVH::corner_tris
rather than reusing the cached triangles that are stored on the mesh already.It does this because the triangulation depends on mesh positions, and every sculpt brush stroke changes positions.
However, duplicating the entire array of triangles adds an extra 24 bytes of memory usage per quad, assuming the based mesh's triangles are also calculated. Lowering memory usage overall is a good goal and can also improve performance, so we should resolve this somehow. Reusing the cached triangulation could also make entering sculpt mode faster.
Sculpt mode drawing is performance sensitive-- we don't want to recalculate the triangulation while sculpting. Shuffling triangle corner indices while sculpting would probably require updating the PBVH nodes as well.
Some options:
SharedCache
when entering sculpt mode. This would prevent storing the triangles twice (unless some other active code also depends on the mesh's triangles too). However, it doesn't bring any benefit from caching.SharedCache
system to take ownership from it when entering sculpt mode.corner_tris
storage inPBVH
and only use the cached triangles. There are a few sub-options here:SharedCache
so that we can still use the invalid state for sculpt mode drawing and for PBVH raycasting, etc.I think option 3 is far better and progresses towards the goal of #118145. But I'm not sure about the specifics.