3D texturing: Move pixel extraction to a background job #97344

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opened 2022-04-15 08:17:00 +02:00 by Jeroen Bakker · 2 comments
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Related to D14504: PBVH Pixel extractor.

 /*
   * We should rebuild the PBVH_pixels when painting canvas changes.
   *
   * The relevant changes are stored/encoded in the paint canvas key.
   * These include the active uv map, and resolutions.
   */
  if (U.experimental.use_sculpt_texture_paint && ss->pbvh) {
    char *paint_canvas_key = BKE_paint_canvas_key_get(&scene->toolsettings->paint_mode, ob);
    if (ss->last_paint_canvas_key == NULL || !STREQ(paint_canvas_key, ss->last_paint_canvas_key)) {
      MEM_SAFE_FREE(ss->last_paint_canvas_key);
      ss->last_paint_canvas_key = paint_canvas_key;
      BKE_pbvh_mark_rebuild_pixels(ss->pbvh);
    }
    else {
      MEM_freeN(paint_canvas_key);
    }
  }

remark from brecht:

I believe this code will get called when the mesh data / topology changes, and right before any sculpt/paint tools are used. So I think this should correctly refresh.

If you change the image resolution, then there will be a delay on your first stroke as it rebuilds just in time. If you change the active UV layer, that operation will be slow if this rebuild is slow.

I don't know if one is clearly better than the other really. We could always update immediately by hooking into the depsgraph for every depsgraph update, like ED_render_scene_update. But then you get a delay between e.g. typing X and Y resolutions. Or we could always postpone it to the first stroke.

I guess it's fine as is now. Maybe later an idea would be to update this in a background job or something.

Related to [D14504: PBVH Pixel extractor.](https://archive.blender.org/developer/D14504) ``` /* * We should rebuild the PBVH_pixels when painting canvas changes. * * The relevant changes are stored/encoded in the paint canvas key. * These include the active uv map, and resolutions. */ if (U.experimental.use_sculpt_texture_paint && ss->pbvh) { char *paint_canvas_key = BKE_paint_canvas_key_get(&scene->toolsettings->paint_mode, ob); if (ss->last_paint_canvas_key == NULL || !STREQ(paint_canvas_key, ss->last_paint_canvas_key)) { MEM_SAFE_FREE(ss->last_paint_canvas_key); ss->last_paint_canvas_key = paint_canvas_key; BKE_pbvh_mark_rebuild_pixels(ss->pbvh); } else { MEM_freeN(paint_canvas_key); } } ``` remark from brecht: > I believe this code will get called when the mesh data / topology changes, and right before any sculpt/paint tools are used. So I think this should correctly refresh. > > If you change the image resolution, then there will be a delay on your first stroke as it rebuilds just in time. If you change the active UV layer, that operation will be slow if this rebuild is slow. > > I don't know if one is clearly better than the other really. We could always update immediately by hooking into the depsgraph for every depsgraph update, like ED_render_scene_update. But then you get a delay between e.g. typing X and Y resolutions. Or we could always postpone it to the first stroke. > > I guess it's fine as is now. Maybe later an idea would be to update this in a background job or something.
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Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'
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Added subscriber: @Jeroen-Bakker

Added subscriber: @Jeroen-Bakker
Julien Kaspar added this to the Sculpt, Paint & Texture project 2023-02-08 10:48:53 +01:00
Philipp Oeser removed the
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Reference: blender/blender#97344
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