Timeline: draw cache in overlay so that it stays in sync with actually cached data #105986

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Jacques Lucke merged 1 commits from JacquesLucke/blender:redraw-cache-in-timeline into main 2023-03-27 11:00:54 +02:00
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Currently, when the animation is playing and the set of cached frames change the timeline is out-of-date which can be confusing.

Not sure if this can have a significant performance impact on larger files, I kind of doubt it, but don't know.. Anyone has a good idea of how to redraw the cached frames only when necessary?

image

Currently, when the animation is playing and the set of cached frames change the timeline is out-of-date which can be confusing. Not sure if this can have a significant performance impact on larger files, I kind of doubt it, but don't know.. Anyone has a good idea of how to redraw the cached frames only when necessary? ![image](/attachments/06fb329d-4ae0-48f5-9c97-8e78708c3da2)
Jacques Lucke added 1 commit 2023-03-22 11:59:54 +01:00
Jacques Lucke requested review from Brecht Van Lommel 2023-03-22 12:13:14 +01:00
Jacques Lucke requested review from Jeroen Bakker 2023-03-22 12:13:14 +01:00
Jacques Lucke added this to the Animation & Rigging project 2023-03-22 12:34:42 +01:00
Jeroen Bakker approved these changes 2023-03-23 08:12:32 +01:00
Jeroen Bakker left a comment
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When drawn as an overlay each refresh would redraw the timeline. I quickly looked at the current state of the cache drawing and think it is fine for smaller scenarios. I can imagine that we might want to consider using a shader at some point as currently the data is iterated, extracted and drawn each time.
We should first let this become an performance bottleneck as imm calls are buffered.

Sequencer also does it in the overlay (See sequencer_draw.c#draw_cache_view for its implementation).

IMO proposed solution is fine for now.

When drawn as an overlay each refresh would redraw the timeline. I quickly looked at the current state of the cache drawing and think it is fine for smaller scenarios. I can imagine that we might want to consider using a shader at some point as currently the data is iterated, extracted and drawn each time. We should first let this become an performance bottleneck as `imm` calls are buffered. Sequencer also does it in the overlay (See `sequencer_draw.c#draw_cache_view` for its implementation). IMO proposed solution is fine for now.
Brecht Van Lommel approved these changes 2023-03-24 12:16:06 +01:00

I've done a quick test with a keyframe-heavy file, and I don't see any significant performance drop.

I've done a quick test with a keyframe-heavy file, and I don't see any significant performance drop.
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I've done a quick test with a keyframe-heavy file, and I don't see any significant performance drop.

Keyframes aren't drawn as overlay and should not impact what is changed here.

> I've done a quick test with a keyframe-heavy file, and I don't see any significant performance drop. Keyframes aren't drawn as overlay and should not impact what is changed here.
Jacques Lucke merged commit 7a1f2fd680 into main 2023-03-27 11:00:54 +02:00
Jacques Lucke deleted branch redraw-cache-in-timeline 2023-03-27 11:00:55 +02:00
Sybren A. Stüvel removed this from the Animation & Rigging project 2023-03-27 16:55:28 +02:00
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Reference: blender/blender#105986
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