cut the GPU load of moving the mouse over the 3D viewport (#15674)

Co-authored-by: Rodrigo Faselli <162915171+RF47@users.noreply.github.com>
This commit is contained in:
Kris Austin
2026-09-18 20:19:37 -03:00
committed by GitHub
co-authored by Rodrigo Faselli
parent e0410db22e
commit 213c6569ab
30 changed files with 876 additions and 269 deletions
+12 -10
View File
@@ -8467,12 +8467,14 @@ void GUI_App::open_exportpresetbundledialog(size_t open_on_tab, const std::strin
void GUI_App::open_preferences(size_t open_on_tab, const std::string& highlight_option)
{
static constexpr const char* opengl_fxaa_setting_key = "opengl_fxaa_enabled";
static constexpr const char* opengl_fps_cap_setting_key = "opengl_fps_cap";
static constexpr const char* opengl_show_fps_overlay_setting_key = "opengl_show_fps_overlay";
const std::string previous_opengl_fxaa = app_config->get(opengl_fxaa_setting_key);
const std::string previous_opengl_fps_cap = app_config->get(opengl_fps_cap_setting_key);
const std::string previous_opengl_show_fps_overlay = app_config->get(opengl_show_fps_overlay_setting_key);
// Render settings the canvas reads every frame; a change needs one redraw to show.
static constexpr const char* opengl_render_setting_keys[] = {
SETTING_OPENGL_FXAA_ENABLED, SETTING_OPENGL_FPS_CAP, SETTING_OPENGL_SHOW_FPS_OVERLAY, SETTING_OPENGL_SCENE_CACHE,
SETTING_OPENGL_SKIP_IDENTICAL_FRAMES
};
std::vector<std::string> previous_opengl_render_settings;
for (const char* key : opengl_render_setting_keys)
previous_opengl_render_settings.emplace_back(app_config->get(key));
bool need_recreate_gui = false;
std::string pending_language;
@@ -8512,10 +8514,10 @@ void GUI_App::open_preferences(size_t open_on_tab, const std::string& highlight_
}
}
const bool opengl_fxaa_changed = app_config->get(opengl_fxaa_setting_key) != previous_opengl_fxaa;
const bool opengl_fps_cap_changed = app_config->get(opengl_fps_cap_setting_key) != previous_opengl_fps_cap;
const bool opengl_show_fps_overlay_changed = app_config->get(opengl_show_fps_overlay_setting_key) != previous_opengl_show_fps_overlay;
if ((opengl_fxaa_changed || opengl_fps_cap_changed || opengl_show_fps_overlay_changed) && !need_recreate_gui && this->plater_ != nullptr) {
bool opengl_render_settings_changed = false;
for (size_t i = 0; i < previous_opengl_render_settings.size(); ++i)
opengl_render_settings_changed |= app_config->get(opengl_render_setting_keys[i]) != previous_opengl_render_settings[i];
if (opengl_render_settings_changed && !need_recreate_gui && this->plater_ != nullptr) {
this->plater_->set_current_canvas_as_dirty();
this->plater_->get_current_canvas3D()->force_set_focus();
}