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OrcaSlicer/src/slic3r/GUI/Jobs/TextureDisplacementPreviewJob.cpp
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HanifKoh 4895bc03b4 Remove Unused Project Includes and Forward-Declare Where a Type Is Only Referenced (#16099)
* Remove Unused Project Includes and Forward-Declare Where a Type Is Only Referenced

Generated with include-what-you-use and applied conservatively. Only OrcaSlicer's own headers, the ones under src/ and tests/, are removed or forward-declared; standard-library and third-party includes are left alone. An include is removed only when both the Release and the Debug configuration leave it unused, never from inside a conditional block, and never from a file with platform-specific blocks, which only gain includes. Files whose only use of a header sits behind a feature or debug macro (libvgcode's OpenGL ES and marker code, the ARACHNE/TESTS_EXPORT_SVGS debug output) keep their includes.

clonable_ptr.hpp gains #pragma once; it had no include guard and was only safe while Config.hpp was its sole includer.

* Remove Unused Project Includes From Files With Platform-Specific Code

A Linux include-what-you-use run cannot see the code inside _WIN32, __APPLE__ or __linux__ blocks, so its verdict is only taken where nothing the removed header declares, directly or through what it includes, is named inside those blocks. Removals also have to hold in both the Release and Debug configuration and never touch a line inside a conditional block.

* Restore the libslic3r Precompiled Header and Direct Includes Lost in the Platform Pass

The platform-file pass treated pchheader.hpp as an ordinary header and
emptied it, and left GUI_Preview.hpp and 14 other files relying on
headers they no longer reached directly.

* Restore MainFrame.hpp in ParamsDialog.cpp for the Windows-Only Reparent Call

* Include Headers That Files Reached Through Ones the Cleanup Removed

* Drop Includes Duplicated by the Cleanup or by Main's Own Additions

* Leave PreciseSeam.cpp as Main Has It After the Precise Seam Rework
2026-10-05 16:47:17 +08:00

73 lines
3.7 KiB
C++

#include "TextureDisplacementPreviewJob.hpp"
#include "slic3r/GUI/Gizmos/GLGizmoTextureDisplacement.hpp"
#include <cstdint>
#include <memory>
#include <atomic>
#include <functional>
#include <utility>
#include "libslic3r/TextureDisplacement.hpp"
#include <exception>
namespace Slic3r::GUI {
TextureDisplacementPreviewJob::TextureDisplacementPreviewJob(TextureDisplacementPreviewInput &&input, uint64_t generation,
std::shared_ptr<const std::atomic<uint64_t>> current_generation,
std::function<void(TextureDisplacementPreviewResult, uint64_t)> on_finished)
: m_input(std::move(input)), m_generation(generation), m_current_generation(std::move(current_generation)),
m_on_finished(std::move(on_finished))
{
}
void TextureDisplacementPreviewJob::process(Ctl &ctl)
{
// No ctl.update_status() anywhere in here on purpose - see the class comment. A preview is
// invisible bookkeeping; the only thing on screen should be the preview itself.
// Only ever touches m_input (captured by value before this job was queued) and local state -
// never the live Model - so this is safe to run concurrently with the UI thread.
TextureColorRequest color_request;
TextureColorRequest *color = nullptr;
if (!m_input.color.empty()) {
color_request.quantize = GLGizmoTextureDisplacement::make_palette_quantizer(m_input.color.palette);
if (!m_input.color.palette_pure.empty())
color_request.quantize_pure = GLGizmoTextureDisplacement::make_palette_quantizer(m_input.color.palette_pure);
color_request.resolve = GLGizmoTextureDisplacement::make_mix_resolver(
m_input.color.palette, m_input.color.mix_mode, m_input.color.layer_height,
m_input.color.dither_cell_mm);
color_request.despeckle_passes = m_input.color.despeckle_passes;
color_request.out_triangle = &m_result.triangle_color;
if (color_request.quantize)
color = &color_request;
}
m_result.mesh = build_texture_displacement(m_input.base_mesh, m_input.layers, m_input.facets_data,
m_input.options,
[this, &ctl](int) {
// Bail the moment this preview stops being the current
// one; build_texture_displacement() then returns an
// empty mesh and finalize() drops it.
return !ctl.was_canceled() &&
(!m_current_generation ||
m_current_generation->load() == m_generation);
},
color, m_input.volume_to_world);
}
void TextureDisplacementPreviewJob::finalize(bool canceled, std::exception_ptr &eptr)
{
if (!m_on_finished)
return;
// The handler must run on *every* outcome, cancellation included, because the caller uses it to
// clear its "a job is in flight" latch. Returning early on `canceled` - which is what a cancel_all()
// from Plater (project load/close, app exit) delivers - left that latch stuck true and no preview
// was ever queued again for the rest of the session. An empty result is the caller's signal that
// nothing usable came back; it already handles that.
if (canceled || eptr)
m_on_finished(TextureDisplacementPreviewResult{}, m_generation);
else
m_on_finished(std::move(m_result), m_generation);
}
} // namespace Slic3r::GUI