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https://github.com/SoftFever/OrcaSlicer.git
synced 2025-07-11 16:57:53 -06:00
Fix rendering performance on macOS
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parent
24b30caf94
commit
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3 changed files with 42 additions and 2 deletions
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@ -16,6 +16,7 @@
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#include <boost/nowide/cenv.hpp>
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#include <boost/nowide/cenv.hpp>
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#include <boost/nowide/fstream.hpp>
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#include <boost/nowide/fstream.hpp>
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#include <boost/property_tree/ini_parser.hpp>
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#include <boost/property_tree/ini_parser.hpp>
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#include <boost/format.hpp>
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#include <string.h>
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#include <string.h>
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namespace Slic3r {
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namespace Slic3r {
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@ -2,6 +2,8 @@
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#define slic3r_Utils_hpp_
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#define slic3r_Utils_hpp_
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#include <locale>
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#include <locale>
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#include <utility>
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#include <functional>
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#include <type_traits>
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#include <type_traits>
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#include "libslic3r.h"
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#include "libslic3r.h"
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@ -148,6 +150,37 @@ template<class T> size_t next_highest_power_of_2(T v,
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extern std::string xml_escape(std::string text);
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extern std::string xml_escape(std::string text);
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class ScopeGuard
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{
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public:
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typedef std::function<void()> Closure;
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private:
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bool committed;
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Closure closure;
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public:
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ScopeGuard() {}
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ScopeGuard(Closure closure) : closure(std::move(closure)) {}
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ScopeGuard(const ScopeGuard&) = delete;
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ScopeGuard(ScopeGuard &&other) : closure(std::move(other.closure)) {}
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~ScopeGuard()
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{
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if (closure) { closure(); }
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}
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ScopeGuard& operator=(const ScopeGuard&) = delete;
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ScopeGuard& operator=(ScopeGuard &&other)
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{
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closure = std::move(other.closure);
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return *this;
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}
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void reset() { closure = Closure(); }
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};
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} // namespace Slic3r
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} // namespace Slic3r
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#endif // slic3r_Utils_hpp_
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#endif // slic3r_Utils_hpp_
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@ -4768,8 +4768,14 @@ void GLCanvas3D::_refresh_if_shown_on_screen()
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{
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{
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const Size& cnv_size = get_canvas_size();
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const Size& cnv_size = get_canvas_size();
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_resize((unsigned int)cnv_size.get_width(), (unsigned int)cnv_size.get_height());
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_resize((unsigned int)cnv_size.get_width(), (unsigned int)cnv_size.get_height());
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if (m_canvas != nullptr)
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m_canvas->Refresh();
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// Because of performance problems on macOS, where PaintEvents are not delivered
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// frequently enough, we call render() here directly when we can.
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// We can't do that when m_force_zoom_to_bed_enabled == true, because then render()
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// ends up calling back here via _force_zoom_to_bed(), causing a stack overflow.
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if (m_canvas != nullptr) {
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m_force_zoom_to_bed_enabled ? m_canvas->Refresh() : render();
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}
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}
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}
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}
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}
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