2023-08-16 00:20:26 +10:00
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/* SPDX-FileCopyrightText: 2023 Blender Authors
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2023-05-31 16:19:06 +02:00
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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2021-03-08 11:41:23 -05:00
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#include "BLI_listbase.h"
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2022-01-18 16:10:33 +01:00
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#include "BLI_task.hh"
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2021-03-08 11:41:23 -05:00
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#include "DNA_meshdata_types.h"
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#include "DNA_object_types.h"
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#include "BKE_attribute_math.hh"
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2024-01-29 18:57:16 -05:00
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#include "BKE_deform.hh"
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2022-04-01 08:40:45 -05:00
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#include "BKE_geometry_fields.hh"
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2021-03-08 11:41:23 -05:00
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#include "BKE_geometry_set.hh"
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2024-01-15 12:44:04 -05:00
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#include "BKE_lib_id.hh"
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2023-03-12 22:29:15 +01:00
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#include "BKE_mesh.hh"
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2023-08-02 22:14:18 +02:00
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#include "BKE_mesh_mapping.hh"
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2021-03-08 11:41:23 -05:00
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2022-09-17 14:38:30 -05:00
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#include "FN_multi_function_builder.hh"
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2021-03-08 11:41:23 -05:00
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#include "attribute_access_intern.hh"
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2023-06-15 22:18:28 +02:00
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namespace blender::bke {
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2021-03-08 11:41:23 -05:00
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/* -------------------------------------------------------------------- */
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/** \name Geometry Component Implementation
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* \{ */
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2023-06-15 22:18:28 +02:00
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MeshComponent::MeshComponent() : GeometryComponent(Type::Mesh) {}
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2021-03-08 11:41:23 -05:00
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2024-01-12 14:30:34 +01:00
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MeshComponent::MeshComponent(Mesh *mesh, GeometryOwnershipType ownership)
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: GeometryComponent(Type::Mesh), mesh_(mesh), ownership_(ownership)
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{
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}
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2021-03-08 11:41:23 -05:00
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MeshComponent::~MeshComponent()
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{
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this->clear();
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}
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2023-12-01 11:23:00 +01:00
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GeometryComponentPtr MeshComponent::copy() const
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2021-03-08 11:41:23 -05:00
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{
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MeshComponent *new_component = new MeshComponent();
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if (mesh_ != nullptr) {
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2023-04-19 15:49:13 -04:00
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new_component->mesh_ = BKE_mesh_copy_for_eval(mesh_);
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2021-03-08 11:41:23 -05:00
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new_component->ownership_ = GeometryOwnershipType::Owned;
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}
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2023-12-01 11:23:00 +01:00
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return GeometryComponentPtr(new_component);
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2021-03-08 11:41:23 -05:00
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}
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void MeshComponent::clear()
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{
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BLI: support weak users and version in implicit sharing info
The main goal of these changes is to support checking if some data has
been changed over time. This is used by the WIP simulation nodes during
baking to detect which attributes have to be stored in every frame because
they have changed.
By using a combination of a weak user count and a version counter, it is
possible to detect that an attribute (or any data controlled by implicit
sharing) has not been changed with O(1) memory and time. It's still
possible that the data has been changed multiple times and is the same
in the end and beginning of course. That wouldn't be detected using this
mechanism.
The `ImplicitSharingInfo` struct has a new weak user count. A weak
reference is one that does not keep the referenced data alive, but makes sure
that the `ImplicitSharingInfo` itself is not deleted. If some piece of
data has one strong and multiple weak users, it is still mutable. If the
strong user count goes down to zero, the referenced data is freed.
Remaining weak users can check for this condition using `is_expired`.
This is a bit similar to `std::weak_ptr` but there is an important difference:
a weak user can not become a strong user while one can create a `shared_ptr`
from a `weak_ptr`. This restriction is necessary, because some code might
be changing the referenced data assuming that it is the only owner. If
another thread suddenly adds a new owner, the data would be shared again
and the first thread would not have been allowed to modify the data in
the first place.
There is also a new integer version counter in `ImplicitSharingInfo`.
It is incremented whenever some code wants to modify the referenced data.
Obviously, this can only be done when the data is not shared because then
it would be immutable. By comparing an old and new version number of the
same sharing info, one can check if the data has been modified. One has
to keep a weak reference to the sharing info together with the old version
number to ensure that the new sharing info is still the same as the old one.
Without this, it can happen that the sharing info was freed and a new
one was allocated at the same pointer address. Using a strong reference
for this purpose does not work, because then the data would never be
modified because it's shared.
2023-04-28 12:03:42 +02:00
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BLI_assert(this->is_mutable() || this->is_expired());
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2021-03-08 11:41:23 -05:00
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if (mesh_ != nullptr) {
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if (ownership_ == GeometryOwnershipType::Owned) {
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BKE_id_free(nullptr, mesh_);
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}
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mesh_ = nullptr;
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}
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}
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bool MeshComponent::has_mesh() const
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{
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return mesh_ != nullptr;
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}
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void MeshComponent::replace(Mesh *mesh, GeometryOwnershipType ownership)
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{
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BLI_assert(this->is_mutable());
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this->clear();
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mesh_ = mesh;
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ownership_ = ownership;
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}
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Mesh *MeshComponent::release()
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{
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BLI_assert(this->is_mutable());
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Mesh *mesh = mesh_;
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mesh_ = nullptr;
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return mesh;
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}
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2023-08-03 17:09:18 +02:00
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const Mesh *MeshComponent::get() const
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2021-03-08 11:41:23 -05:00
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{
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return mesh_;
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}
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Mesh *MeshComponent::get_for_write()
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{
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BLI_assert(this->is_mutable());
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if (ownership_ == GeometryOwnershipType::ReadOnly) {
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2023-04-19 15:49:13 -04:00
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mesh_ = BKE_mesh_copy_for_eval(mesh_);
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2021-03-08 11:41:23 -05:00
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ownership_ = GeometryOwnershipType::Owned;
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}
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return mesh_;
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}
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bool MeshComponent::is_empty() const
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{
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return mesh_ == nullptr;
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}
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2021-04-08 17:35:06 +02:00
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bool MeshComponent::owns_direct_data() const
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{
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return ownership_ == GeometryOwnershipType::Owned;
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}
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void MeshComponent::ensure_owns_direct_data()
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{
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BLI_assert(this->is_mutable());
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if (ownership_ != GeometryOwnershipType::Owned) {
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2023-12-19 12:51:37 -05:00
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if (mesh_) {
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mesh_ = BKE_mesh_copy_for_eval(mesh_);
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}
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2021-04-08 17:35:06 +02:00
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ownership_ = GeometryOwnershipType::Owned;
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}
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}
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2021-03-08 11:41:23 -05:00
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/** \} */
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/* -------------------------------------------------------------------- */
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2022-01-10 16:41:05 -06:00
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/** \name Mesh Normals Field Input
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* \{ */
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Geometry Nodes: Use separate field context for each geometry type
Using the same `GeometryComponentFieldContext` for all situations,
even when only one geometry type is supported is misleading, and mixes
too many different abstraction levels into code that could be simpler.
With the attribute API moved out of geometry components recently,
the "component" system is just getting in the way here.
This commit adds specific field contexts for geometry types: meshes,
curves, point clouds, and instances. There are also separate field input
helper classes, to help reduce boilerplate for fields that only support
specific geometry types.
Another benefit of this change is that it separates geometry components
from fields, which makes it easier to see the purpose of the two concepts,
and how they relate.
Because we want to be able to evaluate a field on just `CurvesGeometry`
rather than the full `Curves` data-block, the generic "geometry context"
had to be changed to avoid using `GeometryComponent`, since there is
no corresponding geometry component type. The resulting void pointer
is ugly, but only turns up in three places in practice. When Apple clang
supports `std::variant`, that could be used instead.
Differential Revision: https://developer.blender.org/D15519
2022-08-30 11:08:27 -05:00
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VArray<float3> mesh_normals_varray(const Mesh &mesh,
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BLI: refactor IndexMask for better performance and memory usage
Goals of this refactor:
* Reduce memory consumption of `IndexMask`. The old `IndexMask` uses an
`int64_t` for each index which is more than necessary in pretty much all
practical cases currently. Using `int32_t` might still become limiting
in the future in case we use this to index e.g. byte buffers larger than
a few gigabytes. We also don't want to template `IndexMask`, because
that would cause a split in the "ecosystem", or everything would have to
be implemented twice or templated.
* Allow for more multi-threading. The old `IndexMask` contains a single
array. This is generally good but has the problem that it is hard to fill
from multiple-threads when the final size is not known from the beginning.
This is commonly the case when e.g. converting an array of bool to an
index mask. Currently, this kind of code only runs on a single thread.
* Allow for efficient set operations like join, intersect and difference.
It should be possible to multi-thread those operations.
* It should be possible to iterate over an `IndexMask` very efficiently.
The most important part of that is to avoid all memory access when iterating
over continuous ranges. For some core nodes (e.g. math nodes), we generate
optimized code for the cases of irregular index masks and simple index ranges.
To achieve these goals, a few compromises had to made:
* Slicing of the mask (at specific indices) and random element access is
`O(log #indices)` now, but with a low constant factor. It should be possible
to split a mask into n approximately equally sized parts in `O(n)` though,
making the time per split `O(1)`.
* Using range-based for loops does not work well when iterating over a nested
data structure like the new `IndexMask`. Therefor, `foreach_*` functions with
callbacks have to be used. To avoid extra code complexity at the call site,
the `foreach_*` methods support multi-threading out of the box.
The new data structure splits an `IndexMask` into an arbitrary number of ordered
`IndexMaskSegment`. Each segment can contain at most `2^14 = 16384` indices. The
indices within a segment are stored as `int16_t`. Each segment has an additional
`int64_t` offset which allows storing arbitrary `int64_t` indices. This approach
has the main benefits that segments can be processed/constructed individually on
multiple threads without a serial bottleneck. Also it reduces the memory
requirements significantly.
For more details see comments in `BLI_index_mask.hh`.
I did a few tests to verify that the data structure generally improves
performance and does not cause regressions:
* Our field evaluation benchmarks take about as much as before. This is to be
expected because we already made sure that e.g. add node evaluation is
vectorized. The important thing here is to check that changes to the way we
iterate over the indices still allows for auto-vectorization.
* Memory usage by a mask is about 1/4 of what it was before in the average case.
That's mainly caused by the switch from `int64_t` to `int16_t` for indices.
In the worst case, the memory requirements can be larger when there are many
indices that are very far away. However, when they are far away from each other,
that indicates that there aren't many indices in total. In common cases, memory
usage can be way lower than 1/4 of before, because sub-ranges use static memory.
* For some more specific numbers I benchmarked `IndexMask::from_bools` in
`index_mask_from_selection` on 10.000.000 elements at various probabilities for
`true` at every index:
```
Probability Old New
0 4.6 ms 0.8 ms
0.001 5.1 ms 1.3 ms
0.2 8.4 ms 1.8 ms
0.5 15.3 ms 3.0 ms
0.8 20.1 ms 3.0 ms
0.999 25.1 ms 1.7 ms
1 13.5 ms 1.1 ms
```
Pull Request: https://projects.blender.org/blender/blender/pulls/104629
2023-05-24 18:11:41 +02:00
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const IndexMask &mask,
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2023-12-20 13:13:16 -05:00
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const AttrDomain domain)
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2022-01-10 16:41:05 -06:00
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{
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switch (domain) {
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2023-12-20 13:13:16 -05:00
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case AttrDomain::Face: {
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2023-07-24 22:06:55 +02:00
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return VArray<float3>::ForSpan(mesh.face_normals());
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2022-01-10 16:41:05 -06:00
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}
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2023-12-20 13:13:16 -05:00
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case AttrDomain::Point: {
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2023-02-27 15:52:29 -05:00
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return VArray<float3>::ForSpan(mesh.vert_normals());
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2022-01-10 16:41:05 -06:00
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}
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2023-12-20 13:13:16 -05:00
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case AttrDomain::Edge: {
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2022-01-10 16:41:05 -06:00
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/* In this case, start with vertex normals and convert to the edge domain, since the
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Refactor: Move normals out of MVert, lazy calculation
As described in T91186, this commit moves mesh vertex normals into a
contiguous array of float vectors in a custom data layer, how face
normals are currently stored.
The main interface is documented in `BKE_mesh.h`. Vertex and face
normals are now calculated on-demand and cached, retrieved with an
"ensure" function. Since the logical state of a mesh is now "has
normals when necessary", they can be retrieved from a `const` mesh.
The goal is to use on-demand calculation for all derived data, but
leave room for eager calculation for performance purposes (modifier
evaluation is threaded, but viewport data generation is not).
**Benefits**
This moves us closer to a SoA approach rather than the current AoS
paradigm. Accessing a contiguous `float3` is much more efficient than
retrieving data from a larger struct. The memory requirements for
accessing only normals or vertex locations are smaller, and at the
cost of more memory usage for just normals, they now don't have to
be converted between float and short, which also simplifies code
In the future, the remaining items can be removed from `MVert`,
leaving only `float3`, which has similar benefits (see T93602).
Removing the combination of derived and original data makes it
conceptually simpler to only calculate normals when necessary.
This is especially important now that we have more opportunities
for temporary meshes in geometry nodes.
**Performance**
In addition to the theoretical future performance improvements by
making `MVert == float3`, I've done some basic performance testing
on this patch directly. The data is fairly rough, but it gives an idea
about where things stand generally.
- Mesh line primitive 4m Verts: 1.16x faster (36 -> 31 ms),
showing that accessing just `MVert` is now more efficient.
- Spring Splash Screen: 1.03-1.06 -> 1.06-1.11 FPS, a very slight
change that at least shows there is no regression.
- Sprite Fright Snail Smoosh: 3.30-3.40 -> 3.42-3.50 FPS, a small
but observable speedup.
- Set Position Node with Scaled Normal: 1.36x faster (53 -> 39 ms),
shows that using normals in geometry nodes is faster.
- Normal Calculation 1.6m Vert Cube: 1.19x faster (25 -> 21 ms),
shows that calculating normals is slightly faster now.
- File Size of 1.6m Vert Cube: 1.03x smaller (214.7 -> 208.4 MB),
Normals are not saved in files, which can help with large meshes.
As for memory usage, it may be slightly more in some cases, but
I didn't observe any difference in the production files I tested.
**Tests**
Some modifiers and cycles test results need to be updated with this
commit, for two reasons:
- The subdivision surface modifier is not responsible for calculating
normals anymore. In master, the modifier creates different normals
than the result of the `Mesh` normal calculation, so this is a bug
fix.
- There are small differences in the results of some modifiers that
use normals because they are not converted to and from `short`
anymore.
**Future improvements**
- Remove `ModifierTypeInfo::dependsOnNormals`. Code in each modifier
already retrieves normals if they are needed anyway.
- Copy normals as part of a better CoW system for attributes.
- Make more areas use lazy instead of eager normal calculation.
- Remove `BKE_mesh_normals_tag_dirty` in more places since that is
now the default state of a new mesh.
- Possibly apply a similar change to derived face corner normals.
Differential Revision: https://developer.blender.org/D12770
2022-01-13 14:37:58 -06:00
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* conversion from edges to vertices is very simple. Use "manual" domain interpolation
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* instead of the GeometryComponent API to avoid calculating unnecessary values and to
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* allow normalizing the result more simply. */
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2023-02-27 15:52:29 -05:00
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Span<float3> vert_normals = mesh.vert_normals();
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Mesh: Move edges to a generic attribute
Implements #95966, as the final step of #95965.
This commit changes the storage of mesh edge vertex indices from the
`MEdge` type to the generic `int2` attribute type. This follows the
general design for geometry and the attribute system, where the data
storage type and the usage semantics are separated.
The main benefit of the change is reduced memory usage-- the
requirements of storing mesh edges is reduced by 1/3. For example,
this saves 8MB on a 1 million vertex grid. This also gives performance
benefits to any memory-bound mesh processing algorithm that uses edges.
Another benefit is that all of the edge's vertex indices are
contiguous. In a few cases, it's helpful to process all of them as
`Span<int>` rather than `Span<int2>`. Similarly, the type is more
likely to match a generic format used by a library, or code that
shouldn't know about specific Blender `Mesh` types.
Various Notes:
- The `.edge_verts` name is used to reflect a mapping between domains,
similar to `.corner_verts`, etc. The period means that it the data
shouldn't change arbitrarily by the user or procedural operations.
- `edge[0]` is now used instead of `edge.v1`
- Signed integers are used instead of unsigned to reduce the mixing
of signed-ness, which can be error prone.
- All of the previously used core mesh data types (`MVert`, `MEdge`,
`MLoop`, `MPoly` are now deprecated. Only generic types are used).
- The `vec2i` DNA type is used in the few C files where necessary.
Pull Request: https://projects.blender.org/blender/blender/pulls/106638
2023-04-17 13:47:41 +02:00
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const Span<int2> edges = mesh.edges();
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2022-01-10 16:41:05 -06:00
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Array<float3> edge_normals(mask.min_array_size());
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BLI: refactor IndexMask for better performance and memory usage
Goals of this refactor:
* Reduce memory consumption of `IndexMask`. The old `IndexMask` uses an
`int64_t` for each index which is more than necessary in pretty much all
practical cases currently. Using `int32_t` might still become limiting
in the future in case we use this to index e.g. byte buffers larger than
a few gigabytes. We also don't want to template `IndexMask`, because
that would cause a split in the "ecosystem", or everything would have to
be implemented twice or templated.
* Allow for more multi-threading. The old `IndexMask` contains a single
array. This is generally good but has the problem that it is hard to fill
from multiple-threads when the final size is not known from the beginning.
This is commonly the case when e.g. converting an array of bool to an
index mask. Currently, this kind of code only runs on a single thread.
* Allow for efficient set operations like join, intersect and difference.
It should be possible to multi-thread those operations.
* It should be possible to iterate over an `IndexMask` very efficiently.
The most important part of that is to avoid all memory access when iterating
over continuous ranges. For some core nodes (e.g. math nodes), we generate
optimized code for the cases of irregular index masks and simple index ranges.
To achieve these goals, a few compromises had to made:
* Slicing of the mask (at specific indices) and random element access is
`O(log #indices)` now, but with a low constant factor. It should be possible
to split a mask into n approximately equally sized parts in `O(n)` though,
making the time per split `O(1)`.
* Using range-based for loops does not work well when iterating over a nested
data structure like the new `IndexMask`. Therefor, `foreach_*` functions with
callbacks have to be used. To avoid extra code complexity at the call site,
the `foreach_*` methods support multi-threading out of the box.
The new data structure splits an `IndexMask` into an arbitrary number of ordered
`IndexMaskSegment`. Each segment can contain at most `2^14 = 16384` indices. The
indices within a segment are stored as `int16_t`. Each segment has an additional
`int64_t` offset which allows storing arbitrary `int64_t` indices. This approach
has the main benefits that segments can be processed/constructed individually on
multiple threads without a serial bottleneck. Also it reduces the memory
requirements significantly.
For more details see comments in `BLI_index_mask.hh`.
I did a few tests to verify that the data structure generally improves
performance and does not cause regressions:
* Our field evaluation benchmarks take about as much as before. This is to be
expected because we already made sure that e.g. add node evaluation is
vectorized. The important thing here is to check that changes to the way we
iterate over the indices still allows for auto-vectorization.
* Memory usage by a mask is about 1/4 of what it was before in the average case.
That's mainly caused by the switch from `int64_t` to `int16_t` for indices.
In the worst case, the memory requirements can be larger when there are many
indices that are very far away. However, when they are far away from each other,
that indicates that there aren't many indices in total. In common cases, memory
usage can be way lower than 1/4 of before, because sub-ranges use static memory.
* For some more specific numbers I benchmarked `IndexMask::from_bools` in
`index_mask_from_selection` on 10.000.000 elements at various probabilities for
`true` at every index:
```
Probability Old New
0 4.6 ms 0.8 ms
0.001 5.1 ms 1.3 ms
0.2 8.4 ms 1.8 ms
0.5 15.3 ms 3.0 ms
0.8 20.1 ms 3.0 ms
0.999 25.1 ms 1.7 ms
1 13.5 ms 1.1 ms
```
Pull Request: https://projects.blender.org/blender/blender/pulls/104629
2023-05-24 18:11:41 +02:00
|
|
|
mask.foreach_index([&](const int i) {
|
Mesh: Move edges to a generic attribute
Implements #95966, as the final step of #95965.
This commit changes the storage of mesh edge vertex indices from the
`MEdge` type to the generic `int2` attribute type. This follows the
general design for geometry and the attribute system, where the data
storage type and the usage semantics are separated.
The main benefit of the change is reduced memory usage-- the
requirements of storing mesh edges is reduced by 1/3. For example,
this saves 8MB on a 1 million vertex grid. This also gives performance
benefits to any memory-bound mesh processing algorithm that uses edges.
Another benefit is that all of the edge's vertex indices are
contiguous. In a few cases, it's helpful to process all of them as
`Span<int>` rather than `Span<int2>`. Similarly, the type is more
likely to match a generic format used by a library, or code that
shouldn't know about specific Blender `Mesh` types.
Various Notes:
- The `.edge_verts` name is used to reflect a mapping between domains,
similar to `.corner_verts`, etc. The period means that it the data
shouldn't change arbitrarily by the user or procedural operations.
- `edge[0]` is now used instead of `edge.v1`
- Signed integers are used instead of unsigned to reduce the mixing
of signed-ness, which can be error prone.
- All of the previously used core mesh data types (`MVert`, `MEdge`,
`MLoop`, `MPoly` are now deprecated. Only generic types are used).
- The `vec2i` DNA type is used in the few C files where necessary.
Pull Request: https://projects.blender.org/blender/blender/pulls/106638
2023-04-17 13:47:41 +02:00
|
|
|
const int2 &edge = edges[i];
|
BLI: Refactor vector types & functions to use templates
This patch implements the vector types (i.e:`float2`) by making heavy
usage of templating. All vector functions are now outside of the vector
classes (inside the `blender::math` namespace) and are not vector size
dependent for the most part.
In the ongoing effort to make shaders less GL centric, we are aiming
to share more code between GLSL and C++ to avoid code duplication.
####Motivations:
- We are aiming to share UBO and SSBO structures between GLSL and C++.
This means we will use many of the existing vector types and others
we currently don't have (uintX, intX). All these variations were
asking for many more code duplication.
- Deduplicate existing code which is duplicated for each vector size.
- We also want to share small functions. Which means that vector
functions should be static and not in the class namespace.
- Reduce friction to use these types in new projects due to their
incompleteness.
- The current state of the `BLI_(float|double|mpq)(2|3|4).hh` is a
bit of a let down. Most clases are incomplete, out of sync with each
others with different codestyles, and some functions that should be
static are not (i.e: `float3::reflect()`).
####Upsides:
- Still support `.x, .y, .z, .w` for readability.
- Compact, readable and easilly extendable.
- All of the vector functions are available for all the vectors types
and can be restricted to certain types. Also template specialization
let us define exception for special class (like mpq).
- With optimization ON, the compiler unroll the loops and performance
is the same.
####Downsides:
- Might impact debugability. Though I would arge that the bugs are
rarelly caused by the vector class itself (since the operations are
quite trivial) but by the type conversions.
- Might impact compile time. I did not saw a significant impact since
the usage is not really widespread.
- Functions needs to be rewritten to support arbitrary vector length.
For instance, one can't call `len_squared_v3v3` in
`math::length_squared()` and call it a day.
- Type cast does not work with the template version of the `math::`
vector functions. Meaning you need to manually cast `float *` and
`(float *)[3]` to `float3` for the function calls.
i.e: `math::distance_squared(float3(nearest.co), positions[i]);`
- Some parts might loose in readability:
`float3::dot(v1.normalized(), v2.normalized())`
becoming
`math::dot(math::normalize(v1), math::normalize(v2))`
But I propose, when appropriate, to use
`using namespace blender::math;` on function local or file scope to
increase readability.
`dot(normalize(v1), normalize(v2))`
####Consideration:
- Include back `.length()` method. It is quite handy and is more C++
oriented.
- I considered the GLM library as a candidate for replacement. It felt
like too much for what we need and would be difficult to extend / modify
to our needs.
- I used Macros to reduce code in operators declaration and potential
copy paste bugs. This could reduce debugability and could be reverted.
- This touches `delaunay_2d.cc` and the intersection code. I would like
to know @howardt opinion on the matter.
- The `noexcept` on the copy constructor of `mpq(2|3)` is being removed.
But according to @JacquesLucke it is not a real problem for now.
I would like to give a huge thanks to @JacquesLucke who helped during this
and pushed me to reduce the duplication further.
Reviewed By: brecht, sergey, JacquesLucke
Differential Revision: https://developer.blender.org/D13791
2022-01-12 12:57:07 +01:00
|
|
|
edge_normals[i] = math::normalize(
|
Mesh: Move edges to a generic attribute
Implements #95966, as the final step of #95965.
This commit changes the storage of mesh edge vertex indices from the
`MEdge` type to the generic `int2` attribute type. This follows the
general design for geometry and the attribute system, where the data
storage type and the usage semantics are separated.
The main benefit of the change is reduced memory usage-- the
requirements of storing mesh edges is reduced by 1/3. For example,
this saves 8MB on a 1 million vertex grid. This also gives performance
benefits to any memory-bound mesh processing algorithm that uses edges.
Another benefit is that all of the edge's vertex indices are
contiguous. In a few cases, it's helpful to process all of them as
`Span<int>` rather than `Span<int2>`. Similarly, the type is more
likely to match a generic format used by a library, or code that
shouldn't know about specific Blender `Mesh` types.
Various Notes:
- The `.edge_verts` name is used to reflect a mapping between domains,
similar to `.corner_verts`, etc. The period means that it the data
shouldn't change arbitrarily by the user or procedural operations.
- `edge[0]` is now used instead of `edge.v1`
- Signed integers are used instead of unsigned to reduce the mixing
of signed-ness, which can be error prone.
- All of the previously used core mesh data types (`MVert`, `MEdge`,
`MLoop`, `MPoly` are now deprecated. Only generic types are used).
- The `vec2i` DNA type is used in the few C files where necessary.
Pull Request: https://projects.blender.org/blender/blender/pulls/106638
2023-04-17 13:47:41 +02:00
|
|
|
math::interpolate(vert_normals[edge[0]], vert_normals[edge[1]], 0.5f));
|
BLI: refactor IndexMask for better performance and memory usage
Goals of this refactor:
* Reduce memory consumption of `IndexMask`. The old `IndexMask` uses an
`int64_t` for each index which is more than necessary in pretty much all
practical cases currently. Using `int32_t` might still become limiting
in the future in case we use this to index e.g. byte buffers larger than
a few gigabytes. We also don't want to template `IndexMask`, because
that would cause a split in the "ecosystem", or everything would have to
be implemented twice or templated.
* Allow for more multi-threading. The old `IndexMask` contains a single
array. This is generally good but has the problem that it is hard to fill
from multiple-threads when the final size is not known from the beginning.
This is commonly the case when e.g. converting an array of bool to an
index mask. Currently, this kind of code only runs on a single thread.
* Allow for efficient set operations like join, intersect and difference.
It should be possible to multi-thread those operations.
* It should be possible to iterate over an `IndexMask` very efficiently.
The most important part of that is to avoid all memory access when iterating
over continuous ranges. For some core nodes (e.g. math nodes), we generate
optimized code for the cases of irregular index masks and simple index ranges.
To achieve these goals, a few compromises had to made:
* Slicing of the mask (at specific indices) and random element access is
`O(log #indices)` now, but with a low constant factor. It should be possible
to split a mask into n approximately equally sized parts in `O(n)` though,
making the time per split `O(1)`.
* Using range-based for loops does not work well when iterating over a nested
data structure like the new `IndexMask`. Therefor, `foreach_*` functions with
callbacks have to be used. To avoid extra code complexity at the call site,
the `foreach_*` methods support multi-threading out of the box.
The new data structure splits an `IndexMask` into an arbitrary number of ordered
`IndexMaskSegment`. Each segment can contain at most `2^14 = 16384` indices. The
indices within a segment are stored as `int16_t`. Each segment has an additional
`int64_t` offset which allows storing arbitrary `int64_t` indices. This approach
has the main benefits that segments can be processed/constructed individually on
multiple threads without a serial bottleneck. Also it reduces the memory
requirements significantly.
For more details see comments in `BLI_index_mask.hh`.
I did a few tests to verify that the data structure generally improves
performance and does not cause regressions:
* Our field evaluation benchmarks take about as much as before. This is to be
expected because we already made sure that e.g. add node evaluation is
vectorized. The important thing here is to check that changes to the way we
iterate over the indices still allows for auto-vectorization.
* Memory usage by a mask is about 1/4 of what it was before in the average case.
That's mainly caused by the switch from `int64_t` to `int16_t` for indices.
In the worst case, the memory requirements can be larger when there are many
indices that are very far away. However, when they are far away from each other,
that indicates that there aren't many indices in total. In common cases, memory
usage can be way lower than 1/4 of before, because sub-ranges use static memory.
* For some more specific numbers I benchmarked `IndexMask::from_bools` in
`index_mask_from_selection` on 10.000.000 elements at various probabilities for
`true` at every index:
```
Probability Old New
0 4.6 ms 0.8 ms
0.001 5.1 ms 1.3 ms
0.2 8.4 ms 1.8 ms
0.5 15.3 ms 3.0 ms
0.8 20.1 ms 3.0 ms
0.999 25.1 ms 1.7 ms
1 13.5 ms 1.1 ms
```
Pull Request: https://projects.blender.org/blender/blender/pulls/104629
2023-05-24 18:11:41 +02:00
|
|
|
});
|
2022-01-10 16:41:05 -06:00
|
|
|
|
|
|
|
|
return VArray<float3>::ForContainer(std::move(edge_normals));
|
|
|
|
|
}
|
2023-12-20 13:13:16 -05:00
|
|
|
case AttrDomain::Corner: {
|
2022-01-10 16:41:05 -06:00
|
|
|
/* The normals on corners are just the mesh's face normals, so start with the face normal
|
Refactor: Move normals out of MVert, lazy calculation
As described in T91186, this commit moves mesh vertex normals into a
contiguous array of float vectors in a custom data layer, how face
normals are currently stored.
The main interface is documented in `BKE_mesh.h`. Vertex and face
normals are now calculated on-demand and cached, retrieved with an
"ensure" function. Since the logical state of a mesh is now "has
normals when necessary", they can be retrieved from a `const` mesh.
The goal is to use on-demand calculation for all derived data, but
leave room for eager calculation for performance purposes (modifier
evaluation is threaded, but viewport data generation is not).
**Benefits**
This moves us closer to a SoA approach rather than the current AoS
paradigm. Accessing a contiguous `float3` is much more efficient than
retrieving data from a larger struct. The memory requirements for
accessing only normals or vertex locations are smaller, and at the
cost of more memory usage for just normals, they now don't have to
be converted between float and short, which also simplifies code
In the future, the remaining items can be removed from `MVert`,
leaving only `float3`, which has similar benefits (see T93602).
Removing the combination of derived and original data makes it
conceptually simpler to only calculate normals when necessary.
This is especially important now that we have more opportunities
for temporary meshes in geometry nodes.
**Performance**
In addition to the theoretical future performance improvements by
making `MVert == float3`, I've done some basic performance testing
on this patch directly. The data is fairly rough, but it gives an idea
about where things stand generally.
- Mesh line primitive 4m Verts: 1.16x faster (36 -> 31 ms),
showing that accessing just `MVert` is now more efficient.
- Spring Splash Screen: 1.03-1.06 -> 1.06-1.11 FPS, a very slight
change that at least shows there is no regression.
- Sprite Fright Snail Smoosh: 3.30-3.40 -> 3.42-3.50 FPS, a small
but observable speedup.
- Set Position Node with Scaled Normal: 1.36x faster (53 -> 39 ms),
shows that using normals in geometry nodes is faster.
- Normal Calculation 1.6m Vert Cube: 1.19x faster (25 -> 21 ms),
shows that calculating normals is slightly faster now.
- File Size of 1.6m Vert Cube: 1.03x smaller (214.7 -> 208.4 MB),
Normals are not saved in files, which can help with large meshes.
As for memory usage, it may be slightly more in some cases, but
I didn't observe any difference in the production files I tested.
**Tests**
Some modifiers and cycles test results need to be updated with this
commit, for two reasons:
- The subdivision surface modifier is not responsible for calculating
normals anymore. In master, the modifier creates different normals
than the result of the `Mesh` normal calculation, so this is a bug
fix.
- There are small differences in the results of some modifiers that
use normals because they are not converted to and from `short`
anymore.
**Future improvements**
- Remove `ModifierTypeInfo::dependsOnNormals`. Code in each modifier
already retrieves normals if they are needed anyway.
- Copy normals as part of a better CoW system for attributes.
- Make more areas use lazy instead of eager normal calculation.
- Remove `BKE_mesh_normals_tag_dirty` in more places since that is
now the default state of a new mesh.
- Possibly apply a similar change to derived face corner normals.
Differential Revision: https://developer.blender.org/D12770
2022-01-13 14:37:58 -06:00
|
|
|
* array and copy the face normal for each of its corners. In this case using the mesh
|
|
|
|
|
* component's generic domain interpolation is fine, the data will still be normalized,
|
|
|
|
|
* since the face normal is just copied to every corner. */
|
2022-09-07 21:41:39 -05:00
|
|
|
return mesh.attributes().adapt_domain(
|
2023-12-20 13:13:16 -05:00
|
|
|
VArray<float3>::ForSpan(mesh.face_normals()), AttrDomain::Face, AttrDomain::Corner);
|
2022-01-10 16:41:05 -06:00
|
|
|
}
|
|
|
|
|
default:
|
|
|
|
|
return {};
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/** \} */
|
|
|
|
|
|
|
|
|
|
/* -------------------------------------------------------------------- */
|
2021-03-08 11:41:23 -05:00
|
|
|
/** \name Attribute Access
|
|
|
|
|
* \{ */
|
|
|
|
|
|
|
|
|
|
template<typename T>
|
|
|
|
|
static void adapt_mesh_domain_corner_to_point_impl(const Mesh &mesh,
|
Geometry Nodes: use virtual arrays in internal attribute api
A virtual array is a data structure that is similar to a normal array
in that its elements can be accessed by an index. However, a virtual
array does not have to be a contiguous array internally. Instead, its
elements can be layed out arbitrarily while element access happens
through a virtual function call. However, the virtual array data
structures are designed so that the virtual function call can be avoided
in cases where it could become a bottleneck.
Most commonly, a virtual array is backed by an actual array/span or
is a single value internally, that is the same for every index.
Besides those, there are many more specialized virtual arrays like the
ones that provides vertex positions based on the `MVert` struct or
vertex group weights.
Not all attributes used by geometry nodes are stored in simple contiguous
arrays. To provide uniform access to all kinds of attributes, the attribute
API has to provide virtual array functionality that hides the implementation
details of attributes.
Before this refactor, the attribute API provided its own virtual array
implementation as part of the `ReadAttribute` and `WriteAttribute` types.
That resulted in unnecessary code duplication with the virtual array system.
Even worse, it bound many algorithms used by geometry nodes to the specifics
of the attribute API, even though they could also use different data sources
(such as data from sockets, default values, later results of expressions, ...).
This refactor removes the `ReadAttribute` and `WriteAttribute` types and
replaces them with `GVArray` and `GVMutableArray` respectively. The `GV`
stands for "generic virtual". The "generic" means that the data type contained
in those virtual arrays is only known at run-time. There are the corresponding
statically typed types `VArray<T>` and `VMutableArray<T>` as well.
No regressions are expected from this refactor. It does come with one
improvement for users. The attribute API can convert the data type
on write now. This is especially useful when writing to builtin attributes
like `material_index` with e.g. the Attribute Math node (which usually
just writes to float attributes, while `material_index` is an integer attribute).
Differential Revision: https://developer.blender.org/D10994
2021-04-17 16:41:03 +02:00
|
|
|
const VArray<T> &old_values,
|
2021-03-08 11:41:23 -05:00
|
|
|
MutableSpan<T> r_values)
|
|
|
|
|
{
|
2023-12-20 02:21:48 +01:00
|
|
|
BLI_assert(r_values.size() == mesh.verts_num);
|
Mesh: Replace MLoop struct with generic attributes
Implements #102359.
Split the `MLoop` struct into two separate integer arrays called
`corner_verts` and `corner_edges`, referring to the vertex each corner
is attached to and the next edge around the face at each corner. These
arrays can be sliced to give access to the edges or vertices in a face.
Then they are often referred to as "poly_verts" or "poly_edges".
The main benefits are halving the necessary memory bandwidth when only
one array is used and simplifications from using regular integer indices
instead of a special-purpose struct.
The commit also starts a renaming from "loop" to "corner" in mesh code.
Like the other mesh struct of array refactors, forward compatibility is
kept by writing files with the older format. This will be done until 4.0
to ease the transition process.
Looking at a small portion of the patch should give a good impression
for the rest of the changes. I tried to make the changes as small as
possible so it's easy to tell the correctness from the diff. Though I
found Blender developers have been very inventive over the last decade
when finding different ways to loop over the corners in a face.
For performance, nearly every piece of code that deals with `Mesh` is
slightly impacted. Any algorithm that is memory bottle-necked should
see an improvement. For example, here is a comparison of interpolating
a vertex float attribute to face corners (Ryzen 3700x):
**Before** (Average: 3.7 ms, Min: 3.4 ms)
```
threading::parallel_for(loops.index_range(), 4096, [&](IndexRange range) {
for (const int64_t i : range) {
dst[i] = src[loops[i].v];
}
});
```
**After** (Average: 2.9 ms, Min: 2.6 ms)
```
array_utils::gather(src, corner_verts, dst);
```
That's an improvement of 28% to the average timings, and it's also a
simplification, since an index-based routine can be used instead.
For more examples using the new arrays, see the design task.
Pull Request: https://projects.blender.org/blender/blender/pulls/104424
2023-03-20 15:55:13 +01:00
|
|
|
const Span<int> corner_verts = mesh.corner_verts();
|
Mesh: Remove redundant custom data pointers
For copy-on-write, we want to share attribute arrays between meshes
where possible. Mutable pointers like `Mesh.mvert` make that difficult
by making ownership vague. They also make code more complex by adding
redundancy.
The simplest solution is just removing them and retrieving layers from
`CustomData` as needed. Similar changes have already been applied to
curves and point clouds (e9f82d3dc7ee, 410a6efb747f). Removing use of
the pointers generally makes code more obvious and more reusable.
Mesh data is now accessed with a C++ API (`Mesh::edges()` or
`Mesh::edges_for_write()`), and a C API (`BKE_mesh_edges(mesh)`).
The CoW changes this commit makes possible are described in T95845
and T95842, and started in D14139 and D14140. The change also simplifies
the ongoing mesh struct-of-array refactors from T95965.
**RNA/Python Access Performance**
Theoretically, accessing mesh elements with the RNA API may become
slower, since the layer needs to be found on every random access.
However, overhead is already high enough that this doesn't make a
noticible differenc, and performance is actually improved in some
cases. Random access can be up to 10% faster, but other situations
might be a bit slower. Generally using `foreach_get/set` are the best
way to improve performance. See the differential revision for more
discussion about Python performance.
Cycles has been updated to use raw pointers and the internal Blender
mesh types, mostly because there is no sense in having this overhead
when it's already compiled with Blender. In my tests this roughly
halves the Cycles mesh creation time (0.19s to 0.10s for a 1 million
face grid).
Differential Revision: https://developer.blender.org/D15488
2022-09-05 11:56:34 -05:00
|
|
|
|
2021-03-08 11:41:23 -05:00
|
|
|
attribute_math::DefaultMixer<T> mixer(r_values);
|
2023-12-20 02:21:48 +01:00
|
|
|
for (const int corner : IndexRange(mesh.corners_num)) {
|
Mesh: Replace MLoop struct with generic attributes
Implements #102359.
Split the `MLoop` struct into two separate integer arrays called
`corner_verts` and `corner_edges`, referring to the vertex each corner
is attached to and the next edge around the face at each corner. These
arrays can be sliced to give access to the edges or vertices in a face.
Then they are often referred to as "poly_verts" or "poly_edges".
The main benefits are halving the necessary memory bandwidth when only
one array is used and simplifications from using regular integer indices
instead of a special-purpose struct.
The commit also starts a renaming from "loop" to "corner" in mesh code.
Like the other mesh struct of array refactors, forward compatibility is
kept by writing files with the older format. This will be done until 4.0
to ease the transition process.
Looking at a small portion of the patch should give a good impression
for the rest of the changes. I tried to make the changes as small as
possible so it's easy to tell the correctness from the diff. Though I
found Blender developers have been very inventive over the last decade
when finding different ways to loop over the corners in a face.
For performance, nearly every piece of code that deals with `Mesh` is
slightly impacted. Any algorithm that is memory bottle-necked should
see an improvement. For example, here is a comparison of interpolating
a vertex float attribute to face corners (Ryzen 3700x):
**Before** (Average: 3.7 ms, Min: 3.4 ms)
```
threading::parallel_for(loops.index_range(), 4096, [&](IndexRange range) {
for (const int64_t i : range) {
dst[i] = src[loops[i].v];
}
});
```
**After** (Average: 2.9 ms, Min: 2.6 ms)
```
array_utils::gather(src, corner_verts, dst);
```
That's an improvement of 28% to the average timings, and it's also a
simplification, since an index-based routine can be used instead.
For more examples using the new arrays, see the design task.
Pull Request: https://projects.blender.org/blender/blender/pulls/104424
2023-03-20 15:55:13 +01:00
|
|
|
mixer.mix_in(corner_verts[corner], old_values[corner]);
|
2021-03-08 11:41:23 -05:00
|
|
|
}
|
|
|
|
|
mixer.finalize();
|
|
|
|
|
}
|
|
|
|
|
|
2021-09-15 10:28:00 -05:00
|
|
|
/* A vertex is selected if all connected face corners were selected and it is not loose. */
|
|
|
|
|
template<>
|
|
|
|
|
void adapt_mesh_domain_corner_to_point_impl(const Mesh &mesh,
|
|
|
|
|
const VArray<bool> &old_values,
|
|
|
|
|
MutableSpan<bool> r_values)
|
|
|
|
|
{
|
2023-12-20 02:21:48 +01:00
|
|
|
BLI_assert(r_values.size() == mesh.verts_num);
|
Mesh: Replace MLoop struct with generic attributes
Implements #102359.
Split the `MLoop` struct into two separate integer arrays called
`corner_verts` and `corner_edges`, referring to the vertex each corner
is attached to and the next edge around the face at each corner. These
arrays can be sliced to give access to the edges or vertices in a face.
Then they are often referred to as "poly_verts" or "poly_edges".
The main benefits are halving the necessary memory bandwidth when only
one array is used and simplifications from using regular integer indices
instead of a special-purpose struct.
The commit also starts a renaming from "loop" to "corner" in mesh code.
Like the other mesh struct of array refactors, forward compatibility is
kept by writing files with the older format. This will be done until 4.0
to ease the transition process.
Looking at a small portion of the patch should give a good impression
for the rest of the changes. I tried to make the changes as small as
possible so it's easy to tell the correctness from the diff. Though I
found Blender developers have been very inventive over the last decade
when finding different ways to loop over the corners in a face.
For performance, nearly every piece of code that deals with `Mesh` is
slightly impacted. Any algorithm that is memory bottle-necked should
see an improvement. For example, here is a comparison of interpolating
a vertex float attribute to face corners (Ryzen 3700x):
**Before** (Average: 3.7 ms, Min: 3.4 ms)
```
threading::parallel_for(loops.index_range(), 4096, [&](IndexRange range) {
for (const int64_t i : range) {
dst[i] = src[loops[i].v];
}
});
```
**After** (Average: 2.9 ms, Min: 2.6 ms)
```
array_utils::gather(src, corner_verts, dst);
```
That's an improvement of 28% to the average timings, and it's also a
simplification, since an index-based routine can be used instead.
For more examples using the new arrays, see the design task.
Pull Request: https://projects.blender.org/blender/blender/pulls/104424
2023-03-20 15:55:13 +01:00
|
|
|
const Span<int> corner_verts = mesh.corner_verts();
|
Mesh: Remove redundant custom data pointers
For copy-on-write, we want to share attribute arrays between meshes
where possible. Mutable pointers like `Mesh.mvert` make that difficult
by making ownership vague. They also make code more complex by adding
redundancy.
The simplest solution is just removing them and retrieving layers from
`CustomData` as needed. Similar changes have already been applied to
curves and point clouds (e9f82d3dc7ee, 410a6efb747f). Removing use of
the pointers generally makes code more obvious and more reusable.
Mesh data is now accessed with a C++ API (`Mesh::edges()` or
`Mesh::edges_for_write()`), and a C API (`BKE_mesh_edges(mesh)`).
The CoW changes this commit makes possible are described in T95845
and T95842, and started in D14139 and D14140. The change also simplifies
the ongoing mesh struct-of-array refactors from T95965.
**RNA/Python Access Performance**
Theoretically, accessing mesh elements with the RNA API may become
slower, since the layer needs to be found on every random access.
However, overhead is already high enough that this doesn't make a
noticible differenc, and performance is actually improved in some
cases. Random access can be up to 10% faster, but other situations
might be a bit slower. Generally using `foreach_get/set` are the best
way to improve performance. See the differential revision for more
discussion about Python performance.
Cycles has been updated to use raw pointers and the internal Blender
mesh types, mostly because there is no sense in having this overhead
when it's already compiled with Blender. In my tests this roughly
halves the Cycles mesh creation time (0.19s to 0.10s for a 1 million
face grid).
Differential Revision: https://developer.blender.org/D15488
2022-09-05 11:56:34 -05:00
|
|
|
|
2021-09-15 10:28:00 -05:00
|
|
|
r_values.fill(true);
|
2023-12-20 02:21:48 +01:00
|
|
|
for (const int corner : IndexRange(mesh.corners_num)) {
|
Mesh: Replace MLoop struct with generic attributes
Implements #102359.
Split the `MLoop` struct into two separate integer arrays called
`corner_verts` and `corner_edges`, referring to the vertex each corner
is attached to and the next edge around the face at each corner. These
arrays can be sliced to give access to the edges or vertices in a face.
Then they are often referred to as "poly_verts" or "poly_edges".
The main benefits are halving the necessary memory bandwidth when only
one array is used and simplifications from using regular integer indices
instead of a special-purpose struct.
The commit also starts a renaming from "loop" to "corner" in mesh code.
Like the other mesh struct of array refactors, forward compatibility is
kept by writing files with the older format. This will be done until 4.0
to ease the transition process.
Looking at a small portion of the patch should give a good impression
for the rest of the changes. I tried to make the changes as small as
possible so it's easy to tell the correctness from the diff. Though I
found Blender developers have been very inventive over the last decade
when finding different ways to loop over the corners in a face.
For performance, nearly every piece of code that deals with `Mesh` is
slightly impacted. Any algorithm that is memory bottle-necked should
see an improvement. For example, here is a comparison of interpolating
a vertex float attribute to face corners (Ryzen 3700x):
**Before** (Average: 3.7 ms, Min: 3.4 ms)
```
threading::parallel_for(loops.index_range(), 4096, [&](IndexRange range) {
for (const int64_t i : range) {
dst[i] = src[loops[i].v];
}
});
```
**After** (Average: 2.9 ms, Min: 2.6 ms)
```
array_utils::gather(src, corner_verts, dst);
```
That's an improvement of 28% to the average timings, and it's also a
simplification, since an index-based routine can be used instead.
For more examples using the new arrays, see the design task.
Pull Request: https://projects.blender.org/blender/blender/pulls/104424
2023-03-20 15:55:13 +01:00
|
|
|
const int point_index = corner_verts[corner];
|
2021-09-15 10:28:00 -05:00
|
|
|
|
Mesh: Replace MLoop struct with generic attributes
Implements #102359.
Split the `MLoop` struct into two separate integer arrays called
`corner_verts` and `corner_edges`, referring to the vertex each corner
is attached to and the next edge around the face at each corner. These
arrays can be sliced to give access to the edges or vertices in a face.
Then they are often referred to as "poly_verts" or "poly_edges".
The main benefits are halving the necessary memory bandwidth when only
one array is used and simplifications from using regular integer indices
instead of a special-purpose struct.
The commit also starts a renaming from "loop" to "corner" in mesh code.
Like the other mesh struct of array refactors, forward compatibility is
kept by writing files with the older format. This will be done until 4.0
to ease the transition process.
Looking at a small portion of the patch should give a good impression
for the rest of the changes. I tried to make the changes as small as
possible so it's easy to tell the correctness from the diff. Though I
found Blender developers have been very inventive over the last decade
when finding different ways to loop over the corners in a face.
For performance, nearly every piece of code that deals with `Mesh` is
slightly impacted. Any algorithm that is memory bottle-necked should
see an improvement. For example, here is a comparison of interpolating
a vertex float attribute to face corners (Ryzen 3700x):
**Before** (Average: 3.7 ms, Min: 3.4 ms)
```
threading::parallel_for(loops.index_range(), 4096, [&](IndexRange range) {
for (const int64_t i : range) {
dst[i] = src[loops[i].v];
}
});
```
**After** (Average: 2.9 ms, Min: 2.6 ms)
```
array_utils::gather(src, corner_verts, dst);
```
That's an improvement of 28% to the average timings, and it's also a
simplification, since an index-based routine can be used instead.
For more examples using the new arrays, see the design task.
Pull Request: https://projects.blender.org/blender/blender/pulls/104424
2023-03-20 15:55:13 +01:00
|
|
|
if (!old_values[corner]) {
|
2021-09-15 10:28:00 -05:00
|
|
|
r_values[point_index] = false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* Deselect loose vertices without corners that are still selected from the 'true' default. */
|
2023-06-15 22:18:28 +02:00
|
|
|
const LooseVertCache &loose_verts = mesh.verts_no_face();
|
2023-04-22 13:46:11 +02:00
|
|
|
if (loose_verts.count > 0) {
|
|
|
|
|
const BitSpan bits = loose_verts.is_loose_bits;
|
|
|
|
|
threading::parallel_for(bits.index_range(), 2048, [&](const IndexRange range) {
|
|
|
|
|
for (const int vert_index : range) {
|
|
|
|
|
if (bits[vert_index]) {
|
|
|
|
|
r_values[vert_index] = false;
|
|
|
|
|
}
|
2022-10-07 17:54:05 -05:00
|
|
|
}
|
2023-04-22 13:46:11 +02:00
|
|
|
});
|
|
|
|
|
}
|
2021-09-15 10:28:00 -05:00
|
|
|
}
|
|
|
|
|
|
Geometry Nodes: refactor virtual array system
Goals of this refactor:
* Simplify creating virtual arrays.
* Simplify passing virtual arrays around.
* Simplify converting between typed and generic virtual arrays.
* Reduce memory allocations.
As a quick reminder, a virtual arrays is a data structure that behaves like an
array (i.e. it can be accessed using an index). However, it may not actually
be stored as array internally. The two most important implementations
of virtual arrays are those that correspond to an actual plain array and those
that have the same value for every index. However, many more
implementations exist for various reasons (interfacing with legacy attributes,
unified iterator over all points in multiple splines, ...).
With this refactor the core types (`VArray`, `GVArray`, `VMutableArray` and
`GVMutableArray`) can be used like "normal values". They typically live
on the stack. Before, they were usually inside a `std::unique_ptr`. This makes
passing them around much easier. Creation of new virtual arrays is also
much simpler now due to some constructors. Memory allocations are
reduced by making use of small object optimization inside the core types.
Previously, `VArray` was a class with virtual methods that had to be overridden
to change the behavior of a the virtual array. Now,`VArray` has a fixed size
and has no virtual methods. Instead it contains a `VArrayImpl` that is
similar to the old `VArray`. `VArrayImpl` should rarely ever be used directly,
unless a new virtual array implementation is added.
To support the small object optimization for many `VArrayImpl` classes,
a new `blender::Any` type is added. It is similar to `std::any` with two
additional features. It has an adjustable inline buffer size and alignment.
The inline buffer size of `std::any` can't be relied on and is usually too
small for our use case here. Furthermore, `blender::Any` can store
additional user-defined type information without increasing the
stack size.
Differential Revision: https://developer.blender.org/D12986
2021-11-16 10:15:51 +01:00
|
|
|
static GVArray adapt_mesh_domain_corner_to_point(const Mesh &mesh, const GVArray &varray)
|
2021-03-08 11:41:23 -05:00
|
|
|
{
|
2023-12-20 02:21:48 +01:00
|
|
|
GArray<> values(varray.type(), mesh.verts_num);
|
Geometry Nodes: refactor virtual array system
Goals of this refactor:
* Simplify creating virtual arrays.
* Simplify passing virtual arrays around.
* Simplify converting between typed and generic virtual arrays.
* Reduce memory allocations.
As a quick reminder, a virtual arrays is a data structure that behaves like an
array (i.e. it can be accessed using an index). However, it may not actually
be stored as array internally. The two most important implementations
of virtual arrays are those that correspond to an actual plain array and those
that have the same value for every index. However, many more
implementations exist for various reasons (interfacing with legacy attributes,
unified iterator over all points in multiple splines, ...).
With this refactor the core types (`VArray`, `GVArray`, `VMutableArray` and
`GVMutableArray`) can be used like "normal values". They typically live
on the stack. Before, they were usually inside a `std::unique_ptr`. This makes
passing them around much easier. Creation of new virtual arrays is also
much simpler now due to some constructors. Memory allocations are
reduced by making use of small object optimization inside the core types.
Previously, `VArray` was a class with virtual methods that had to be overridden
to change the behavior of a the virtual array. Now,`VArray` has a fixed size
and has no virtual methods. Instead it contains a `VArrayImpl` that is
similar to the old `VArray`. `VArrayImpl` should rarely ever be used directly,
unless a new virtual array implementation is added.
To support the small object optimization for many `VArrayImpl` classes,
a new `blender::Any` type is added. It is similar to `std::any` with two
additional features. It has an adjustable inline buffer size and alignment.
The inline buffer size of `std::any` can't be relied on and is usually too
small for our use case here. Furthermore, `blender::Any` can store
additional user-defined type information without increasing the
stack size.
Differential Revision: https://developer.blender.org/D12986
2021-11-16 10:15:51 +01:00
|
|
|
attribute_math::convert_to_static_type(varray.type(), [&](auto dummy) {
|
2021-03-08 11:41:23 -05:00
|
|
|
using T = decltype(dummy);
|
|
|
|
|
if constexpr (!std::is_void_v<attribute_math::DefaultMixer<T>>) {
|
|
|
|
|
/* We compute all interpolated values at once, because for this interpolation, one has to
|
|
|
|
|
* iterate over all loops anyway. */
|
2022-10-05 12:03:07 -05:00
|
|
|
adapt_mesh_domain_corner_to_point_impl<T>(
|
|
|
|
|
mesh, varray.typed<T>(), values.as_mutable_span().typed<T>());
|
2021-03-08 11:41:23 -05:00
|
|
|
}
|
|
|
|
|
});
|
2022-10-05 12:03:07 -05:00
|
|
|
return GVArray::ForGArray(std::move(values));
|
2021-03-08 11:41:23 -05:00
|
|
|
}
|
|
|
|
|
|
2021-09-15 10:28:00 -05:00
|
|
|
/**
|
|
|
|
|
* Each corner's value is simply a copy of the value at its vertex.
|
|
|
|
|
*/
|
Geometry Nodes: refactor virtual array system
Goals of this refactor:
* Simplify creating virtual arrays.
* Simplify passing virtual arrays around.
* Simplify converting between typed and generic virtual arrays.
* Reduce memory allocations.
As a quick reminder, a virtual arrays is a data structure that behaves like an
array (i.e. it can be accessed using an index). However, it may not actually
be stored as array internally. The two most important implementations
of virtual arrays are those that correspond to an actual plain array and those
that have the same value for every index. However, many more
implementations exist for various reasons (interfacing with legacy attributes,
unified iterator over all points in multiple splines, ...).
With this refactor the core types (`VArray`, `GVArray`, `VMutableArray` and
`GVMutableArray`) can be used like "normal values". They typically live
on the stack. Before, they were usually inside a `std::unique_ptr`. This makes
passing them around much easier. Creation of new virtual arrays is also
much simpler now due to some constructors. Memory allocations are
reduced by making use of small object optimization inside the core types.
Previously, `VArray` was a class with virtual methods that had to be overridden
to change the behavior of a the virtual array. Now,`VArray` has a fixed size
and has no virtual methods. Instead it contains a `VArrayImpl` that is
similar to the old `VArray`. `VArrayImpl` should rarely ever be used directly,
unless a new virtual array implementation is added.
To support the small object optimization for many `VArrayImpl` classes,
a new `blender::Any` type is added. It is similar to `std::any` with two
additional features. It has an adjustable inline buffer size and alignment.
The inline buffer size of `std::any` can't be relied on and is usually too
small for our use case here. Furthermore, `blender::Any` can store
additional user-defined type information without increasing the
stack size.
Differential Revision: https://developer.blender.org/D12986
2021-11-16 10:15:51 +01:00
|
|
|
static GVArray adapt_mesh_domain_point_to_corner(const Mesh &mesh, const GVArray &varray)
|
2021-03-08 11:41:23 -05:00
|
|
|
{
|
Mesh: Replace MLoop struct with generic attributes
Implements #102359.
Split the `MLoop` struct into two separate integer arrays called
`corner_verts` and `corner_edges`, referring to the vertex each corner
is attached to and the next edge around the face at each corner. These
arrays can be sliced to give access to the edges or vertices in a face.
Then they are often referred to as "poly_verts" or "poly_edges".
The main benefits are halving the necessary memory bandwidth when only
one array is used and simplifications from using regular integer indices
instead of a special-purpose struct.
The commit also starts a renaming from "loop" to "corner" in mesh code.
Like the other mesh struct of array refactors, forward compatibility is
kept by writing files with the older format. This will be done until 4.0
to ease the transition process.
Looking at a small portion of the patch should give a good impression
for the rest of the changes. I tried to make the changes as small as
possible so it's easy to tell the correctness from the diff. Though I
found Blender developers have been very inventive over the last decade
when finding different ways to loop over the corners in a face.
For performance, nearly every piece of code that deals with `Mesh` is
slightly impacted. Any algorithm that is memory bottle-necked should
see an improvement. For example, here is a comparison of interpolating
a vertex float attribute to face corners (Ryzen 3700x):
**Before** (Average: 3.7 ms, Min: 3.4 ms)
```
threading::parallel_for(loops.index_range(), 4096, [&](IndexRange range) {
for (const int64_t i : range) {
dst[i] = src[loops[i].v];
}
});
```
**After** (Average: 2.9 ms, Min: 2.6 ms)
```
array_utils::gather(src, corner_verts, dst);
```
That's an improvement of 28% to the average timings, and it's also a
simplification, since an index-based routine can be used instead.
For more examples using the new arrays, see the design task.
Pull Request: https://projects.blender.org/blender/blender/pulls/104424
2023-03-20 15:55:13 +01:00
|
|
|
const Span<int> corner_verts = mesh.corner_verts();
|
Mesh: Remove redundant custom data pointers
For copy-on-write, we want to share attribute arrays between meshes
where possible. Mutable pointers like `Mesh.mvert` make that difficult
by making ownership vague. They also make code more complex by adding
redundancy.
The simplest solution is just removing them and retrieving layers from
`CustomData` as needed. Similar changes have already been applied to
curves and point clouds (e9f82d3dc7ee, 410a6efb747f). Removing use of
the pointers generally makes code more obvious and more reusable.
Mesh data is now accessed with a C++ API (`Mesh::edges()` or
`Mesh::edges_for_write()`), and a C API (`BKE_mesh_edges(mesh)`).
The CoW changes this commit makes possible are described in T95845
and T95842, and started in D14139 and D14140. The change also simplifies
the ongoing mesh struct-of-array refactors from T95965.
**RNA/Python Access Performance**
Theoretically, accessing mesh elements with the RNA API may become
slower, since the layer needs to be found on every random access.
However, overhead is already high enough that this doesn't make a
noticible differenc, and performance is actually improved in some
cases. Random access can be up to 10% faster, but other situations
might be a bit slower. Generally using `foreach_get/set` are the best
way to improve performance. See the differential revision for more
discussion about Python performance.
Cycles has been updated to use raw pointers and the internal Blender
mesh types, mostly because there is no sense in having this overhead
when it's already compiled with Blender. In my tests this roughly
halves the Cycles mesh creation time (0.19s to 0.10s for a 1 million
face grid).
Differential Revision: https://developer.blender.org/D15488
2022-09-05 11:56:34 -05:00
|
|
|
|
Geometry Nodes: refactor virtual array system
Goals of this refactor:
* Simplify creating virtual arrays.
* Simplify passing virtual arrays around.
* Simplify converting between typed and generic virtual arrays.
* Reduce memory allocations.
As a quick reminder, a virtual arrays is a data structure that behaves like an
array (i.e. it can be accessed using an index). However, it may not actually
be stored as array internally. The two most important implementations
of virtual arrays are those that correspond to an actual plain array and those
that have the same value for every index. However, many more
implementations exist for various reasons (interfacing with legacy attributes,
unified iterator over all points in multiple splines, ...).
With this refactor the core types (`VArray`, `GVArray`, `VMutableArray` and
`GVMutableArray`) can be used like "normal values". They typically live
on the stack. Before, they were usually inside a `std::unique_ptr`. This makes
passing them around much easier. Creation of new virtual arrays is also
much simpler now due to some constructors. Memory allocations are
reduced by making use of small object optimization inside the core types.
Previously, `VArray` was a class with virtual methods that had to be overridden
to change the behavior of a the virtual array. Now,`VArray` has a fixed size
and has no virtual methods. Instead it contains a `VArrayImpl` that is
similar to the old `VArray`. `VArrayImpl` should rarely ever be used directly,
unless a new virtual array implementation is added.
To support the small object optimization for many `VArrayImpl` classes,
a new `blender::Any` type is added. It is similar to `std::any` with two
additional features. It has an adjustable inline buffer size and alignment.
The inline buffer size of `std::any` can't be relied on and is usually too
small for our use case here. Furthermore, `blender::Any` can store
additional user-defined type information without increasing the
stack size.
Differential Revision: https://developer.blender.org/D12986
2021-11-16 10:15:51 +01:00
|
|
|
GVArray new_varray;
|
|
|
|
|
attribute_math::convert_to_static_type(varray.type(), [&](auto dummy) {
|
2021-03-08 11:41:23 -05:00
|
|
|
using T = decltype(dummy);
|
Mesh: Replace MLoop struct with generic attributes
Implements #102359.
Split the `MLoop` struct into two separate integer arrays called
`corner_verts` and `corner_edges`, referring to the vertex each corner
is attached to and the next edge around the face at each corner. These
arrays can be sliced to give access to the edges or vertices in a face.
Then they are often referred to as "poly_verts" or "poly_edges".
The main benefits are halving the necessary memory bandwidth when only
one array is used and simplifications from using regular integer indices
instead of a special-purpose struct.
The commit also starts a renaming from "loop" to "corner" in mesh code.
Like the other mesh struct of array refactors, forward compatibility is
kept by writing files with the older format. This will be done until 4.0
to ease the transition process.
Looking at a small portion of the patch should give a good impression
for the rest of the changes. I tried to make the changes as small as
possible so it's easy to tell the correctness from the diff. Though I
found Blender developers have been very inventive over the last decade
when finding different ways to loop over the corners in a face.
For performance, nearly every piece of code that deals with `Mesh` is
slightly impacted. Any algorithm that is memory bottle-necked should
see an improvement. For example, here is a comparison of interpolating
a vertex float attribute to face corners (Ryzen 3700x):
**Before** (Average: 3.7 ms, Min: 3.4 ms)
```
threading::parallel_for(loops.index_range(), 4096, [&](IndexRange range) {
for (const int64_t i : range) {
dst[i] = src[loops[i].v];
}
});
```
**After** (Average: 2.9 ms, Min: 2.6 ms)
```
array_utils::gather(src, corner_verts, dst);
```
That's an improvement of 28% to the average timings, and it's also a
simplification, since an index-based routine can be used instead.
For more examples using the new arrays, see the design task.
Pull Request: https://projects.blender.org/blender/blender/pulls/104424
2023-03-20 15:55:13 +01:00
|
|
|
new_varray = VArray<T>::ForFunc(
|
2023-12-20 02:21:48 +01:00
|
|
|
mesh.corners_num, [corner_verts, varray = varray.typed<T>()](const int64_t corner) {
|
Mesh: Replace MLoop struct with generic attributes
Implements #102359.
Split the `MLoop` struct into two separate integer arrays called
`corner_verts` and `corner_edges`, referring to the vertex each corner
is attached to and the next edge around the face at each corner. These
arrays can be sliced to give access to the edges or vertices in a face.
Then they are often referred to as "poly_verts" or "poly_edges".
The main benefits are halving the necessary memory bandwidth when only
one array is used and simplifications from using regular integer indices
instead of a special-purpose struct.
The commit also starts a renaming from "loop" to "corner" in mesh code.
Like the other mesh struct of array refactors, forward compatibility is
kept by writing files with the older format. This will be done until 4.0
to ease the transition process.
Looking at a small portion of the patch should give a good impression
for the rest of the changes. I tried to make the changes as small as
possible so it's easy to tell the correctness from the diff. Though I
found Blender developers have been very inventive over the last decade
when finding different ways to loop over the corners in a face.
For performance, nearly every piece of code that deals with `Mesh` is
slightly impacted. Any algorithm that is memory bottle-necked should
see an improvement. For example, here is a comparison of interpolating
a vertex float attribute to face corners (Ryzen 3700x):
**Before** (Average: 3.7 ms, Min: 3.4 ms)
```
threading::parallel_for(loops.index_range(), 4096, [&](IndexRange range) {
for (const int64_t i : range) {
dst[i] = src[loops[i].v];
}
});
```
**After** (Average: 2.9 ms, Min: 2.6 ms)
```
array_utils::gather(src, corner_verts, dst);
```
That's an improvement of 28% to the average timings, and it's also a
simplification, since an index-based routine can be used instead.
For more examples using the new arrays, see the design task.
Pull Request: https://projects.blender.org/blender/blender/pulls/104424
2023-03-20 15:55:13 +01:00
|
|
|
return varray[corner_verts[corner]];
|
|
|
|
|
});
|
2021-03-08 11:41:23 -05:00
|
|
|
});
|
Geometry Nodes: use virtual arrays in internal attribute api
A virtual array is a data structure that is similar to a normal array
in that its elements can be accessed by an index. However, a virtual
array does not have to be a contiguous array internally. Instead, its
elements can be layed out arbitrarily while element access happens
through a virtual function call. However, the virtual array data
structures are designed so that the virtual function call can be avoided
in cases where it could become a bottleneck.
Most commonly, a virtual array is backed by an actual array/span or
is a single value internally, that is the same for every index.
Besides those, there are many more specialized virtual arrays like the
ones that provides vertex positions based on the `MVert` struct or
vertex group weights.
Not all attributes used by geometry nodes are stored in simple contiguous
arrays. To provide uniform access to all kinds of attributes, the attribute
API has to provide virtual array functionality that hides the implementation
details of attributes.
Before this refactor, the attribute API provided its own virtual array
implementation as part of the `ReadAttribute` and `WriteAttribute` types.
That resulted in unnecessary code duplication with the virtual array system.
Even worse, it bound many algorithms used by geometry nodes to the specifics
of the attribute API, even though they could also use different data sources
(such as data from sockets, default values, later results of expressions, ...).
This refactor removes the `ReadAttribute` and `WriteAttribute` types and
replaces them with `GVArray` and `GVMutableArray` respectively. The `GV`
stands for "generic virtual". The "generic" means that the data type contained
in those virtual arrays is only known at run-time. There are the corresponding
statically typed types `VArray<T>` and `VMutableArray<T>` as well.
No regressions are expected from this refactor. It does come with one
improvement for users. The attribute API can convert the data type
on write now. This is especially useful when writing to builtin attributes
like `material_index` with e.g. the Attribute Math node (which usually
just writes to float attributes, while `material_index` is an integer attribute).
Differential Revision: https://developer.blender.org/D10994
2021-04-17 16:41:03 +02:00
|
|
|
return new_varray;
|
2021-03-08 11:41:23 -05:00
|
|
|
}
|
|
|
|
|
|
Geometry Nodes: refactor virtual array system
Goals of this refactor:
* Simplify creating virtual arrays.
* Simplify passing virtual arrays around.
* Simplify converting between typed and generic virtual arrays.
* Reduce memory allocations.
As a quick reminder, a virtual arrays is a data structure that behaves like an
array (i.e. it can be accessed using an index). However, it may not actually
be stored as array internally. The two most important implementations
of virtual arrays are those that correspond to an actual plain array and those
that have the same value for every index. However, many more
implementations exist for various reasons (interfacing with legacy attributes,
unified iterator over all points in multiple splines, ...).
With this refactor the core types (`VArray`, `GVArray`, `VMutableArray` and
`GVMutableArray`) can be used like "normal values". They typically live
on the stack. Before, they were usually inside a `std::unique_ptr`. This makes
passing them around much easier. Creation of new virtual arrays is also
much simpler now due to some constructors. Memory allocations are
reduced by making use of small object optimization inside the core types.
Previously, `VArray` was a class with virtual methods that had to be overridden
to change the behavior of a the virtual array. Now,`VArray` has a fixed size
and has no virtual methods. Instead it contains a `VArrayImpl` that is
similar to the old `VArray`. `VArrayImpl` should rarely ever be used directly,
unless a new virtual array implementation is added.
To support the small object optimization for many `VArrayImpl` classes,
a new `blender::Any` type is added. It is similar to `std::any` with two
additional features. It has an adjustable inline buffer size and alignment.
The inline buffer size of `std::any` can't be relied on and is usually too
small for our use case here. Furthermore, `blender::Any` can store
additional user-defined type information without increasing the
stack size.
Differential Revision: https://developer.blender.org/D12986
2021-11-16 10:15:51 +01:00
|
|
|
static GVArray adapt_mesh_domain_corner_to_face(const Mesh &mesh, const GVArray &varray)
|
2021-03-09 13:39:05 -05:00
|
|
|
{
|
2023-07-24 22:06:55 +02:00
|
|
|
const OffsetIndices faces = mesh.faces();
|
Mesh: Remove redundant custom data pointers
For copy-on-write, we want to share attribute arrays between meshes
where possible. Mutable pointers like `Mesh.mvert` make that difficult
by making ownership vague. They also make code more complex by adding
redundancy.
The simplest solution is just removing them and retrieving layers from
`CustomData` as needed. Similar changes have already been applied to
curves and point clouds (e9f82d3dc7ee, 410a6efb747f). Removing use of
the pointers generally makes code more obvious and more reusable.
Mesh data is now accessed with a C++ API (`Mesh::edges()` or
`Mesh::edges_for_write()`), and a C API (`BKE_mesh_edges(mesh)`).
The CoW changes this commit makes possible are described in T95845
and T95842, and started in D14139 and D14140. The change also simplifies
the ongoing mesh struct-of-array refactors from T95965.
**RNA/Python Access Performance**
Theoretically, accessing mesh elements with the RNA API may become
slower, since the layer needs to be found on every random access.
However, overhead is already high enough that this doesn't make a
noticible differenc, and performance is actually improved in some
cases. Random access can be up to 10% faster, but other situations
might be a bit slower. Generally using `foreach_get/set` are the best
way to improve performance. See the differential revision for more
discussion about Python performance.
Cycles has been updated to use raw pointers and the internal Blender
mesh types, mostly because there is no sense in having this overhead
when it's already compiled with Blender. In my tests this roughly
halves the Cycles mesh creation time (0.19s to 0.10s for a 1 million
face grid).
Differential Revision: https://developer.blender.org/D15488
2022-09-05 11:56:34 -05:00
|
|
|
|
Geometry Nodes: refactor virtual array system
Goals of this refactor:
* Simplify creating virtual arrays.
* Simplify passing virtual arrays around.
* Simplify converting between typed and generic virtual arrays.
* Reduce memory allocations.
As a quick reminder, a virtual arrays is a data structure that behaves like an
array (i.e. it can be accessed using an index). However, it may not actually
be stored as array internally. The two most important implementations
of virtual arrays are those that correspond to an actual plain array and those
that have the same value for every index. However, many more
implementations exist for various reasons (interfacing with legacy attributes,
unified iterator over all points in multiple splines, ...).
With this refactor the core types (`VArray`, `GVArray`, `VMutableArray` and
`GVMutableArray`) can be used like "normal values". They typically live
on the stack. Before, they were usually inside a `std::unique_ptr`. This makes
passing them around much easier. Creation of new virtual arrays is also
much simpler now due to some constructors. Memory allocations are
reduced by making use of small object optimization inside the core types.
Previously, `VArray` was a class with virtual methods that had to be overridden
to change the behavior of a the virtual array. Now,`VArray` has a fixed size
and has no virtual methods. Instead it contains a `VArrayImpl` that is
similar to the old `VArray`. `VArrayImpl` should rarely ever be used directly,
unless a new virtual array implementation is added.
To support the small object optimization for many `VArrayImpl` classes,
a new `blender::Any` type is added. It is similar to `std::any` with two
additional features. It has an adjustable inline buffer size and alignment.
The inline buffer size of `std::any` can't be relied on and is usually too
small for our use case here. Furthermore, `blender::Any` can store
additional user-defined type information without increasing the
stack size.
Differential Revision: https://developer.blender.org/D12986
2021-11-16 10:15:51 +01:00
|
|
|
GVArray new_varray;
|
|
|
|
|
attribute_math::convert_to_static_type(varray.type(), [&](auto dummy) {
|
2021-03-09 13:39:05 -05:00
|
|
|
using T = decltype(dummy);
|
|
|
|
|
if constexpr (!std::is_void_v<attribute_math::DefaultMixer<T>>) {
|
2022-01-18 16:10:33 +01:00
|
|
|
if constexpr (std::is_same_v<T, bool>) {
|
|
|
|
|
new_varray = VArray<T>::ForFunc(
|
2023-07-24 22:06:55 +02:00
|
|
|
faces.size(), [faces, varray = varray.typed<bool>()](const int face_index) {
|
2022-01-18 16:10:33 +01:00
|
|
|
/* A face is selected if all of its corners were selected. */
|
2023-07-24 22:06:55 +02:00
|
|
|
for (const int loop_index : faces[face_index]) {
|
2022-01-18 16:10:33 +01:00
|
|
|
if (!varray[loop_index]) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
new_varray = VArray<T>::ForFunc(
|
2023-07-24 22:06:55 +02:00
|
|
|
faces.size(), [faces, varray = varray.typed<T>()](const int face_index) {
|
2022-01-18 16:10:33 +01:00
|
|
|
T return_value;
|
|
|
|
|
attribute_math::DefaultMixer<T> mixer({&return_value, 1});
|
2023-07-24 22:06:55 +02:00
|
|
|
for (const int loop_index : faces[face_index]) {
|
2022-01-18 16:10:33 +01:00
|
|
|
const T value = varray[loop_index];
|
|
|
|
|
mixer.mix_in(0, value);
|
|
|
|
|
}
|
|
|
|
|
mixer.finalize();
|
|
|
|
|
return return_value;
|
|
|
|
|
});
|
|
|
|
|
}
|
2021-03-09 13:39:05 -05:00
|
|
|
}
|
|
|
|
|
});
|
Geometry Nodes: use virtual arrays in internal attribute api
A virtual array is a data structure that is similar to a normal array
in that its elements can be accessed by an index. However, a virtual
array does not have to be a contiguous array internally. Instead, its
elements can be layed out arbitrarily while element access happens
through a virtual function call. However, the virtual array data
structures are designed so that the virtual function call can be avoided
in cases where it could become a bottleneck.
Most commonly, a virtual array is backed by an actual array/span or
is a single value internally, that is the same for every index.
Besides those, there are many more specialized virtual arrays like the
ones that provides vertex positions based on the `MVert` struct or
vertex group weights.
Not all attributes used by geometry nodes are stored in simple contiguous
arrays. To provide uniform access to all kinds of attributes, the attribute
API has to provide virtual array functionality that hides the implementation
details of attributes.
Before this refactor, the attribute API provided its own virtual array
implementation as part of the `ReadAttribute` and `WriteAttribute` types.
That resulted in unnecessary code duplication with the virtual array system.
Even worse, it bound many algorithms used by geometry nodes to the specifics
of the attribute API, even though they could also use different data sources
(such as data from sockets, default values, later results of expressions, ...).
This refactor removes the `ReadAttribute` and `WriteAttribute` types and
replaces them with `GVArray` and `GVMutableArray` respectively. The `GV`
stands for "generic virtual". The "generic" means that the data type contained
in those virtual arrays is only known at run-time. There are the corresponding
statically typed types `VArray<T>` and `VMutableArray<T>` as well.
No regressions are expected from this refactor. It does come with one
improvement for users. The attribute API can convert the data type
on write now. This is especially useful when writing to builtin attributes
like `material_index` with e.g. the Attribute Math node (which usually
just writes to float attributes, while `material_index` is an integer attribute).
Differential Revision: https://developer.blender.org/D10994
2021-04-17 16:41:03 +02:00
|
|
|
return new_varray;
|
2021-03-09 13:39:05 -05:00
|
|
|
}
|
|
|
|
|
|
2021-03-19 08:59:56 -04:00
|
|
|
template<typename T>
|
|
|
|
|
static void adapt_mesh_domain_corner_to_edge_impl(const Mesh &mesh,
|
Geometry Nodes: use virtual arrays in internal attribute api
A virtual array is a data structure that is similar to a normal array
in that its elements can be accessed by an index. However, a virtual
array does not have to be a contiguous array internally. Instead, its
elements can be layed out arbitrarily while element access happens
through a virtual function call. However, the virtual array data
structures are designed so that the virtual function call can be avoided
in cases where it could become a bottleneck.
Most commonly, a virtual array is backed by an actual array/span or
is a single value internally, that is the same for every index.
Besides those, there are many more specialized virtual arrays like the
ones that provides vertex positions based on the `MVert` struct or
vertex group weights.
Not all attributes used by geometry nodes are stored in simple contiguous
arrays. To provide uniform access to all kinds of attributes, the attribute
API has to provide virtual array functionality that hides the implementation
details of attributes.
Before this refactor, the attribute API provided its own virtual array
implementation as part of the `ReadAttribute` and `WriteAttribute` types.
That resulted in unnecessary code duplication with the virtual array system.
Even worse, it bound many algorithms used by geometry nodes to the specifics
of the attribute API, even though they could also use different data sources
(such as data from sockets, default values, later results of expressions, ...).
This refactor removes the `ReadAttribute` and `WriteAttribute` types and
replaces them with `GVArray` and `GVMutableArray` respectively. The `GV`
stands for "generic virtual". The "generic" means that the data type contained
in those virtual arrays is only known at run-time. There are the corresponding
statically typed types `VArray<T>` and `VMutableArray<T>` as well.
No regressions are expected from this refactor. It does come with one
improvement for users. The attribute API can convert the data type
on write now. This is especially useful when writing to builtin attributes
like `material_index` with e.g. the Attribute Math node (which usually
just writes to float attributes, while `material_index` is an integer attribute).
Differential Revision: https://developer.blender.org/D10994
2021-04-17 16:41:03 +02:00
|
|
|
const VArray<T> &old_values,
|
2021-03-19 08:59:56 -04:00
|
|
|
MutableSpan<T> r_values)
|
|
|
|
|
{
|
2023-12-20 02:21:48 +01:00
|
|
|
BLI_assert(r_values.size() == mesh.edges_num);
|
2023-07-24 22:06:55 +02:00
|
|
|
const OffsetIndices faces = mesh.faces();
|
Mesh: Replace MLoop struct with generic attributes
Implements #102359.
Split the `MLoop` struct into two separate integer arrays called
`corner_verts` and `corner_edges`, referring to the vertex each corner
is attached to and the next edge around the face at each corner. These
arrays can be sliced to give access to the edges or vertices in a face.
Then they are often referred to as "poly_verts" or "poly_edges".
The main benefits are halving the necessary memory bandwidth when only
one array is used and simplifications from using regular integer indices
instead of a special-purpose struct.
The commit also starts a renaming from "loop" to "corner" in mesh code.
Like the other mesh struct of array refactors, forward compatibility is
kept by writing files with the older format. This will be done until 4.0
to ease the transition process.
Looking at a small portion of the patch should give a good impression
for the rest of the changes. I tried to make the changes as small as
possible so it's easy to tell the correctness from the diff. Though I
found Blender developers have been very inventive over the last decade
when finding different ways to loop over the corners in a face.
For performance, nearly every piece of code that deals with `Mesh` is
slightly impacted. Any algorithm that is memory bottle-necked should
see an improvement. For example, here is a comparison of interpolating
a vertex float attribute to face corners (Ryzen 3700x):
**Before** (Average: 3.7 ms, Min: 3.4 ms)
```
threading::parallel_for(loops.index_range(), 4096, [&](IndexRange range) {
for (const int64_t i : range) {
dst[i] = src[loops[i].v];
}
});
```
**After** (Average: 2.9 ms, Min: 2.6 ms)
```
array_utils::gather(src, corner_verts, dst);
```
That's an improvement of 28% to the average timings, and it's also a
simplification, since an index-based routine can be used instead.
For more examples using the new arrays, see the design task.
Pull Request: https://projects.blender.org/blender/blender/pulls/104424
2023-03-20 15:55:13 +01:00
|
|
|
const Span<int> corner_edges = mesh.corner_edges();
|
Mesh: Remove redundant custom data pointers
For copy-on-write, we want to share attribute arrays between meshes
where possible. Mutable pointers like `Mesh.mvert` make that difficult
by making ownership vague. They also make code more complex by adding
redundancy.
The simplest solution is just removing them and retrieving layers from
`CustomData` as needed. Similar changes have already been applied to
curves and point clouds (e9f82d3dc7ee, 410a6efb747f). Removing use of
the pointers generally makes code more obvious and more reusable.
Mesh data is now accessed with a C++ API (`Mesh::edges()` or
`Mesh::edges_for_write()`), and a C API (`BKE_mesh_edges(mesh)`).
The CoW changes this commit makes possible are described in T95845
and T95842, and started in D14139 and D14140. The change also simplifies
the ongoing mesh struct-of-array refactors from T95965.
**RNA/Python Access Performance**
Theoretically, accessing mesh elements with the RNA API may become
slower, since the layer needs to be found on every random access.
However, overhead is already high enough that this doesn't make a
noticible differenc, and performance is actually improved in some
cases. Random access can be up to 10% faster, but other situations
might be a bit slower. Generally using `foreach_get/set` are the best
way to improve performance. See the differential revision for more
discussion about Python performance.
Cycles has been updated to use raw pointers and the internal Blender
mesh types, mostly because there is no sense in having this overhead
when it's already compiled with Blender. In my tests this roughly
halves the Cycles mesh creation time (0.19s to 0.10s for a 1 million
face grid).
Differential Revision: https://developer.blender.org/D15488
2022-09-05 11:56:34 -05:00
|
|
|
|
2021-03-19 08:59:56 -04:00
|
|
|
attribute_math::DefaultMixer<T> mixer(r_values);
|
|
|
|
|
|
2023-07-24 22:06:55 +02:00
|
|
|
for (const int face_index : faces.index_range()) {
|
|
|
|
|
const IndexRange face = faces[face_index];
|
2021-03-19 08:59:56 -04:00
|
|
|
|
|
|
|
|
/* For every edge, mix values from the two adjacent corners (the current and next corner). */
|
2023-07-24 22:06:55 +02:00
|
|
|
for (const int corner : face) {
|
|
|
|
|
const int next_corner = mesh::face_corner_next(face, corner);
|
2023-07-06 13:40:33 -04:00
|
|
|
const int edge_index = corner_edges[corner];
|
|
|
|
|
mixer.mix_in(edge_index, old_values[corner]);
|
|
|
|
|
mixer.mix_in(edge_index, old_values[next_corner]);
|
2021-03-19 08:59:56 -04:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
mixer.finalize();
|
|
|
|
|
}
|
|
|
|
|
|
2021-09-15 10:28:00 -05:00
|
|
|
/* An edge is selected if all corners on adjacent faces were selected. */
|
|
|
|
|
template<>
|
|
|
|
|
void adapt_mesh_domain_corner_to_edge_impl(const Mesh &mesh,
|
|
|
|
|
const VArray<bool> &old_values,
|
|
|
|
|
MutableSpan<bool> r_values)
|
|
|
|
|
{
|
2023-12-20 02:21:48 +01:00
|
|
|
BLI_assert(r_values.size() == mesh.edges_num);
|
2023-07-24 22:06:55 +02:00
|
|
|
const OffsetIndices faces = mesh.faces();
|
Mesh: Replace MLoop struct with generic attributes
Implements #102359.
Split the `MLoop` struct into two separate integer arrays called
`corner_verts` and `corner_edges`, referring to the vertex each corner
is attached to and the next edge around the face at each corner. These
arrays can be sliced to give access to the edges or vertices in a face.
Then they are often referred to as "poly_verts" or "poly_edges".
The main benefits are halving the necessary memory bandwidth when only
one array is used and simplifications from using regular integer indices
instead of a special-purpose struct.
The commit also starts a renaming from "loop" to "corner" in mesh code.
Like the other mesh struct of array refactors, forward compatibility is
kept by writing files with the older format. This will be done until 4.0
to ease the transition process.
Looking at a small portion of the patch should give a good impression
for the rest of the changes. I tried to make the changes as small as
possible so it's easy to tell the correctness from the diff. Though I
found Blender developers have been very inventive over the last decade
when finding different ways to loop over the corners in a face.
For performance, nearly every piece of code that deals with `Mesh` is
slightly impacted. Any algorithm that is memory bottle-necked should
see an improvement. For example, here is a comparison of interpolating
a vertex float attribute to face corners (Ryzen 3700x):
**Before** (Average: 3.7 ms, Min: 3.4 ms)
```
threading::parallel_for(loops.index_range(), 4096, [&](IndexRange range) {
for (const int64_t i : range) {
dst[i] = src[loops[i].v];
}
});
```
**After** (Average: 2.9 ms, Min: 2.6 ms)
```
array_utils::gather(src, corner_verts, dst);
```
That's an improvement of 28% to the average timings, and it's also a
simplification, since an index-based routine can be used instead.
For more examples using the new arrays, see the design task.
Pull Request: https://projects.blender.org/blender/blender/pulls/104424
2023-03-20 15:55:13 +01:00
|
|
|
const Span<int> corner_edges = mesh.corner_edges();
|
2021-09-15 10:28:00 -05:00
|
|
|
|
|
|
|
|
r_values.fill(true);
|
2023-07-24 22:06:55 +02:00
|
|
|
for (const int face_index : faces.index_range()) {
|
|
|
|
|
const IndexRange face = faces[face_index];
|
2021-09-15 10:28:00 -05:00
|
|
|
|
2023-07-24 22:06:55 +02:00
|
|
|
for (const int corner : face) {
|
|
|
|
|
const int next_corner = mesh::face_corner_next(face, corner);
|
2023-07-06 13:40:33 -04:00
|
|
|
const int edge_index = corner_edges[corner];
|
|
|
|
|
if (!old_values[corner] || !old_values[next_corner]) {
|
2021-09-15 10:28:00 -05:00
|
|
|
r_values[edge_index] = false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2023-06-15 22:18:28 +02:00
|
|
|
const LooseEdgeCache &loose_edges = mesh.loose_edges();
|
2022-11-18 16:05:06 -06:00
|
|
|
if (loose_edges.count > 0) {
|
|
|
|
|
/* Deselect loose edges without corners that are still selected from the 'true' default. */
|
2023-12-20 02:21:48 +01:00
|
|
|
threading::parallel_for(IndexRange(mesh.edges_num), 2048, [&](const IndexRange range) {
|
2022-11-18 16:05:06 -06:00
|
|
|
for (const int edge_index : range) {
|
|
|
|
|
if (loose_edges.is_loose_bits[edge_index]) {
|
|
|
|
|
r_values[edge_index] = false;
|
|
|
|
|
}
|
2022-01-18 16:10:33 +01:00
|
|
|
}
|
2022-11-18 16:05:06 -06:00
|
|
|
});
|
|
|
|
|
}
|
2021-09-15 10:28:00 -05:00
|
|
|
}
|
|
|
|
|
|
Geometry Nodes: refactor virtual array system
Goals of this refactor:
* Simplify creating virtual arrays.
* Simplify passing virtual arrays around.
* Simplify converting between typed and generic virtual arrays.
* Reduce memory allocations.
As a quick reminder, a virtual arrays is a data structure that behaves like an
array (i.e. it can be accessed using an index). However, it may not actually
be stored as array internally. The two most important implementations
of virtual arrays are those that correspond to an actual plain array and those
that have the same value for every index. However, many more
implementations exist for various reasons (interfacing with legacy attributes,
unified iterator over all points in multiple splines, ...).
With this refactor the core types (`VArray`, `GVArray`, `VMutableArray` and
`GVMutableArray`) can be used like "normal values". They typically live
on the stack. Before, they were usually inside a `std::unique_ptr`. This makes
passing them around much easier. Creation of new virtual arrays is also
much simpler now due to some constructors. Memory allocations are
reduced by making use of small object optimization inside the core types.
Previously, `VArray` was a class with virtual methods that had to be overridden
to change the behavior of a the virtual array. Now,`VArray` has a fixed size
and has no virtual methods. Instead it contains a `VArrayImpl` that is
similar to the old `VArray`. `VArrayImpl` should rarely ever be used directly,
unless a new virtual array implementation is added.
To support the small object optimization for many `VArrayImpl` classes,
a new `blender::Any` type is added. It is similar to `std::any` with two
additional features. It has an adjustable inline buffer size and alignment.
The inline buffer size of `std::any` can't be relied on and is usually too
small for our use case here. Furthermore, `blender::Any` can store
additional user-defined type information without increasing the
stack size.
Differential Revision: https://developer.blender.org/D12986
2021-11-16 10:15:51 +01:00
|
|
|
static GVArray adapt_mesh_domain_corner_to_edge(const Mesh &mesh, const GVArray &varray)
|
2021-03-19 08:59:56 -04:00
|
|
|
{
|
2023-12-20 02:21:48 +01:00
|
|
|
GArray<> values(varray.type(), mesh.edges_num);
|
Geometry Nodes: refactor virtual array system
Goals of this refactor:
* Simplify creating virtual arrays.
* Simplify passing virtual arrays around.
* Simplify converting between typed and generic virtual arrays.
* Reduce memory allocations.
As a quick reminder, a virtual arrays is a data structure that behaves like an
array (i.e. it can be accessed using an index). However, it may not actually
be stored as array internally. The two most important implementations
of virtual arrays are those that correspond to an actual plain array and those
that have the same value for every index. However, many more
implementations exist for various reasons (interfacing with legacy attributes,
unified iterator over all points in multiple splines, ...).
With this refactor the core types (`VArray`, `GVArray`, `VMutableArray` and
`GVMutableArray`) can be used like "normal values". They typically live
on the stack. Before, they were usually inside a `std::unique_ptr`. This makes
passing them around much easier. Creation of new virtual arrays is also
much simpler now due to some constructors. Memory allocations are
reduced by making use of small object optimization inside the core types.
Previously, `VArray` was a class with virtual methods that had to be overridden
to change the behavior of a the virtual array. Now,`VArray` has a fixed size
and has no virtual methods. Instead it contains a `VArrayImpl` that is
similar to the old `VArray`. `VArrayImpl` should rarely ever be used directly,
unless a new virtual array implementation is added.
To support the small object optimization for many `VArrayImpl` classes,
a new `blender::Any` type is added. It is similar to `std::any` with two
additional features. It has an adjustable inline buffer size and alignment.
The inline buffer size of `std::any` can't be relied on and is usually too
small for our use case here. Furthermore, `blender::Any` can store
additional user-defined type information without increasing the
stack size.
Differential Revision: https://developer.blender.org/D12986
2021-11-16 10:15:51 +01:00
|
|
|
attribute_math::convert_to_static_type(varray.type(), [&](auto dummy) {
|
2021-03-19 08:59:56 -04:00
|
|
|
using T = decltype(dummy);
|
|
|
|
|
if constexpr (!std::is_void_v<attribute_math::DefaultMixer<T>>) {
|
2022-10-05 12:03:07 -05:00
|
|
|
adapt_mesh_domain_corner_to_edge_impl<T>(
|
|
|
|
|
mesh, varray.typed<T>(), values.as_mutable_span().typed<T>());
|
2021-03-19 08:59:56 -04:00
|
|
|
}
|
|
|
|
|
});
|
2022-10-05 12:03:07 -05:00
|
|
|
return GVArray::ForGArray(std::move(values));
|
2021-03-19 08:59:56 -04:00
|
|
|
}
|
|
|
|
|
|
2021-03-09 13:39:05 -05:00
|
|
|
template<typename T>
|
2021-03-25 12:01:42 +01:00
|
|
|
void adapt_mesh_domain_face_to_point_impl(const Mesh &mesh,
|
Geometry Nodes: use virtual arrays in internal attribute api
A virtual array is a data structure that is similar to a normal array
in that its elements can be accessed by an index. However, a virtual
array does not have to be a contiguous array internally. Instead, its
elements can be layed out arbitrarily while element access happens
through a virtual function call. However, the virtual array data
structures are designed so that the virtual function call can be avoided
in cases where it could become a bottleneck.
Most commonly, a virtual array is backed by an actual array/span or
is a single value internally, that is the same for every index.
Besides those, there are many more specialized virtual arrays like the
ones that provides vertex positions based on the `MVert` struct or
vertex group weights.
Not all attributes used by geometry nodes are stored in simple contiguous
arrays. To provide uniform access to all kinds of attributes, the attribute
API has to provide virtual array functionality that hides the implementation
details of attributes.
Before this refactor, the attribute API provided its own virtual array
implementation as part of the `ReadAttribute` and `WriteAttribute` types.
That resulted in unnecessary code duplication with the virtual array system.
Even worse, it bound many algorithms used by geometry nodes to the specifics
of the attribute API, even though they could also use different data sources
(such as data from sockets, default values, later results of expressions, ...).
This refactor removes the `ReadAttribute` and `WriteAttribute` types and
replaces them with `GVArray` and `GVMutableArray` respectively. The `GV`
stands for "generic virtual". The "generic" means that the data type contained
in those virtual arrays is only known at run-time. There are the corresponding
statically typed types `VArray<T>` and `VMutableArray<T>` as well.
No regressions are expected from this refactor. It does come with one
improvement for users. The attribute API can convert the data type
on write now. This is especially useful when writing to builtin attributes
like `material_index` with e.g. the Attribute Math node (which usually
just writes to float attributes, while `material_index` is an integer attribute).
Differential Revision: https://developer.blender.org/D10994
2021-04-17 16:41:03 +02:00
|
|
|
const VArray<T> &old_values,
|
2021-03-25 12:01:42 +01:00
|
|
|
MutableSpan<T> r_values)
|
2021-03-09 13:39:05 -05:00
|
|
|
{
|
2023-12-20 02:21:48 +01:00
|
|
|
BLI_assert(r_values.size() == mesh.verts_num);
|
2023-07-24 22:06:55 +02:00
|
|
|
const OffsetIndices faces = mesh.faces();
|
Mesh: Replace MLoop struct with generic attributes
Implements #102359.
Split the `MLoop` struct into two separate integer arrays called
`corner_verts` and `corner_edges`, referring to the vertex each corner
is attached to and the next edge around the face at each corner. These
arrays can be sliced to give access to the edges or vertices in a face.
Then they are often referred to as "poly_verts" or "poly_edges".
The main benefits are halving the necessary memory bandwidth when only
one array is used and simplifications from using regular integer indices
instead of a special-purpose struct.
The commit also starts a renaming from "loop" to "corner" in mesh code.
Like the other mesh struct of array refactors, forward compatibility is
kept by writing files with the older format. This will be done until 4.0
to ease the transition process.
Looking at a small portion of the patch should give a good impression
for the rest of the changes. I tried to make the changes as small as
possible so it's easy to tell the correctness from the diff. Though I
found Blender developers have been very inventive over the last decade
when finding different ways to loop over the corners in a face.
For performance, nearly every piece of code that deals with `Mesh` is
slightly impacted. Any algorithm that is memory bottle-necked should
see an improvement. For example, here is a comparison of interpolating
a vertex float attribute to face corners (Ryzen 3700x):
**Before** (Average: 3.7 ms, Min: 3.4 ms)
```
threading::parallel_for(loops.index_range(), 4096, [&](IndexRange range) {
for (const int64_t i : range) {
dst[i] = src[loops[i].v];
}
});
```
**After** (Average: 2.9 ms, Min: 2.6 ms)
```
array_utils::gather(src, corner_verts, dst);
```
That's an improvement of 28% to the average timings, and it's also a
simplification, since an index-based routine can be used instead.
For more examples using the new arrays, see the design task.
Pull Request: https://projects.blender.org/blender/blender/pulls/104424
2023-03-20 15:55:13 +01:00
|
|
|
const Span<int> corner_verts = mesh.corner_verts();
|
Mesh: Remove redundant custom data pointers
For copy-on-write, we want to share attribute arrays between meshes
where possible. Mutable pointers like `Mesh.mvert` make that difficult
by making ownership vague. They also make code more complex by adding
redundancy.
The simplest solution is just removing them and retrieving layers from
`CustomData` as needed. Similar changes have already been applied to
curves and point clouds (e9f82d3dc7ee, 410a6efb747f). Removing use of
the pointers generally makes code more obvious and more reusable.
Mesh data is now accessed with a C++ API (`Mesh::edges()` or
`Mesh::edges_for_write()`), and a C API (`BKE_mesh_edges(mesh)`).
The CoW changes this commit makes possible are described in T95845
and T95842, and started in D14139 and D14140. The change also simplifies
the ongoing mesh struct-of-array refactors from T95965.
**RNA/Python Access Performance**
Theoretically, accessing mesh elements with the RNA API may become
slower, since the layer needs to be found on every random access.
However, overhead is already high enough that this doesn't make a
noticible differenc, and performance is actually improved in some
cases. Random access can be up to 10% faster, but other situations
might be a bit slower. Generally using `foreach_get/set` are the best
way to improve performance. See the differential revision for more
discussion about Python performance.
Cycles has been updated to use raw pointers and the internal Blender
mesh types, mostly because there is no sense in having this overhead
when it's already compiled with Blender. In my tests this roughly
halves the Cycles mesh creation time (0.19s to 0.10s for a 1 million
face grid).
Differential Revision: https://developer.blender.org/D15488
2022-09-05 11:56:34 -05:00
|
|
|
|
2021-03-09 13:39:05 -05:00
|
|
|
attribute_math::DefaultMixer<T> mixer(r_values);
|
|
|
|
|
|
2023-07-24 22:06:55 +02:00
|
|
|
for (const int face_index : faces.index_range()) {
|
|
|
|
|
const T value = old_values[face_index];
|
|
|
|
|
for (const int vert : corner_verts.slice(faces[face_index])) {
|
Mesh: Replace MLoop struct with generic attributes
Implements #102359.
Split the `MLoop` struct into two separate integer arrays called
`corner_verts` and `corner_edges`, referring to the vertex each corner
is attached to and the next edge around the face at each corner. These
arrays can be sliced to give access to the edges or vertices in a face.
Then they are often referred to as "poly_verts" or "poly_edges".
The main benefits are halving the necessary memory bandwidth when only
one array is used and simplifications from using regular integer indices
instead of a special-purpose struct.
The commit also starts a renaming from "loop" to "corner" in mesh code.
Like the other mesh struct of array refactors, forward compatibility is
kept by writing files with the older format. This will be done until 4.0
to ease the transition process.
Looking at a small portion of the patch should give a good impression
for the rest of the changes. I tried to make the changes as small as
possible so it's easy to tell the correctness from the diff. Though I
found Blender developers have been very inventive over the last decade
when finding different ways to loop over the corners in a face.
For performance, nearly every piece of code that deals with `Mesh` is
slightly impacted. Any algorithm that is memory bottle-necked should
see an improvement. For example, here is a comparison of interpolating
a vertex float attribute to face corners (Ryzen 3700x):
**Before** (Average: 3.7 ms, Min: 3.4 ms)
```
threading::parallel_for(loops.index_range(), 4096, [&](IndexRange range) {
for (const int64_t i : range) {
dst[i] = src[loops[i].v];
}
});
```
**After** (Average: 2.9 ms, Min: 2.6 ms)
```
array_utils::gather(src, corner_verts, dst);
```
That's an improvement of 28% to the average timings, and it's also a
simplification, since an index-based routine can be used instead.
For more examples using the new arrays, see the design task.
Pull Request: https://projects.blender.org/blender/blender/pulls/104424
2023-03-20 15:55:13 +01:00
|
|
|
mixer.mix_in(vert, value);
|
2021-03-09 13:39:05 -05:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
mixer.finalize();
|
|
|
|
|
}
|
|
|
|
|
|
2021-09-15 10:28:00 -05:00
|
|
|
/* A vertex is selected if any of the connected faces were selected. */
|
|
|
|
|
template<>
|
|
|
|
|
void adapt_mesh_domain_face_to_point_impl(const Mesh &mesh,
|
|
|
|
|
const VArray<bool> &old_values,
|
|
|
|
|
MutableSpan<bool> r_values)
|
|
|
|
|
{
|
2023-12-20 02:21:48 +01:00
|
|
|
BLI_assert(r_values.size() == mesh.verts_num);
|
2023-07-24 22:06:55 +02:00
|
|
|
const OffsetIndices faces = mesh.faces();
|
Mesh: Replace MLoop struct with generic attributes
Implements #102359.
Split the `MLoop` struct into two separate integer arrays called
`corner_verts` and `corner_edges`, referring to the vertex each corner
is attached to and the next edge around the face at each corner. These
arrays can be sliced to give access to the edges or vertices in a face.
Then they are often referred to as "poly_verts" or "poly_edges".
The main benefits are halving the necessary memory bandwidth when only
one array is used and simplifications from using regular integer indices
instead of a special-purpose struct.
The commit also starts a renaming from "loop" to "corner" in mesh code.
Like the other mesh struct of array refactors, forward compatibility is
kept by writing files with the older format. This will be done until 4.0
to ease the transition process.
Looking at a small portion of the patch should give a good impression
for the rest of the changes. I tried to make the changes as small as
possible so it's easy to tell the correctness from the diff. Though I
found Blender developers have been very inventive over the last decade
when finding different ways to loop over the corners in a face.
For performance, nearly every piece of code that deals with `Mesh` is
slightly impacted. Any algorithm that is memory bottle-necked should
see an improvement. For example, here is a comparison of interpolating
a vertex float attribute to face corners (Ryzen 3700x):
**Before** (Average: 3.7 ms, Min: 3.4 ms)
```
threading::parallel_for(loops.index_range(), 4096, [&](IndexRange range) {
for (const int64_t i : range) {
dst[i] = src[loops[i].v];
}
});
```
**After** (Average: 2.9 ms, Min: 2.6 ms)
```
array_utils::gather(src, corner_verts, dst);
```
That's an improvement of 28% to the average timings, and it's also a
simplification, since an index-based routine can be used instead.
For more examples using the new arrays, see the design task.
Pull Request: https://projects.blender.org/blender/blender/pulls/104424
2023-03-20 15:55:13 +01:00
|
|
|
const Span<int> corner_verts = mesh.corner_verts();
|
2021-09-15 10:28:00 -05:00
|
|
|
|
|
|
|
|
r_values.fill(false);
|
2023-07-24 22:06:55 +02:00
|
|
|
threading::parallel_for(faces.index_range(), 2048, [&](const IndexRange range) {
|
|
|
|
|
for (const int face_index : range) {
|
|
|
|
|
if (old_values[face_index]) {
|
|
|
|
|
for (const int vert : corner_verts.slice(faces[face_index])) {
|
Mesh: Replace MLoop struct with generic attributes
Implements #102359.
Split the `MLoop` struct into two separate integer arrays called
`corner_verts` and `corner_edges`, referring to the vertex each corner
is attached to and the next edge around the face at each corner. These
arrays can be sliced to give access to the edges or vertices in a face.
Then they are often referred to as "poly_verts" or "poly_edges".
The main benefits are halving the necessary memory bandwidth when only
one array is used and simplifications from using regular integer indices
instead of a special-purpose struct.
The commit also starts a renaming from "loop" to "corner" in mesh code.
Like the other mesh struct of array refactors, forward compatibility is
kept by writing files with the older format. This will be done until 4.0
to ease the transition process.
Looking at a small portion of the patch should give a good impression
for the rest of the changes. I tried to make the changes as small as
possible so it's easy to tell the correctness from the diff. Though I
found Blender developers have been very inventive over the last decade
when finding different ways to loop over the corners in a face.
For performance, nearly every piece of code that deals with `Mesh` is
slightly impacted. Any algorithm that is memory bottle-necked should
see an improvement. For example, here is a comparison of interpolating
a vertex float attribute to face corners (Ryzen 3700x):
**Before** (Average: 3.7 ms, Min: 3.4 ms)
```
threading::parallel_for(loops.index_range(), 4096, [&](IndexRange range) {
for (const int64_t i : range) {
dst[i] = src[loops[i].v];
}
});
```
**After** (Average: 2.9 ms, Min: 2.6 ms)
```
array_utils::gather(src, corner_verts, dst);
```
That's an improvement of 28% to the average timings, and it's also a
simplification, since an index-based routine can be used instead.
For more examples using the new arrays, see the design task.
Pull Request: https://projects.blender.org/blender/blender/pulls/104424
2023-03-20 15:55:13 +01:00
|
|
|
r_values[vert] = true;
|
2022-10-07 17:54:05 -05:00
|
|
|
}
|
2021-09-15 10:28:00 -05:00
|
|
|
}
|
|
|
|
|
}
|
2022-10-07 17:54:05 -05:00
|
|
|
});
|
2021-09-15 10:28:00 -05:00
|
|
|
}
|
|
|
|
|
|
Geometry Nodes: refactor virtual array system
Goals of this refactor:
* Simplify creating virtual arrays.
* Simplify passing virtual arrays around.
* Simplify converting between typed and generic virtual arrays.
* Reduce memory allocations.
As a quick reminder, a virtual arrays is a data structure that behaves like an
array (i.e. it can be accessed using an index). However, it may not actually
be stored as array internally. The two most important implementations
of virtual arrays are those that correspond to an actual plain array and those
that have the same value for every index. However, many more
implementations exist for various reasons (interfacing with legacy attributes,
unified iterator over all points in multiple splines, ...).
With this refactor the core types (`VArray`, `GVArray`, `VMutableArray` and
`GVMutableArray`) can be used like "normal values". They typically live
on the stack. Before, they were usually inside a `std::unique_ptr`. This makes
passing them around much easier. Creation of new virtual arrays is also
much simpler now due to some constructors. Memory allocations are
reduced by making use of small object optimization inside the core types.
Previously, `VArray` was a class with virtual methods that had to be overridden
to change the behavior of a the virtual array. Now,`VArray` has a fixed size
and has no virtual methods. Instead it contains a `VArrayImpl` that is
similar to the old `VArray`. `VArrayImpl` should rarely ever be used directly,
unless a new virtual array implementation is added.
To support the small object optimization for many `VArrayImpl` classes,
a new `blender::Any` type is added. It is similar to `std::any` with two
additional features. It has an adjustable inline buffer size and alignment.
The inline buffer size of `std::any` can't be relied on and is usually too
small for our use case here. Furthermore, `blender::Any` can store
additional user-defined type information without increasing the
stack size.
Differential Revision: https://developer.blender.org/D12986
2021-11-16 10:15:51 +01:00
|
|
|
static GVArray adapt_mesh_domain_face_to_point(const Mesh &mesh, const GVArray &varray)
|
2021-03-09 13:39:05 -05:00
|
|
|
{
|
2023-12-20 02:21:48 +01:00
|
|
|
GArray<> values(varray.type(), mesh.verts_num);
|
Geometry Nodes: refactor virtual array system
Goals of this refactor:
* Simplify creating virtual arrays.
* Simplify passing virtual arrays around.
* Simplify converting between typed and generic virtual arrays.
* Reduce memory allocations.
As a quick reminder, a virtual arrays is a data structure that behaves like an
array (i.e. it can be accessed using an index). However, it may not actually
be stored as array internally. The two most important implementations
of virtual arrays are those that correspond to an actual plain array and those
that have the same value for every index. However, many more
implementations exist for various reasons (interfacing with legacy attributes,
unified iterator over all points in multiple splines, ...).
With this refactor the core types (`VArray`, `GVArray`, `VMutableArray` and
`GVMutableArray`) can be used like "normal values". They typically live
on the stack. Before, they were usually inside a `std::unique_ptr`. This makes
passing them around much easier. Creation of new virtual arrays is also
much simpler now due to some constructors. Memory allocations are
reduced by making use of small object optimization inside the core types.
Previously, `VArray` was a class with virtual methods that had to be overridden
to change the behavior of a the virtual array. Now,`VArray` has a fixed size
and has no virtual methods. Instead it contains a `VArrayImpl` that is
similar to the old `VArray`. `VArrayImpl` should rarely ever be used directly,
unless a new virtual array implementation is added.
To support the small object optimization for many `VArrayImpl` classes,
a new `blender::Any` type is added. It is similar to `std::any` with two
additional features. It has an adjustable inline buffer size and alignment.
The inline buffer size of `std::any` can't be relied on and is usually too
small for our use case here. Furthermore, `blender::Any` can store
additional user-defined type information without increasing the
stack size.
Differential Revision: https://developer.blender.org/D12986
2021-11-16 10:15:51 +01:00
|
|
|
attribute_math::convert_to_static_type(varray.type(), [&](auto dummy) {
|
2021-03-09 13:39:05 -05:00
|
|
|
using T = decltype(dummy);
|
|
|
|
|
if constexpr (!std::is_void_v<attribute_math::DefaultMixer<T>>) {
|
2022-10-05 12:03:07 -05:00
|
|
|
adapt_mesh_domain_face_to_point_impl<T>(
|
|
|
|
|
mesh, varray.typed<T>(), values.as_mutable_span().typed<T>());
|
2021-03-09 13:39:05 -05:00
|
|
|
}
|
|
|
|
|
});
|
2022-10-05 12:03:07 -05:00
|
|
|
return GVArray::ForGArray(std::move(values));
|
2021-03-09 13:39:05 -05:00
|
|
|
}
|
|
|
|
|
|
2021-09-15 10:28:00 -05:00
|
|
|
/* Each corner's value is simply a copy of the value at its face. */
|
2021-03-09 13:39:05 -05:00
|
|
|
template<typename T>
|
2021-03-25 12:01:42 +01:00
|
|
|
void adapt_mesh_domain_face_to_corner_impl(const Mesh &mesh,
|
Geometry Nodes: use virtual arrays in internal attribute api
A virtual array is a data structure that is similar to a normal array
in that its elements can be accessed by an index. However, a virtual
array does not have to be a contiguous array internally. Instead, its
elements can be layed out arbitrarily while element access happens
through a virtual function call. However, the virtual array data
structures are designed so that the virtual function call can be avoided
in cases where it could become a bottleneck.
Most commonly, a virtual array is backed by an actual array/span or
is a single value internally, that is the same for every index.
Besides those, there are many more specialized virtual arrays like the
ones that provides vertex positions based on the `MVert` struct or
vertex group weights.
Not all attributes used by geometry nodes are stored in simple contiguous
arrays. To provide uniform access to all kinds of attributes, the attribute
API has to provide virtual array functionality that hides the implementation
details of attributes.
Before this refactor, the attribute API provided its own virtual array
implementation as part of the `ReadAttribute` and `WriteAttribute` types.
That resulted in unnecessary code duplication with the virtual array system.
Even worse, it bound many algorithms used by geometry nodes to the specifics
of the attribute API, even though they could also use different data sources
(such as data from sockets, default values, later results of expressions, ...).
This refactor removes the `ReadAttribute` and `WriteAttribute` types and
replaces them with `GVArray` and `GVMutableArray` respectively. The `GV`
stands for "generic virtual". The "generic" means that the data type contained
in those virtual arrays is only known at run-time. There are the corresponding
statically typed types `VArray<T>` and `VMutableArray<T>` as well.
No regressions are expected from this refactor. It does come with one
improvement for users. The attribute API can convert the data type
on write now. This is especially useful when writing to builtin attributes
like `material_index` with e.g. the Attribute Math node (which usually
just writes to float attributes, while `material_index` is an integer attribute).
Differential Revision: https://developer.blender.org/D10994
2021-04-17 16:41:03 +02:00
|
|
|
const VArray<T> &old_values,
|
2021-03-25 12:01:42 +01:00
|
|
|
MutableSpan<T> r_values)
|
2021-03-09 13:39:05 -05:00
|
|
|
{
|
2023-12-20 02:21:48 +01:00
|
|
|
BLI_assert(r_values.size() == mesh.corners_num);
|
2023-07-24 22:06:55 +02:00
|
|
|
const OffsetIndices faces = mesh.faces();
|
2021-03-09 13:39:05 -05:00
|
|
|
|
2023-07-24 22:06:55 +02:00
|
|
|
threading::parallel_for(faces.index_range(), 1024, [&](const IndexRange range) {
|
|
|
|
|
for (const int face_index : range) {
|
|
|
|
|
MutableSpan<T> face_corner_values = r_values.slice(faces[face_index]);
|
|
|
|
|
face_corner_values.fill(old_values[face_index]);
|
2022-01-18 16:10:33 +01:00
|
|
|
}
|
|
|
|
|
});
|
2021-03-09 13:39:05 -05:00
|
|
|
}
|
|
|
|
|
|
Geometry Nodes: refactor virtual array system
Goals of this refactor:
* Simplify creating virtual arrays.
* Simplify passing virtual arrays around.
* Simplify converting between typed and generic virtual arrays.
* Reduce memory allocations.
As a quick reminder, a virtual arrays is a data structure that behaves like an
array (i.e. it can be accessed using an index). However, it may not actually
be stored as array internally. The two most important implementations
of virtual arrays are those that correspond to an actual plain array and those
that have the same value for every index. However, many more
implementations exist for various reasons (interfacing with legacy attributes,
unified iterator over all points in multiple splines, ...).
With this refactor the core types (`VArray`, `GVArray`, `VMutableArray` and
`GVMutableArray`) can be used like "normal values". They typically live
on the stack. Before, they were usually inside a `std::unique_ptr`. This makes
passing them around much easier. Creation of new virtual arrays is also
much simpler now due to some constructors. Memory allocations are
reduced by making use of small object optimization inside the core types.
Previously, `VArray` was a class with virtual methods that had to be overridden
to change the behavior of a the virtual array. Now,`VArray` has a fixed size
and has no virtual methods. Instead it contains a `VArrayImpl` that is
similar to the old `VArray`. `VArrayImpl` should rarely ever be used directly,
unless a new virtual array implementation is added.
To support the small object optimization for many `VArrayImpl` classes,
a new `blender::Any` type is added. It is similar to `std::any` with two
additional features. It has an adjustable inline buffer size and alignment.
The inline buffer size of `std::any` can't be relied on and is usually too
small for our use case here. Furthermore, `blender::Any` can store
additional user-defined type information without increasing the
stack size.
Differential Revision: https://developer.blender.org/D12986
2021-11-16 10:15:51 +01:00
|
|
|
static GVArray adapt_mesh_domain_face_to_corner(const Mesh &mesh, const GVArray &varray)
|
2021-03-09 13:39:05 -05:00
|
|
|
{
|
2023-12-20 02:21:48 +01:00
|
|
|
GArray<> values(varray.type(), mesh.corners_num);
|
Geometry Nodes: refactor virtual array system
Goals of this refactor:
* Simplify creating virtual arrays.
* Simplify passing virtual arrays around.
* Simplify converting between typed and generic virtual arrays.
* Reduce memory allocations.
As a quick reminder, a virtual arrays is a data structure that behaves like an
array (i.e. it can be accessed using an index). However, it may not actually
be stored as array internally. The two most important implementations
of virtual arrays are those that correspond to an actual plain array and those
that have the same value for every index. However, many more
implementations exist for various reasons (interfacing with legacy attributes,
unified iterator over all points in multiple splines, ...).
With this refactor the core types (`VArray`, `GVArray`, `VMutableArray` and
`GVMutableArray`) can be used like "normal values". They typically live
on the stack. Before, they were usually inside a `std::unique_ptr`. This makes
passing them around much easier. Creation of new virtual arrays is also
much simpler now due to some constructors. Memory allocations are
reduced by making use of small object optimization inside the core types.
Previously, `VArray` was a class with virtual methods that had to be overridden
to change the behavior of a the virtual array. Now,`VArray` has a fixed size
and has no virtual methods. Instead it contains a `VArrayImpl` that is
similar to the old `VArray`. `VArrayImpl` should rarely ever be used directly,
unless a new virtual array implementation is added.
To support the small object optimization for many `VArrayImpl` classes,
a new `blender::Any` type is added. It is similar to `std::any` with two
additional features. It has an adjustable inline buffer size and alignment.
The inline buffer size of `std::any` can't be relied on and is usually too
small for our use case here. Furthermore, `blender::Any` can store
additional user-defined type information without increasing the
stack size.
Differential Revision: https://developer.blender.org/D12986
2021-11-16 10:15:51 +01:00
|
|
|
attribute_math::convert_to_static_type(varray.type(), [&](auto dummy) {
|
2021-03-09 13:39:05 -05:00
|
|
|
using T = decltype(dummy);
|
|
|
|
|
if constexpr (!std::is_void_v<attribute_math::DefaultMixer<T>>) {
|
2022-10-05 12:03:07 -05:00
|
|
|
adapt_mesh_domain_face_to_corner_impl<T>(
|
|
|
|
|
mesh, varray.typed<T>(), values.as_mutable_span().typed<T>());
|
2021-03-09 13:39:05 -05:00
|
|
|
}
|
|
|
|
|
});
|
2022-10-05 12:03:07 -05:00
|
|
|
return GVArray::ForGArray(std::move(values));
|
2021-03-09 13:39:05 -05:00
|
|
|
}
|
|
|
|
|
|
2021-03-19 08:59:56 -04:00
|
|
|
template<typename T>
|
2021-03-25 12:01:42 +01:00
|
|
|
void adapt_mesh_domain_face_to_edge_impl(const Mesh &mesh,
|
Geometry Nodes: use virtual arrays in internal attribute api
A virtual array is a data structure that is similar to a normal array
in that its elements can be accessed by an index. However, a virtual
array does not have to be a contiguous array internally. Instead, its
elements can be layed out arbitrarily while element access happens
through a virtual function call. However, the virtual array data
structures are designed so that the virtual function call can be avoided
in cases where it could become a bottleneck.
Most commonly, a virtual array is backed by an actual array/span or
is a single value internally, that is the same for every index.
Besides those, there are many more specialized virtual arrays like the
ones that provides vertex positions based on the `MVert` struct or
vertex group weights.
Not all attributes used by geometry nodes are stored in simple contiguous
arrays. To provide uniform access to all kinds of attributes, the attribute
API has to provide virtual array functionality that hides the implementation
details of attributes.
Before this refactor, the attribute API provided its own virtual array
implementation as part of the `ReadAttribute` and `WriteAttribute` types.
That resulted in unnecessary code duplication with the virtual array system.
Even worse, it bound many algorithms used by geometry nodes to the specifics
of the attribute API, even though they could also use different data sources
(such as data from sockets, default values, later results of expressions, ...).
This refactor removes the `ReadAttribute` and `WriteAttribute` types and
replaces them with `GVArray` and `GVMutableArray` respectively. The `GV`
stands for "generic virtual". The "generic" means that the data type contained
in those virtual arrays is only known at run-time. There are the corresponding
statically typed types `VArray<T>` and `VMutableArray<T>` as well.
No regressions are expected from this refactor. It does come with one
improvement for users. The attribute API can convert the data type
on write now. This is especially useful when writing to builtin attributes
like `material_index` with e.g. the Attribute Math node (which usually
just writes to float attributes, while `material_index` is an integer attribute).
Differential Revision: https://developer.blender.org/D10994
2021-04-17 16:41:03 +02:00
|
|
|
const VArray<T> &old_values,
|
2021-03-25 12:01:42 +01:00
|
|
|
MutableSpan<T> r_values)
|
2021-03-19 08:59:56 -04:00
|
|
|
{
|
2023-12-20 02:21:48 +01:00
|
|
|
BLI_assert(r_values.size() == mesh.edges_num);
|
2023-07-24 22:06:55 +02:00
|
|
|
const OffsetIndices faces = mesh.faces();
|
Mesh: Replace MLoop struct with generic attributes
Implements #102359.
Split the `MLoop` struct into two separate integer arrays called
`corner_verts` and `corner_edges`, referring to the vertex each corner
is attached to and the next edge around the face at each corner. These
arrays can be sliced to give access to the edges or vertices in a face.
Then they are often referred to as "poly_verts" or "poly_edges".
The main benefits are halving the necessary memory bandwidth when only
one array is used and simplifications from using regular integer indices
instead of a special-purpose struct.
The commit also starts a renaming from "loop" to "corner" in mesh code.
Like the other mesh struct of array refactors, forward compatibility is
kept by writing files with the older format. This will be done until 4.0
to ease the transition process.
Looking at a small portion of the patch should give a good impression
for the rest of the changes. I tried to make the changes as small as
possible so it's easy to tell the correctness from the diff. Though I
found Blender developers have been very inventive over the last decade
when finding different ways to loop over the corners in a face.
For performance, nearly every piece of code that deals with `Mesh` is
slightly impacted. Any algorithm that is memory bottle-necked should
see an improvement. For example, here is a comparison of interpolating
a vertex float attribute to face corners (Ryzen 3700x):
**Before** (Average: 3.7 ms, Min: 3.4 ms)
```
threading::parallel_for(loops.index_range(), 4096, [&](IndexRange range) {
for (const int64_t i : range) {
dst[i] = src[loops[i].v];
}
});
```
**After** (Average: 2.9 ms, Min: 2.6 ms)
```
array_utils::gather(src, corner_verts, dst);
```
That's an improvement of 28% to the average timings, and it's also a
simplification, since an index-based routine can be used instead.
For more examples using the new arrays, see the design task.
Pull Request: https://projects.blender.org/blender/blender/pulls/104424
2023-03-20 15:55:13 +01:00
|
|
|
const Span<int> corner_edges = mesh.corner_edges();
|
Mesh: Remove redundant custom data pointers
For copy-on-write, we want to share attribute arrays between meshes
where possible. Mutable pointers like `Mesh.mvert` make that difficult
by making ownership vague. They also make code more complex by adding
redundancy.
The simplest solution is just removing them and retrieving layers from
`CustomData` as needed. Similar changes have already been applied to
curves and point clouds (e9f82d3dc7ee, 410a6efb747f). Removing use of
the pointers generally makes code more obvious and more reusable.
Mesh data is now accessed with a C++ API (`Mesh::edges()` or
`Mesh::edges_for_write()`), and a C API (`BKE_mesh_edges(mesh)`).
The CoW changes this commit makes possible are described in T95845
and T95842, and started in D14139 and D14140. The change also simplifies
the ongoing mesh struct-of-array refactors from T95965.
**RNA/Python Access Performance**
Theoretically, accessing mesh elements with the RNA API may become
slower, since the layer needs to be found on every random access.
However, overhead is already high enough that this doesn't make a
noticible differenc, and performance is actually improved in some
cases. Random access can be up to 10% faster, but other situations
might be a bit slower. Generally using `foreach_get/set` are the best
way to improve performance. See the differential revision for more
discussion about Python performance.
Cycles has been updated to use raw pointers and the internal Blender
mesh types, mostly because there is no sense in having this overhead
when it's already compiled with Blender. In my tests this roughly
halves the Cycles mesh creation time (0.19s to 0.10s for a 1 million
face grid).
Differential Revision: https://developer.blender.org/D15488
2022-09-05 11:56:34 -05:00
|
|
|
|
2021-03-19 08:59:56 -04:00
|
|
|
attribute_math::DefaultMixer<T> mixer(r_values);
|
|
|
|
|
|
2023-07-24 22:06:55 +02:00
|
|
|
for (const int face_index : faces.index_range()) {
|
|
|
|
|
const T value = old_values[face_index];
|
|
|
|
|
for (const int edge : corner_edges.slice(faces[face_index])) {
|
Mesh: Replace MLoop struct with generic attributes
Implements #102359.
Split the `MLoop` struct into two separate integer arrays called
`corner_verts` and `corner_edges`, referring to the vertex each corner
is attached to and the next edge around the face at each corner. These
arrays can be sliced to give access to the edges or vertices in a face.
Then they are often referred to as "poly_verts" or "poly_edges".
The main benefits are halving the necessary memory bandwidth when only
one array is used and simplifications from using regular integer indices
instead of a special-purpose struct.
The commit also starts a renaming from "loop" to "corner" in mesh code.
Like the other mesh struct of array refactors, forward compatibility is
kept by writing files with the older format. This will be done until 4.0
to ease the transition process.
Looking at a small portion of the patch should give a good impression
for the rest of the changes. I tried to make the changes as small as
possible so it's easy to tell the correctness from the diff. Though I
found Blender developers have been very inventive over the last decade
when finding different ways to loop over the corners in a face.
For performance, nearly every piece of code that deals with `Mesh` is
slightly impacted. Any algorithm that is memory bottle-necked should
see an improvement. For example, here is a comparison of interpolating
a vertex float attribute to face corners (Ryzen 3700x):
**Before** (Average: 3.7 ms, Min: 3.4 ms)
```
threading::parallel_for(loops.index_range(), 4096, [&](IndexRange range) {
for (const int64_t i : range) {
dst[i] = src[loops[i].v];
}
});
```
**After** (Average: 2.9 ms, Min: 2.6 ms)
```
array_utils::gather(src, corner_verts, dst);
```
That's an improvement of 28% to the average timings, and it's also a
simplification, since an index-based routine can be used instead.
For more examples using the new arrays, see the design task.
Pull Request: https://projects.blender.org/blender/blender/pulls/104424
2023-03-20 15:55:13 +01:00
|
|
|
mixer.mix_in(edge, value);
|
2021-03-19 08:59:56 -04:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
mixer.finalize();
|
|
|
|
|
}
|
|
|
|
|
|
2021-09-15 10:28:00 -05:00
|
|
|
/* An edge is selected if any connected face was selected. */
|
|
|
|
|
template<>
|
|
|
|
|
void adapt_mesh_domain_face_to_edge_impl(const Mesh &mesh,
|
|
|
|
|
const VArray<bool> &old_values,
|
|
|
|
|
MutableSpan<bool> r_values)
|
|
|
|
|
{
|
2023-12-20 02:21:48 +01:00
|
|
|
BLI_assert(r_values.size() == mesh.edges_num);
|
2023-07-24 22:06:55 +02:00
|
|
|
const OffsetIndices faces = mesh.faces();
|
Mesh: Replace MLoop struct with generic attributes
Implements #102359.
Split the `MLoop` struct into two separate integer arrays called
`corner_verts` and `corner_edges`, referring to the vertex each corner
is attached to and the next edge around the face at each corner. These
arrays can be sliced to give access to the edges or vertices in a face.
Then they are often referred to as "poly_verts" or "poly_edges".
The main benefits are halving the necessary memory bandwidth when only
one array is used and simplifications from using regular integer indices
instead of a special-purpose struct.
The commit also starts a renaming from "loop" to "corner" in mesh code.
Like the other mesh struct of array refactors, forward compatibility is
kept by writing files with the older format. This will be done until 4.0
to ease the transition process.
Looking at a small portion of the patch should give a good impression
for the rest of the changes. I tried to make the changes as small as
possible so it's easy to tell the correctness from the diff. Though I
found Blender developers have been very inventive over the last decade
when finding different ways to loop over the corners in a face.
For performance, nearly every piece of code that deals with `Mesh` is
slightly impacted. Any algorithm that is memory bottle-necked should
see an improvement. For example, here is a comparison of interpolating
a vertex float attribute to face corners (Ryzen 3700x):
**Before** (Average: 3.7 ms, Min: 3.4 ms)
```
threading::parallel_for(loops.index_range(), 4096, [&](IndexRange range) {
for (const int64_t i : range) {
dst[i] = src[loops[i].v];
}
});
```
**After** (Average: 2.9 ms, Min: 2.6 ms)
```
array_utils::gather(src, corner_verts, dst);
```
That's an improvement of 28% to the average timings, and it's also a
simplification, since an index-based routine can be used instead.
For more examples using the new arrays, see the design task.
Pull Request: https://projects.blender.org/blender/blender/pulls/104424
2023-03-20 15:55:13 +01:00
|
|
|
const Span<int> corner_edges = mesh.corner_edges();
|
2021-09-15 10:28:00 -05:00
|
|
|
|
|
|
|
|
r_values.fill(false);
|
2023-07-24 22:06:55 +02:00
|
|
|
threading::parallel_for(faces.index_range(), 2048, [&](const IndexRange range) {
|
|
|
|
|
for (const int face_index : range) {
|
|
|
|
|
if (old_values[face_index]) {
|
|
|
|
|
for (const int edge : corner_edges.slice(faces[face_index])) {
|
Mesh: Replace MLoop struct with generic attributes
Implements #102359.
Split the `MLoop` struct into two separate integer arrays called
`corner_verts` and `corner_edges`, referring to the vertex each corner
is attached to and the next edge around the face at each corner. These
arrays can be sliced to give access to the edges or vertices in a face.
Then they are often referred to as "poly_verts" or "poly_edges".
The main benefits are halving the necessary memory bandwidth when only
one array is used and simplifications from using regular integer indices
instead of a special-purpose struct.
The commit also starts a renaming from "loop" to "corner" in mesh code.
Like the other mesh struct of array refactors, forward compatibility is
kept by writing files with the older format. This will be done until 4.0
to ease the transition process.
Looking at a small portion of the patch should give a good impression
for the rest of the changes. I tried to make the changes as small as
possible so it's easy to tell the correctness from the diff. Though I
found Blender developers have been very inventive over the last decade
when finding different ways to loop over the corners in a face.
For performance, nearly every piece of code that deals with `Mesh` is
slightly impacted. Any algorithm that is memory bottle-necked should
see an improvement. For example, here is a comparison of interpolating
a vertex float attribute to face corners (Ryzen 3700x):
**Before** (Average: 3.7 ms, Min: 3.4 ms)
```
threading::parallel_for(loops.index_range(), 4096, [&](IndexRange range) {
for (const int64_t i : range) {
dst[i] = src[loops[i].v];
}
});
```
**After** (Average: 2.9 ms, Min: 2.6 ms)
```
array_utils::gather(src, corner_verts, dst);
```
That's an improvement of 28% to the average timings, and it's also a
simplification, since an index-based routine can be used instead.
For more examples using the new arrays, see the design task.
Pull Request: https://projects.blender.org/blender/blender/pulls/104424
2023-03-20 15:55:13 +01:00
|
|
|
r_values[edge] = true;
|
2022-10-07 17:54:05 -05:00
|
|
|
}
|
2021-09-15 10:28:00 -05:00
|
|
|
}
|
|
|
|
|
}
|
2022-10-07 17:54:05 -05:00
|
|
|
});
|
2021-09-15 10:28:00 -05:00
|
|
|
}
|
|
|
|
|
|
Geometry Nodes: refactor virtual array system
Goals of this refactor:
* Simplify creating virtual arrays.
* Simplify passing virtual arrays around.
* Simplify converting between typed and generic virtual arrays.
* Reduce memory allocations.
As a quick reminder, a virtual arrays is a data structure that behaves like an
array (i.e. it can be accessed using an index). However, it may not actually
be stored as array internally. The two most important implementations
of virtual arrays are those that correspond to an actual plain array and those
that have the same value for every index. However, many more
implementations exist for various reasons (interfacing with legacy attributes,
unified iterator over all points in multiple splines, ...).
With this refactor the core types (`VArray`, `GVArray`, `VMutableArray` and
`GVMutableArray`) can be used like "normal values". They typically live
on the stack. Before, they were usually inside a `std::unique_ptr`. This makes
passing them around much easier. Creation of new virtual arrays is also
much simpler now due to some constructors. Memory allocations are
reduced by making use of small object optimization inside the core types.
Previously, `VArray` was a class with virtual methods that had to be overridden
to change the behavior of a the virtual array. Now,`VArray` has a fixed size
and has no virtual methods. Instead it contains a `VArrayImpl` that is
similar to the old `VArray`. `VArrayImpl` should rarely ever be used directly,
unless a new virtual array implementation is added.
To support the small object optimization for many `VArrayImpl` classes,
a new `blender::Any` type is added. It is similar to `std::any` with two
additional features. It has an adjustable inline buffer size and alignment.
The inline buffer size of `std::any` can't be relied on and is usually too
small for our use case here. Furthermore, `blender::Any` can store
additional user-defined type information without increasing the
stack size.
Differential Revision: https://developer.blender.org/D12986
2021-11-16 10:15:51 +01:00
|
|
|
static GVArray adapt_mesh_domain_face_to_edge(const Mesh &mesh, const GVArray &varray)
|
2021-03-19 08:59:56 -04:00
|
|
|
{
|
2023-12-20 02:21:48 +01:00
|
|
|
GArray<> values(varray.type(), mesh.edges_num);
|
Geometry Nodes: refactor virtual array system
Goals of this refactor:
* Simplify creating virtual arrays.
* Simplify passing virtual arrays around.
* Simplify converting between typed and generic virtual arrays.
* Reduce memory allocations.
As a quick reminder, a virtual arrays is a data structure that behaves like an
array (i.e. it can be accessed using an index). However, it may not actually
be stored as array internally. The two most important implementations
of virtual arrays are those that correspond to an actual plain array and those
that have the same value for every index. However, many more
implementations exist for various reasons (interfacing with legacy attributes,
unified iterator over all points in multiple splines, ...).
With this refactor the core types (`VArray`, `GVArray`, `VMutableArray` and
`GVMutableArray`) can be used like "normal values". They typically live
on the stack. Before, they were usually inside a `std::unique_ptr`. This makes
passing them around much easier. Creation of new virtual arrays is also
much simpler now due to some constructors. Memory allocations are
reduced by making use of small object optimization inside the core types.
Previously, `VArray` was a class with virtual methods that had to be overridden
to change the behavior of a the virtual array. Now,`VArray` has a fixed size
and has no virtual methods. Instead it contains a `VArrayImpl` that is
similar to the old `VArray`. `VArrayImpl` should rarely ever be used directly,
unless a new virtual array implementation is added.
To support the small object optimization for many `VArrayImpl` classes,
a new `blender::Any` type is added. It is similar to `std::any` with two
additional features. It has an adjustable inline buffer size and alignment.
The inline buffer size of `std::any` can't be relied on and is usually too
small for our use case here. Furthermore, `blender::Any` can store
additional user-defined type information without increasing the
stack size.
Differential Revision: https://developer.blender.org/D12986
2021-11-16 10:15:51 +01:00
|
|
|
attribute_math::convert_to_static_type(varray.type(), [&](auto dummy) {
|
2021-03-19 08:59:56 -04:00
|
|
|
using T = decltype(dummy);
|
|
|
|
|
if constexpr (!std::is_void_v<attribute_math::DefaultMixer<T>>) {
|
2022-10-05 12:03:07 -05:00
|
|
|
adapt_mesh_domain_face_to_edge_impl<T>(
|
|
|
|
|
mesh, varray.typed<T>(), values.as_mutable_span().typed<T>());
|
2021-03-19 08:59:56 -04:00
|
|
|
}
|
|
|
|
|
});
|
2022-10-05 12:03:07 -05:00
|
|
|
return GVArray::ForGArray(std::move(values));
|
2021-03-19 08:59:56 -04:00
|
|
|
}
|
|
|
|
|
|
Geometry Nodes: refactor virtual array system
Goals of this refactor:
* Simplify creating virtual arrays.
* Simplify passing virtual arrays around.
* Simplify converting between typed and generic virtual arrays.
* Reduce memory allocations.
As a quick reminder, a virtual arrays is a data structure that behaves like an
array (i.e. it can be accessed using an index). However, it may not actually
be stored as array internally. The two most important implementations
of virtual arrays are those that correspond to an actual plain array and those
that have the same value for every index. However, many more
implementations exist for various reasons (interfacing with legacy attributes,
unified iterator over all points in multiple splines, ...).
With this refactor the core types (`VArray`, `GVArray`, `VMutableArray` and
`GVMutableArray`) can be used like "normal values". They typically live
on the stack. Before, they were usually inside a `std::unique_ptr`. This makes
passing them around much easier. Creation of new virtual arrays is also
much simpler now due to some constructors. Memory allocations are
reduced by making use of small object optimization inside the core types.
Previously, `VArray` was a class with virtual methods that had to be overridden
to change the behavior of a the virtual array. Now,`VArray` has a fixed size
and has no virtual methods. Instead it contains a `VArrayImpl` that is
similar to the old `VArray`. `VArrayImpl` should rarely ever be used directly,
unless a new virtual array implementation is added.
To support the small object optimization for many `VArrayImpl` classes,
a new `blender::Any` type is added. It is similar to `std::any` with two
additional features. It has an adjustable inline buffer size and alignment.
The inline buffer size of `std::any` can't be relied on and is usually too
small for our use case here. Furthermore, `blender::Any` can store
additional user-defined type information without increasing the
stack size.
Differential Revision: https://developer.blender.org/D12986
2021-11-16 10:15:51 +01:00
|
|
|
static GVArray adapt_mesh_domain_point_to_face(const Mesh &mesh, const GVArray &varray)
|
2021-03-09 13:39:05 -05:00
|
|
|
{
|
2023-07-24 22:06:55 +02:00
|
|
|
const OffsetIndices faces = mesh.faces();
|
Mesh: Replace MLoop struct with generic attributes
Implements #102359.
Split the `MLoop` struct into two separate integer arrays called
`corner_verts` and `corner_edges`, referring to the vertex each corner
is attached to and the next edge around the face at each corner. These
arrays can be sliced to give access to the edges or vertices in a face.
Then they are often referred to as "poly_verts" or "poly_edges".
The main benefits are halving the necessary memory bandwidth when only
one array is used and simplifications from using regular integer indices
instead of a special-purpose struct.
The commit also starts a renaming from "loop" to "corner" in mesh code.
Like the other mesh struct of array refactors, forward compatibility is
kept by writing files with the older format. This will be done until 4.0
to ease the transition process.
Looking at a small portion of the patch should give a good impression
for the rest of the changes. I tried to make the changes as small as
possible so it's easy to tell the correctness from the diff. Though I
found Blender developers have been very inventive over the last decade
when finding different ways to loop over the corners in a face.
For performance, nearly every piece of code that deals with `Mesh` is
slightly impacted. Any algorithm that is memory bottle-necked should
see an improvement. For example, here is a comparison of interpolating
a vertex float attribute to face corners (Ryzen 3700x):
**Before** (Average: 3.7 ms, Min: 3.4 ms)
```
threading::parallel_for(loops.index_range(), 4096, [&](IndexRange range) {
for (const int64_t i : range) {
dst[i] = src[loops[i].v];
}
});
```
**After** (Average: 2.9 ms, Min: 2.6 ms)
```
array_utils::gather(src, corner_verts, dst);
```
That's an improvement of 28% to the average timings, and it's also a
simplification, since an index-based routine can be used instead.
For more examples using the new arrays, see the design task.
Pull Request: https://projects.blender.org/blender/blender/pulls/104424
2023-03-20 15:55:13 +01:00
|
|
|
const Span<int> corner_verts = mesh.corner_verts();
|
Mesh: Remove redundant custom data pointers
For copy-on-write, we want to share attribute arrays between meshes
where possible. Mutable pointers like `Mesh.mvert` make that difficult
by making ownership vague. They also make code more complex by adding
redundancy.
The simplest solution is just removing them and retrieving layers from
`CustomData` as needed. Similar changes have already been applied to
curves and point clouds (e9f82d3dc7ee, 410a6efb747f). Removing use of
the pointers generally makes code more obvious and more reusable.
Mesh data is now accessed with a C++ API (`Mesh::edges()` or
`Mesh::edges_for_write()`), and a C API (`BKE_mesh_edges(mesh)`).
The CoW changes this commit makes possible are described in T95845
and T95842, and started in D14139 and D14140. The change also simplifies
the ongoing mesh struct-of-array refactors from T95965.
**RNA/Python Access Performance**
Theoretically, accessing mesh elements with the RNA API may become
slower, since the layer needs to be found on every random access.
However, overhead is already high enough that this doesn't make a
noticible differenc, and performance is actually improved in some
cases. Random access can be up to 10% faster, but other situations
might be a bit slower. Generally using `foreach_get/set` are the best
way to improve performance. See the differential revision for more
discussion about Python performance.
Cycles has been updated to use raw pointers and the internal Blender
mesh types, mostly because there is no sense in having this overhead
when it's already compiled with Blender. In my tests this roughly
halves the Cycles mesh creation time (0.19s to 0.10s for a 1 million
face grid).
Differential Revision: https://developer.blender.org/D15488
2022-09-05 11:56:34 -05:00
|
|
|
|
Geometry Nodes: refactor virtual array system
Goals of this refactor:
* Simplify creating virtual arrays.
* Simplify passing virtual arrays around.
* Simplify converting between typed and generic virtual arrays.
* Reduce memory allocations.
As a quick reminder, a virtual arrays is a data structure that behaves like an
array (i.e. it can be accessed using an index). However, it may not actually
be stored as array internally. The two most important implementations
of virtual arrays are those that correspond to an actual plain array and those
that have the same value for every index. However, many more
implementations exist for various reasons (interfacing with legacy attributes,
unified iterator over all points in multiple splines, ...).
With this refactor the core types (`VArray`, `GVArray`, `VMutableArray` and
`GVMutableArray`) can be used like "normal values". They typically live
on the stack. Before, they were usually inside a `std::unique_ptr`. This makes
passing them around much easier. Creation of new virtual arrays is also
much simpler now due to some constructors. Memory allocations are
reduced by making use of small object optimization inside the core types.
Previously, `VArray` was a class with virtual methods that had to be overridden
to change the behavior of a the virtual array. Now,`VArray` has a fixed size
and has no virtual methods. Instead it contains a `VArrayImpl` that is
similar to the old `VArray`. `VArrayImpl` should rarely ever be used directly,
unless a new virtual array implementation is added.
To support the small object optimization for many `VArrayImpl` classes,
a new `blender::Any` type is added. It is similar to `std::any` with two
additional features. It has an adjustable inline buffer size and alignment.
The inline buffer size of `std::any` can't be relied on and is usually too
small for our use case here. Furthermore, `blender::Any` can store
additional user-defined type information without increasing the
stack size.
Differential Revision: https://developer.blender.org/D12986
2021-11-16 10:15:51 +01:00
|
|
|
GVArray new_varray;
|
|
|
|
|
attribute_math::convert_to_static_type(varray.type(), [&](auto dummy) {
|
2021-03-09 13:39:05 -05:00
|
|
|
using T = decltype(dummy);
|
|
|
|
|
if constexpr (!std::is_void_v<attribute_math::DefaultMixer<T>>) {
|
2022-01-18 16:10:33 +01:00
|
|
|
if constexpr (std::is_same_v<T, bool>) {
|
|
|
|
|
new_varray = VArray<T>::ForFunc(
|
2023-07-24 22:06:55 +02:00
|
|
|
mesh.faces_num,
|
|
|
|
|
[corner_verts, faces, varray = varray.typed<bool>()](const int face_index) {
|
2022-01-18 16:10:33 +01:00
|
|
|
/* A face is selected if all of its vertices were selected. */
|
2023-07-24 22:06:55 +02:00
|
|
|
for (const int vert : corner_verts.slice(faces[face_index])) {
|
Mesh: Replace MLoop struct with generic attributes
Implements #102359.
Split the `MLoop` struct into two separate integer arrays called
`corner_verts` and `corner_edges`, referring to the vertex each corner
is attached to and the next edge around the face at each corner. These
arrays can be sliced to give access to the edges or vertices in a face.
Then they are often referred to as "poly_verts" or "poly_edges".
The main benefits are halving the necessary memory bandwidth when only
one array is used and simplifications from using regular integer indices
instead of a special-purpose struct.
The commit also starts a renaming from "loop" to "corner" in mesh code.
Like the other mesh struct of array refactors, forward compatibility is
kept by writing files with the older format. This will be done until 4.0
to ease the transition process.
Looking at a small portion of the patch should give a good impression
for the rest of the changes. I tried to make the changes as small as
possible so it's easy to tell the correctness from the diff. Though I
found Blender developers have been very inventive over the last decade
when finding different ways to loop over the corners in a face.
For performance, nearly every piece of code that deals with `Mesh` is
slightly impacted. Any algorithm that is memory bottle-necked should
see an improvement. For example, here is a comparison of interpolating
a vertex float attribute to face corners (Ryzen 3700x):
**Before** (Average: 3.7 ms, Min: 3.4 ms)
```
threading::parallel_for(loops.index_range(), 4096, [&](IndexRange range) {
for (const int64_t i : range) {
dst[i] = src[loops[i].v];
}
});
```
**After** (Average: 2.9 ms, Min: 2.6 ms)
```
array_utils::gather(src, corner_verts, dst);
```
That's an improvement of 28% to the average timings, and it's also a
simplification, since an index-based routine can be used instead.
For more examples using the new arrays, see the design task.
Pull Request: https://projects.blender.org/blender/blender/pulls/104424
2023-03-20 15:55:13 +01:00
|
|
|
if (!varray[vert]) {
|
2022-01-18 16:10:33 +01:00
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
new_varray = VArray<T>::ForFunc(
|
2023-07-24 22:06:55 +02:00
|
|
|
mesh.faces_num,
|
|
|
|
|
[corner_verts, faces, varray = varray.typed<T>()](const int face_index) {
|
2022-01-18 16:10:33 +01:00
|
|
|
T return_value;
|
|
|
|
|
attribute_math::DefaultMixer<T> mixer({&return_value, 1});
|
2023-07-24 22:06:55 +02:00
|
|
|
for (const int vert : corner_verts.slice(faces[face_index])) {
|
Mesh: Replace MLoop struct with generic attributes
Implements #102359.
Split the `MLoop` struct into two separate integer arrays called
`corner_verts` and `corner_edges`, referring to the vertex each corner
is attached to and the next edge around the face at each corner. These
arrays can be sliced to give access to the edges or vertices in a face.
Then they are often referred to as "poly_verts" or "poly_edges".
The main benefits are halving the necessary memory bandwidth when only
one array is used and simplifications from using regular integer indices
instead of a special-purpose struct.
The commit also starts a renaming from "loop" to "corner" in mesh code.
Like the other mesh struct of array refactors, forward compatibility is
kept by writing files with the older format. This will be done until 4.0
to ease the transition process.
Looking at a small portion of the patch should give a good impression
for the rest of the changes. I tried to make the changes as small as
possible so it's easy to tell the correctness from the diff. Though I
found Blender developers have been very inventive over the last decade
when finding different ways to loop over the corners in a face.
For performance, nearly every piece of code that deals with `Mesh` is
slightly impacted. Any algorithm that is memory bottle-necked should
see an improvement. For example, here is a comparison of interpolating
a vertex float attribute to face corners (Ryzen 3700x):
**Before** (Average: 3.7 ms, Min: 3.4 ms)
```
threading::parallel_for(loops.index_range(), 4096, [&](IndexRange range) {
for (const int64_t i : range) {
dst[i] = src[loops[i].v];
}
});
```
**After** (Average: 2.9 ms, Min: 2.6 ms)
```
array_utils::gather(src, corner_verts, dst);
```
That's an improvement of 28% to the average timings, and it's also a
simplification, since an index-based routine can be used instead.
For more examples using the new arrays, see the design task.
Pull Request: https://projects.blender.org/blender/blender/pulls/104424
2023-03-20 15:55:13 +01:00
|
|
|
mixer.mix_in(0, varray[vert]);
|
2022-01-18 16:10:33 +01:00
|
|
|
}
|
|
|
|
|
mixer.finalize();
|
|
|
|
|
return return_value;
|
|
|
|
|
});
|
|
|
|
|
}
|
2021-03-09 13:39:05 -05:00
|
|
|
}
|
|
|
|
|
});
|
Geometry Nodes: use virtual arrays in internal attribute api
A virtual array is a data structure that is similar to a normal array
in that its elements can be accessed by an index. However, a virtual
array does not have to be a contiguous array internally. Instead, its
elements can be layed out arbitrarily while element access happens
through a virtual function call. However, the virtual array data
structures are designed so that the virtual function call can be avoided
in cases where it could become a bottleneck.
Most commonly, a virtual array is backed by an actual array/span or
is a single value internally, that is the same for every index.
Besides those, there are many more specialized virtual arrays like the
ones that provides vertex positions based on the `MVert` struct or
vertex group weights.
Not all attributes used by geometry nodes are stored in simple contiguous
arrays. To provide uniform access to all kinds of attributes, the attribute
API has to provide virtual array functionality that hides the implementation
details of attributes.
Before this refactor, the attribute API provided its own virtual array
implementation as part of the `ReadAttribute` and `WriteAttribute` types.
That resulted in unnecessary code duplication with the virtual array system.
Even worse, it bound many algorithms used by geometry nodes to the specifics
of the attribute API, even though they could also use different data sources
(such as data from sockets, default values, later results of expressions, ...).
This refactor removes the `ReadAttribute` and `WriteAttribute` types and
replaces them with `GVArray` and `GVMutableArray` respectively. The `GV`
stands for "generic virtual". The "generic" means that the data type contained
in those virtual arrays is only known at run-time. There are the corresponding
statically typed types `VArray<T>` and `VMutableArray<T>` as well.
No regressions are expected from this refactor. It does come with one
improvement for users. The attribute API can convert the data type
on write now. This is especially useful when writing to builtin attributes
like `material_index` with e.g. the Attribute Math node (which usually
just writes to float attributes, while `material_index` is an integer attribute).
Differential Revision: https://developer.blender.org/D10994
2021-04-17 16:41:03 +02:00
|
|
|
return new_varray;
|
2021-03-09 13:39:05 -05:00
|
|
|
}
|
|
|
|
|
|
Geometry Nodes: refactor virtual array system
Goals of this refactor:
* Simplify creating virtual arrays.
* Simplify passing virtual arrays around.
* Simplify converting between typed and generic virtual arrays.
* Reduce memory allocations.
As a quick reminder, a virtual arrays is a data structure that behaves like an
array (i.e. it can be accessed using an index). However, it may not actually
be stored as array internally. The two most important implementations
of virtual arrays are those that correspond to an actual plain array and those
that have the same value for every index. However, many more
implementations exist for various reasons (interfacing with legacy attributes,
unified iterator over all points in multiple splines, ...).
With this refactor the core types (`VArray`, `GVArray`, `VMutableArray` and
`GVMutableArray`) can be used like "normal values". They typically live
on the stack. Before, they were usually inside a `std::unique_ptr`. This makes
passing them around much easier. Creation of new virtual arrays is also
much simpler now due to some constructors. Memory allocations are
reduced by making use of small object optimization inside the core types.
Previously, `VArray` was a class with virtual methods that had to be overridden
to change the behavior of a the virtual array. Now,`VArray` has a fixed size
and has no virtual methods. Instead it contains a `VArrayImpl` that is
similar to the old `VArray`. `VArrayImpl` should rarely ever be used directly,
unless a new virtual array implementation is added.
To support the small object optimization for many `VArrayImpl` classes,
a new `blender::Any` type is added. It is similar to `std::any` with two
additional features. It has an adjustable inline buffer size and alignment.
The inline buffer size of `std::any` can't be relied on and is usually too
small for our use case here. Furthermore, `blender::Any` can store
additional user-defined type information without increasing the
stack size.
Differential Revision: https://developer.blender.org/D12986
2021-11-16 10:15:51 +01:00
|
|
|
static GVArray adapt_mesh_domain_point_to_edge(const Mesh &mesh, const GVArray &varray)
|
2021-03-19 08:59:56 -04:00
|
|
|
{
|
Mesh: Move edges to a generic attribute
Implements #95966, as the final step of #95965.
This commit changes the storage of mesh edge vertex indices from the
`MEdge` type to the generic `int2` attribute type. This follows the
general design for geometry and the attribute system, where the data
storage type and the usage semantics are separated.
The main benefit of the change is reduced memory usage-- the
requirements of storing mesh edges is reduced by 1/3. For example,
this saves 8MB on a 1 million vertex grid. This also gives performance
benefits to any memory-bound mesh processing algorithm that uses edges.
Another benefit is that all of the edge's vertex indices are
contiguous. In a few cases, it's helpful to process all of them as
`Span<int>` rather than `Span<int2>`. Similarly, the type is more
likely to match a generic format used by a library, or code that
shouldn't know about specific Blender `Mesh` types.
Various Notes:
- The `.edge_verts` name is used to reflect a mapping between domains,
similar to `.corner_verts`, etc. The period means that it the data
shouldn't change arbitrarily by the user or procedural operations.
- `edge[0]` is now used instead of `edge.v1`
- Signed integers are used instead of unsigned to reduce the mixing
of signed-ness, which can be error prone.
- All of the previously used core mesh data types (`MVert`, `MEdge`,
`MLoop`, `MPoly` are now deprecated. Only generic types are used).
- The `vec2i` DNA type is used in the few C files where necessary.
Pull Request: https://projects.blender.org/blender/blender/pulls/106638
2023-04-17 13:47:41 +02:00
|
|
|
const Span<int2> edges = mesh.edges();
|
Mesh: Remove redundant custom data pointers
For copy-on-write, we want to share attribute arrays between meshes
where possible. Mutable pointers like `Mesh.mvert` make that difficult
by making ownership vague. They also make code more complex by adding
redundancy.
The simplest solution is just removing them and retrieving layers from
`CustomData` as needed. Similar changes have already been applied to
curves and point clouds (e9f82d3dc7ee, 410a6efb747f). Removing use of
the pointers generally makes code more obvious and more reusable.
Mesh data is now accessed with a C++ API (`Mesh::edges()` or
`Mesh::edges_for_write()`), and a C API (`BKE_mesh_edges(mesh)`).
The CoW changes this commit makes possible are described in T95845
and T95842, and started in D14139 and D14140. The change also simplifies
the ongoing mesh struct-of-array refactors from T95965.
**RNA/Python Access Performance**
Theoretically, accessing mesh elements with the RNA API may become
slower, since the layer needs to be found on every random access.
However, overhead is already high enough that this doesn't make a
noticible differenc, and performance is actually improved in some
cases. Random access can be up to 10% faster, but other situations
might be a bit slower. Generally using `foreach_get/set` are the best
way to improve performance. See the differential revision for more
discussion about Python performance.
Cycles has been updated to use raw pointers and the internal Blender
mesh types, mostly because there is no sense in having this overhead
when it's already compiled with Blender. In my tests this roughly
halves the Cycles mesh creation time (0.19s to 0.10s for a 1 million
face grid).
Differential Revision: https://developer.blender.org/D15488
2022-09-05 11:56:34 -05:00
|
|
|
|
Geometry Nodes: refactor virtual array system
Goals of this refactor:
* Simplify creating virtual arrays.
* Simplify passing virtual arrays around.
* Simplify converting between typed and generic virtual arrays.
* Reduce memory allocations.
As a quick reminder, a virtual arrays is a data structure that behaves like an
array (i.e. it can be accessed using an index). However, it may not actually
be stored as array internally. The two most important implementations
of virtual arrays are those that correspond to an actual plain array and those
that have the same value for every index. However, many more
implementations exist for various reasons (interfacing with legacy attributes,
unified iterator over all points in multiple splines, ...).
With this refactor the core types (`VArray`, `GVArray`, `VMutableArray` and
`GVMutableArray`) can be used like "normal values". They typically live
on the stack. Before, they were usually inside a `std::unique_ptr`. This makes
passing them around much easier. Creation of new virtual arrays is also
much simpler now due to some constructors. Memory allocations are
reduced by making use of small object optimization inside the core types.
Previously, `VArray` was a class with virtual methods that had to be overridden
to change the behavior of a the virtual array. Now,`VArray` has a fixed size
and has no virtual methods. Instead it contains a `VArrayImpl` that is
similar to the old `VArray`. `VArrayImpl` should rarely ever be used directly,
unless a new virtual array implementation is added.
To support the small object optimization for many `VArrayImpl` classes,
a new `blender::Any` type is added. It is similar to `std::any` with two
additional features. It has an adjustable inline buffer size and alignment.
The inline buffer size of `std::any` can't be relied on and is usually too
small for our use case here. Furthermore, `blender::Any` can store
additional user-defined type information without increasing the
stack size.
Differential Revision: https://developer.blender.org/D12986
2021-11-16 10:15:51 +01:00
|
|
|
GVArray new_varray;
|
|
|
|
|
attribute_math::convert_to_static_type(varray.type(), [&](auto dummy) {
|
2021-03-19 08:59:56 -04:00
|
|
|
using T = decltype(dummy);
|
|
|
|
|
if constexpr (!std::is_void_v<attribute_math::DefaultMixer<T>>) {
|
2022-01-18 16:10:33 +01:00
|
|
|
if constexpr (std::is_same_v<T, bool>) {
|
|
|
|
|
/* An edge is selected if both of its vertices were selected. */
|
|
|
|
|
new_varray = VArray<bool>::ForFunc(
|
Mesh: Remove redundant custom data pointers
For copy-on-write, we want to share attribute arrays between meshes
where possible. Mutable pointers like `Mesh.mvert` make that difficult
by making ownership vague. They also make code more complex by adding
redundancy.
The simplest solution is just removing them and retrieving layers from
`CustomData` as needed. Similar changes have already been applied to
curves and point clouds (e9f82d3dc7ee, 410a6efb747f). Removing use of
the pointers generally makes code more obvious and more reusable.
Mesh data is now accessed with a C++ API (`Mesh::edges()` or
`Mesh::edges_for_write()`), and a C API (`BKE_mesh_edges(mesh)`).
The CoW changes this commit makes possible are described in T95845
and T95842, and started in D14139 and D14140. The change also simplifies
the ongoing mesh struct-of-array refactors from T95965.
**RNA/Python Access Performance**
Theoretically, accessing mesh elements with the RNA API may become
slower, since the layer needs to be found on every random access.
However, overhead is already high enough that this doesn't make a
noticible differenc, and performance is actually improved in some
cases. Random access can be up to 10% faster, but other situations
might be a bit slower. Generally using `foreach_get/set` are the best
way to improve performance. See the differential revision for more
discussion about Python performance.
Cycles has been updated to use raw pointers and the internal Blender
mesh types, mostly because there is no sense in having this overhead
when it's already compiled with Blender. In my tests this roughly
halves the Cycles mesh creation time (0.19s to 0.10s for a 1 million
face grid).
Differential Revision: https://developer.blender.org/D15488
2022-09-05 11:56:34 -05:00
|
|
|
edges.size(), [edges, varray = varray.typed<bool>()](const int edge_index) {
|
Mesh: Move edges to a generic attribute
Implements #95966, as the final step of #95965.
This commit changes the storage of mesh edge vertex indices from the
`MEdge` type to the generic `int2` attribute type. This follows the
general design for geometry and the attribute system, where the data
storage type and the usage semantics are separated.
The main benefit of the change is reduced memory usage-- the
requirements of storing mesh edges is reduced by 1/3. For example,
this saves 8MB on a 1 million vertex grid. This also gives performance
benefits to any memory-bound mesh processing algorithm that uses edges.
Another benefit is that all of the edge's vertex indices are
contiguous. In a few cases, it's helpful to process all of them as
`Span<int>` rather than `Span<int2>`. Similarly, the type is more
likely to match a generic format used by a library, or code that
shouldn't know about specific Blender `Mesh` types.
Various Notes:
- The `.edge_verts` name is used to reflect a mapping between domains,
similar to `.corner_verts`, etc. The period means that it the data
shouldn't change arbitrarily by the user or procedural operations.
- `edge[0]` is now used instead of `edge.v1`
- Signed integers are used instead of unsigned to reduce the mixing
of signed-ness, which can be error prone.
- All of the previously used core mesh data types (`MVert`, `MEdge`,
`MLoop`, `MPoly` are now deprecated. Only generic types are used).
- The `vec2i` DNA type is used in the few C files where necessary.
Pull Request: https://projects.blender.org/blender/blender/pulls/106638
2023-04-17 13:47:41 +02:00
|
|
|
const int2 &edge = edges[edge_index];
|
|
|
|
|
return varray[edge[0]] && varray[edge[1]];
|
2022-01-18 16:10:33 +01:00
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
new_varray = VArray<T>::ForFunc(
|
Mesh: Remove redundant custom data pointers
For copy-on-write, we want to share attribute arrays between meshes
where possible. Mutable pointers like `Mesh.mvert` make that difficult
by making ownership vague. They also make code more complex by adding
redundancy.
The simplest solution is just removing them and retrieving layers from
`CustomData` as needed. Similar changes have already been applied to
curves and point clouds (e9f82d3dc7ee, 410a6efb747f). Removing use of
the pointers generally makes code more obvious and more reusable.
Mesh data is now accessed with a C++ API (`Mesh::edges()` or
`Mesh::edges_for_write()`), and a C API (`BKE_mesh_edges(mesh)`).
The CoW changes this commit makes possible are described in T95845
and T95842, and started in D14139 and D14140. The change also simplifies
the ongoing mesh struct-of-array refactors from T95965.
**RNA/Python Access Performance**
Theoretically, accessing mesh elements with the RNA API may become
slower, since the layer needs to be found on every random access.
However, overhead is already high enough that this doesn't make a
noticible differenc, and performance is actually improved in some
cases. Random access can be up to 10% faster, but other situations
might be a bit slower. Generally using `foreach_get/set` are the best
way to improve performance. See the differential revision for more
discussion about Python performance.
Cycles has been updated to use raw pointers and the internal Blender
mesh types, mostly because there is no sense in having this overhead
when it's already compiled with Blender. In my tests this roughly
halves the Cycles mesh creation time (0.19s to 0.10s for a 1 million
face grid).
Differential Revision: https://developer.blender.org/D15488
2022-09-05 11:56:34 -05:00
|
|
|
edges.size(), [edges, varray = varray.typed<T>()](const int edge_index) {
|
2022-01-18 16:10:33 +01:00
|
|
|
T return_value;
|
|
|
|
|
attribute_math::DefaultMixer<T> mixer({&return_value, 1});
|
Mesh: Move edges to a generic attribute
Implements #95966, as the final step of #95965.
This commit changes the storage of mesh edge vertex indices from the
`MEdge` type to the generic `int2` attribute type. This follows the
general design for geometry and the attribute system, where the data
storage type and the usage semantics are separated.
The main benefit of the change is reduced memory usage-- the
requirements of storing mesh edges is reduced by 1/3. For example,
this saves 8MB on a 1 million vertex grid. This also gives performance
benefits to any memory-bound mesh processing algorithm that uses edges.
Another benefit is that all of the edge's vertex indices are
contiguous. In a few cases, it's helpful to process all of them as
`Span<int>` rather than `Span<int2>`. Similarly, the type is more
likely to match a generic format used by a library, or code that
shouldn't know about specific Blender `Mesh` types.
Various Notes:
- The `.edge_verts` name is used to reflect a mapping between domains,
similar to `.corner_verts`, etc. The period means that it the data
shouldn't change arbitrarily by the user or procedural operations.
- `edge[0]` is now used instead of `edge.v1`
- Signed integers are used instead of unsigned to reduce the mixing
of signed-ness, which can be error prone.
- All of the previously used core mesh data types (`MVert`, `MEdge`,
`MLoop`, `MPoly` are now deprecated. Only generic types are used).
- The `vec2i` DNA type is used in the few C files where necessary.
Pull Request: https://projects.blender.org/blender/blender/pulls/106638
2023-04-17 13:47:41 +02:00
|
|
|
const int2 &edge = edges[edge_index];
|
|
|
|
|
mixer.mix_in(0, varray[edge[0]]);
|
|
|
|
|
mixer.mix_in(0, varray[edge[1]]);
|
2022-01-18 16:10:33 +01:00
|
|
|
mixer.finalize();
|
|
|
|
|
return return_value;
|
|
|
|
|
});
|
|
|
|
|
}
|
2021-03-19 08:59:56 -04:00
|
|
|
}
|
|
|
|
|
});
|
Geometry Nodes: use virtual arrays in internal attribute api
A virtual array is a data structure that is similar to a normal array
in that its elements can be accessed by an index. However, a virtual
array does not have to be a contiguous array internally. Instead, its
elements can be layed out arbitrarily while element access happens
through a virtual function call. However, the virtual array data
structures are designed so that the virtual function call can be avoided
in cases where it could become a bottleneck.
Most commonly, a virtual array is backed by an actual array/span or
is a single value internally, that is the same for every index.
Besides those, there are many more specialized virtual arrays like the
ones that provides vertex positions based on the `MVert` struct or
vertex group weights.
Not all attributes used by geometry nodes are stored in simple contiguous
arrays. To provide uniform access to all kinds of attributes, the attribute
API has to provide virtual array functionality that hides the implementation
details of attributes.
Before this refactor, the attribute API provided its own virtual array
implementation as part of the `ReadAttribute` and `WriteAttribute` types.
That resulted in unnecessary code duplication with the virtual array system.
Even worse, it bound many algorithms used by geometry nodes to the specifics
of the attribute API, even though they could also use different data sources
(such as data from sockets, default values, later results of expressions, ...).
This refactor removes the `ReadAttribute` and `WriteAttribute` types and
replaces them with `GVArray` and `GVMutableArray` respectively. The `GV`
stands for "generic virtual". The "generic" means that the data type contained
in those virtual arrays is only known at run-time. There are the corresponding
statically typed types `VArray<T>` and `VMutableArray<T>` as well.
No regressions are expected from this refactor. It does come with one
improvement for users. The attribute API can convert the data type
on write now. This is especially useful when writing to builtin attributes
like `material_index` with e.g. the Attribute Math node (which usually
just writes to float attributes, while `material_index` is an integer attribute).
Differential Revision: https://developer.blender.org/D10994
2021-04-17 16:41:03 +02:00
|
|
|
return new_varray;
|
2021-03-19 08:59:56 -04:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
template<typename T>
|
|
|
|
|
void adapt_mesh_domain_edge_to_corner_impl(const Mesh &mesh,
|
Geometry Nodes: use virtual arrays in internal attribute api
A virtual array is a data structure that is similar to a normal array
in that its elements can be accessed by an index. However, a virtual
array does not have to be a contiguous array internally. Instead, its
elements can be layed out arbitrarily while element access happens
through a virtual function call. However, the virtual array data
structures are designed so that the virtual function call can be avoided
in cases where it could become a bottleneck.
Most commonly, a virtual array is backed by an actual array/span or
is a single value internally, that is the same for every index.
Besides those, there are many more specialized virtual arrays like the
ones that provides vertex positions based on the `MVert` struct or
vertex group weights.
Not all attributes used by geometry nodes are stored in simple contiguous
arrays. To provide uniform access to all kinds of attributes, the attribute
API has to provide virtual array functionality that hides the implementation
details of attributes.
Before this refactor, the attribute API provided its own virtual array
implementation as part of the `ReadAttribute` and `WriteAttribute` types.
That resulted in unnecessary code duplication with the virtual array system.
Even worse, it bound many algorithms used by geometry nodes to the specifics
of the attribute API, even though they could also use different data sources
(such as data from sockets, default values, later results of expressions, ...).
This refactor removes the `ReadAttribute` and `WriteAttribute` types and
replaces them with `GVArray` and `GVMutableArray` respectively. The `GV`
stands for "generic virtual". The "generic" means that the data type contained
in those virtual arrays is only known at run-time. There are the corresponding
statically typed types `VArray<T>` and `VMutableArray<T>` as well.
No regressions are expected from this refactor. It does come with one
improvement for users. The attribute API can convert the data type
on write now. This is especially useful when writing to builtin attributes
like `material_index` with e.g. the Attribute Math node (which usually
just writes to float attributes, while `material_index` is an integer attribute).
Differential Revision: https://developer.blender.org/D10994
2021-04-17 16:41:03 +02:00
|
|
|
const VArray<T> &old_values,
|
2021-03-19 08:59:56 -04:00
|
|
|
MutableSpan<T> r_values)
|
|
|
|
|
{
|
2023-12-20 02:21:48 +01:00
|
|
|
BLI_assert(r_values.size() == mesh.corners_num);
|
2023-07-24 22:06:55 +02:00
|
|
|
const OffsetIndices faces = mesh.faces();
|
Mesh: Replace MLoop struct with generic attributes
Implements #102359.
Split the `MLoop` struct into two separate integer arrays called
`corner_verts` and `corner_edges`, referring to the vertex each corner
is attached to and the next edge around the face at each corner. These
arrays can be sliced to give access to the edges or vertices in a face.
Then they are often referred to as "poly_verts" or "poly_edges".
The main benefits are halving the necessary memory bandwidth when only
one array is used and simplifications from using regular integer indices
instead of a special-purpose struct.
The commit also starts a renaming from "loop" to "corner" in mesh code.
Like the other mesh struct of array refactors, forward compatibility is
kept by writing files with the older format. This will be done until 4.0
to ease the transition process.
Looking at a small portion of the patch should give a good impression
for the rest of the changes. I tried to make the changes as small as
possible so it's easy to tell the correctness from the diff. Though I
found Blender developers have been very inventive over the last decade
when finding different ways to loop over the corners in a face.
For performance, nearly every piece of code that deals with `Mesh` is
slightly impacted. Any algorithm that is memory bottle-necked should
see an improvement. For example, here is a comparison of interpolating
a vertex float attribute to face corners (Ryzen 3700x):
**Before** (Average: 3.7 ms, Min: 3.4 ms)
```
threading::parallel_for(loops.index_range(), 4096, [&](IndexRange range) {
for (const int64_t i : range) {
dst[i] = src[loops[i].v];
}
});
```
**After** (Average: 2.9 ms, Min: 2.6 ms)
```
array_utils::gather(src, corner_verts, dst);
```
That's an improvement of 28% to the average timings, and it's also a
simplification, since an index-based routine can be used instead.
For more examples using the new arrays, see the design task.
Pull Request: https://projects.blender.org/blender/blender/pulls/104424
2023-03-20 15:55:13 +01:00
|
|
|
const Span<int> corner_edges = mesh.corner_edges();
|
Mesh: Remove redundant custom data pointers
For copy-on-write, we want to share attribute arrays between meshes
where possible. Mutable pointers like `Mesh.mvert` make that difficult
by making ownership vague. They also make code more complex by adding
redundancy.
The simplest solution is just removing them and retrieving layers from
`CustomData` as needed. Similar changes have already been applied to
curves and point clouds (e9f82d3dc7ee, 410a6efb747f). Removing use of
the pointers generally makes code more obvious and more reusable.
Mesh data is now accessed with a C++ API (`Mesh::edges()` or
`Mesh::edges_for_write()`), and a C API (`BKE_mesh_edges(mesh)`).
The CoW changes this commit makes possible are described in T95845
and T95842, and started in D14139 and D14140. The change also simplifies
the ongoing mesh struct-of-array refactors from T95965.
**RNA/Python Access Performance**
Theoretically, accessing mesh elements with the RNA API may become
slower, since the layer needs to be found on every random access.
However, overhead is already high enough that this doesn't make a
noticible differenc, and performance is actually improved in some
cases. Random access can be up to 10% faster, but other situations
might be a bit slower. Generally using `foreach_get/set` are the best
way to improve performance. See the differential revision for more
discussion about Python performance.
Cycles has been updated to use raw pointers and the internal Blender
mesh types, mostly because there is no sense in having this overhead
when it's already compiled with Blender. In my tests this roughly
halves the Cycles mesh creation time (0.19s to 0.10s for a 1 million
face grid).
Differential Revision: https://developer.blender.org/D15488
2022-09-05 11:56:34 -05:00
|
|
|
|
2021-03-19 08:59:56 -04:00
|
|
|
attribute_math::DefaultMixer<T> mixer(r_values);
|
|
|
|
|
|
2023-07-24 22:06:55 +02:00
|
|
|
for (const int face_index : faces.index_range()) {
|
|
|
|
|
const IndexRange face = faces[face_index];
|
2021-03-19 08:59:56 -04:00
|
|
|
|
2021-03-25 12:01:42 +01:00
|
|
|
/* For every corner, mix the values from the adjacent edges on the face. */
|
2023-07-24 22:06:55 +02:00
|
|
|
for (const int loop_index : face) {
|
|
|
|
|
const int loop_index_prev = mesh::face_corner_prev(face, loop_index);
|
Mesh: Replace MLoop struct with generic attributes
Implements #102359.
Split the `MLoop` struct into two separate integer arrays called
`corner_verts` and `corner_edges`, referring to the vertex each corner
is attached to and the next edge around the face at each corner. These
arrays can be sliced to give access to the edges or vertices in a face.
Then they are often referred to as "poly_verts" or "poly_edges".
The main benefits are halving the necessary memory bandwidth when only
one array is used and simplifications from using regular integer indices
instead of a special-purpose struct.
The commit also starts a renaming from "loop" to "corner" in mesh code.
Like the other mesh struct of array refactors, forward compatibility is
kept by writing files with the older format. This will be done until 4.0
to ease the transition process.
Looking at a small portion of the patch should give a good impression
for the rest of the changes. I tried to make the changes as small as
possible so it's easy to tell the correctness from the diff. Though I
found Blender developers have been very inventive over the last decade
when finding different ways to loop over the corners in a face.
For performance, nearly every piece of code that deals with `Mesh` is
slightly impacted. Any algorithm that is memory bottle-necked should
see an improvement. For example, here is a comparison of interpolating
a vertex float attribute to face corners (Ryzen 3700x):
**Before** (Average: 3.7 ms, Min: 3.4 ms)
```
threading::parallel_for(loops.index_range(), 4096, [&](IndexRange range) {
for (const int64_t i : range) {
dst[i] = src[loops[i].v];
}
});
```
**After** (Average: 2.9 ms, Min: 2.6 ms)
```
array_utils::gather(src, corner_verts, dst);
```
That's an improvement of 28% to the average timings, and it's also a
simplification, since an index-based routine can be used instead.
For more examples using the new arrays, see the design task.
Pull Request: https://projects.blender.org/blender/blender/pulls/104424
2023-03-20 15:55:13 +01:00
|
|
|
const int edge = corner_edges[loop_index];
|
|
|
|
|
const int edge_prev = corner_edges[loop_index_prev];
|
|
|
|
|
mixer.mix_in(loop_index, old_values[edge]);
|
|
|
|
|
mixer.mix_in(loop_index, old_values[edge_prev]);
|
2021-03-19 08:59:56 -04:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
mixer.finalize();
|
|
|
|
|
}
|
|
|
|
|
|
2021-09-15 10:28:00 -05:00
|
|
|
/* A corner is selected if its two adjacent edges were selected. */
|
|
|
|
|
template<>
|
|
|
|
|
void adapt_mesh_domain_edge_to_corner_impl(const Mesh &mesh,
|
|
|
|
|
const VArray<bool> &old_values,
|
|
|
|
|
MutableSpan<bool> r_values)
|
|
|
|
|
{
|
2023-12-20 02:21:48 +01:00
|
|
|
BLI_assert(r_values.size() == mesh.corners_num);
|
2023-07-24 22:06:55 +02:00
|
|
|
const OffsetIndices faces = mesh.faces();
|
Mesh: Replace MLoop struct with generic attributes
Implements #102359.
Split the `MLoop` struct into two separate integer arrays called
`corner_verts` and `corner_edges`, referring to the vertex each corner
is attached to and the next edge around the face at each corner. These
arrays can be sliced to give access to the edges or vertices in a face.
Then they are often referred to as "poly_verts" or "poly_edges".
The main benefits are halving the necessary memory bandwidth when only
one array is used and simplifications from using regular integer indices
instead of a special-purpose struct.
The commit also starts a renaming from "loop" to "corner" in mesh code.
Like the other mesh struct of array refactors, forward compatibility is
kept by writing files with the older format. This will be done until 4.0
to ease the transition process.
Looking at a small portion of the patch should give a good impression
for the rest of the changes. I tried to make the changes as small as
possible so it's easy to tell the correctness from the diff. Though I
found Blender developers have been very inventive over the last decade
when finding different ways to loop over the corners in a face.
For performance, nearly every piece of code that deals with `Mesh` is
slightly impacted. Any algorithm that is memory bottle-necked should
see an improvement. For example, here is a comparison of interpolating
a vertex float attribute to face corners (Ryzen 3700x):
**Before** (Average: 3.7 ms, Min: 3.4 ms)
```
threading::parallel_for(loops.index_range(), 4096, [&](IndexRange range) {
for (const int64_t i : range) {
dst[i] = src[loops[i].v];
}
});
```
**After** (Average: 2.9 ms, Min: 2.6 ms)
```
array_utils::gather(src, corner_verts, dst);
```
That's an improvement of 28% to the average timings, and it's also a
simplification, since an index-based routine can be used instead.
For more examples using the new arrays, see the design task.
Pull Request: https://projects.blender.org/blender/blender/pulls/104424
2023-03-20 15:55:13 +01:00
|
|
|
const Span<int> corner_edges = mesh.corner_edges();
|
2021-09-15 10:28:00 -05:00
|
|
|
|
|
|
|
|
r_values.fill(false);
|
|
|
|
|
|
2023-07-24 22:06:55 +02:00
|
|
|
threading::parallel_for(faces.index_range(), 2048, [&](const IndexRange range) {
|
|
|
|
|
for (const int face_index : range) {
|
|
|
|
|
const IndexRange face = faces[face_index];
|
|
|
|
|
for (const int loop_index : face) {
|
|
|
|
|
const int loop_index_prev = mesh::face_corner_prev(face, loop_index);
|
Mesh: Replace MLoop struct with generic attributes
Implements #102359.
Split the `MLoop` struct into two separate integer arrays called
`corner_verts` and `corner_edges`, referring to the vertex each corner
is attached to and the next edge around the face at each corner. These
arrays can be sliced to give access to the edges or vertices in a face.
Then they are often referred to as "poly_verts" or "poly_edges".
The main benefits are halving the necessary memory bandwidth when only
one array is used and simplifications from using regular integer indices
instead of a special-purpose struct.
The commit also starts a renaming from "loop" to "corner" in mesh code.
Like the other mesh struct of array refactors, forward compatibility is
kept by writing files with the older format. This will be done until 4.0
to ease the transition process.
Looking at a small portion of the patch should give a good impression
for the rest of the changes. I tried to make the changes as small as
possible so it's easy to tell the correctness from the diff. Though I
found Blender developers have been very inventive over the last decade
when finding different ways to loop over the corners in a face.
For performance, nearly every piece of code that deals with `Mesh` is
slightly impacted. Any algorithm that is memory bottle-necked should
see an improvement. For example, here is a comparison of interpolating
a vertex float attribute to face corners (Ryzen 3700x):
**Before** (Average: 3.7 ms, Min: 3.4 ms)
```
threading::parallel_for(loops.index_range(), 4096, [&](IndexRange range) {
for (const int64_t i : range) {
dst[i] = src[loops[i].v];
}
});
```
**After** (Average: 2.9 ms, Min: 2.6 ms)
```
array_utils::gather(src, corner_verts, dst);
```
That's an improvement of 28% to the average timings, and it's also a
simplification, since an index-based routine can be used instead.
For more examples using the new arrays, see the design task.
Pull Request: https://projects.blender.org/blender/blender/pulls/104424
2023-03-20 15:55:13 +01:00
|
|
|
const int edge = corner_edges[loop_index];
|
|
|
|
|
const int edge_prev = corner_edges[loop_index_prev];
|
|
|
|
|
if (old_values[edge] && old_values[edge_prev]) {
|
2022-10-07 17:54:05 -05:00
|
|
|
r_values[loop_index] = true;
|
|
|
|
|
}
|
2021-09-15 10:28:00 -05:00
|
|
|
}
|
|
|
|
|
}
|
2022-10-07 17:54:05 -05:00
|
|
|
});
|
2021-09-15 10:28:00 -05:00
|
|
|
}
|
|
|
|
|
|
Geometry Nodes: refactor virtual array system
Goals of this refactor:
* Simplify creating virtual arrays.
* Simplify passing virtual arrays around.
* Simplify converting between typed and generic virtual arrays.
* Reduce memory allocations.
As a quick reminder, a virtual arrays is a data structure that behaves like an
array (i.e. it can be accessed using an index). However, it may not actually
be stored as array internally. The two most important implementations
of virtual arrays are those that correspond to an actual plain array and those
that have the same value for every index. However, many more
implementations exist for various reasons (interfacing with legacy attributes,
unified iterator over all points in multiple splines, ...).
With this refactor the core types (`VArray`, `GVArray`, `VMutableArray` and
`GVMutableArray`) can be used like "normal values". They typically live
on the stack. Before, they were usually inside a `std::unique_ptr`. This makes
passing them around much easier. Creation of new virtual arrays is also
much simpler now due to some constructors. Memory allocations are
reduced by making use of small object optimization inside the core types.
Previously, `VArray` was a class with virtual methods that had to be overridden
to change the behavior of a the virtual array. Now,`VArray` has a fixed size
and has no virtual methods. Instead it contains a `VArrayImpl` that is
similar to the old `VArray`. `VArrayImpl` should rarely ever be used directly,
unless a new virtual array implementation is added.
To support the small object optimization for many `VArrayImpl` classes,
a new `blender::Any` type is added. It is similar to `std::any` with two
additional features. It has an adjustable inline buffer size and alignment.
The inline buffer size of `std::any` can't be relied on and is usually too
small for our use case here. Furthermore, `blender::Any` can store
additional user-defined type information without increasing the
stack size.
Differential Revision: https://developer.blender.org/D12986
2021-11-16 10:15:51 +01:00
|
|
|
static GVArray adapt_mesh_domain_edge_to_corner(const Mesh &mesh, const GVArray &varray)
|
2021-03-19 08:59:56 -04:00
|
|
|
{
|
2023-12-20 02:21:48 +01:00
|
|
|
GArray<> values(varray.type(), mesh.corners_num);
|
Geometry Nodes: refactor virtual array system
Goals of this refactor:
* Simplify creating virtual arrays.
* Simplify passing virtual arrays around.
* Simplify converting between typed and generic virtual arrays.
* Reduce memory allocations.
As a quick reminder, a virtual arrays is a data structure that behaves like an
array (i.e. it can be accessed using an index). However, it may not actually
be stored as array internally. The two most important implementations
of virtual arrays are those that correspond to an actual plain array and those
that have the same value for every index. However, many more
implementations exist for various reasons (interfacing with legacy attributes,
unified iterator over all points in multiple splines, ...).
With this refactor the core types (`VArray`, `GVArray`, `VMutableArray` and
`GVMutableArray`) can be used like "normal values". They typically live
on the stack. Before, they were usually inside a `std::unique_ptr`. This makes
passing them around much easier. Creation of new virtual arrays is also
much simpler now due to some constructors. Memory allocations are
reduced by making use of small object optimization inside the core types.
Previously, `VArray` was a class with virtual methods that had to be overridden
to change the behavior of a the virtual array. Now,`VArray` has a fixed size
and has no virtual methods. Instead it contains a `VArrayImpl` that is
similar to the old `VArray`. `VArrayImpl` should rarely ever be used directly,
unless a new virtual array implementation is added.
To support the small object optimization for many `VArrayImpl` classes,
a new `blender::Any` type is added. It is similar to `std::any` with two
additional features. It has an adjustable inline buffer size and alignment.
The inline buffer size of `std::any` can't be relied on and is usually too
small for our use case here. Furthermore, `blender::Any` can store
additional user-defined type information without increasing the
stack size.
Differential Revision: https://developer.blender.org/D12986
2021-11-16 10:15:51 +01:00
|
|
|
attribute_math::convert_to_static_type(varray.type(), [&](auto dummy) {
|
2021-03-19 08:59:56 -04:00
|
|
|
using T = decltype(dummy);
|
|
|
|
|
if constexpr (!std::is_void_v<attribute_math::DefaultMixer<T>>) {
|
2022-10-05 12:03:07 -05:00
|
|
|
adapt_mesh_domain_edge_to_corner_impl<T>(
|
|
|
|
|
mesh, varray.typed<T>(), values.as_mutable_span().typed<T>());
|
2021-03-19 08:59:56 -04:00
|
|
|
}
|
|
|
|
|
});
|
2022-10-05 12:03:07 -05:00
|
|
|
return GVArray::ForGArray(std::move(values));
|
2021-03-19 08:59:56 -04:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
template<typename T>
|
|
|
|
|
static void adapt_mesh_domain_edge_to_point_impl(const Mesh &mesh,
|
Geometry Nodes: use virtual arrays in internal attribute api
A virtual array is a data structure that is similar to a normal array
in that its elements can be accessed by an index. However, a virtual
array does not have to be a contiguous array internally. Instead, its
elements can be layed out arbitrarily while element access happens
through a virtual function call. However, the virtual array data
structures are designed so that the virtual function call can be avoided
in cases where it could become a bottleneck.
Most commonly, a virtual array is backed by an actual array/span or
is a single value internally, that is the same for every index.
Besides those, there are many more specialized virtual arrays like the
ones that provides vertex positions based on the `MVert` struct or
vertex group weights.
Not all attributes used by geometry nodes are stored in simple contiguous
arrays. To provide uniform access to all kinds of attributes, the attribute
API has to provide virtual array functionality that hides the implementation
details of attributes.
Before this refactor, the attribute API provided its own virtual array
implementation as part of the `ReadAttribute` and `WriteAttribute` types.
That resulted in unnecessary code duplication with the virtual array system.
Even worse, it bound many algorithms used by geometry nodes to the specifics
of the attribute API, even though they could also use different data sources
(such as data from sockets, default values, later results of expressions, ...).
This refactor removes the `ReadAttribute` and `WriteAttribute` types and
replaces them with `GVArray` and `GVMutableArray` respectively. The `GV`
stands for "generic virtual". The "generic" means that the data type contained
in those virtual arrays is only known at run-time. There are the corresponding
statically typed types `VArray<T>` and `VMutableArray<T>` as well.
No regressions are expected from this refactor. It does come with one
improvement for users. The attribute API can convert the data type
on write now. This is especially useful when writing to builtin attributes
like `material_index` with e.g. the Attribute Math node (which usually
just writes to float attributes, while `material_index` is an integer attribute).
Differential Revision: https://developer.blender.org/D10994
2021-04-17 16:41:03 +02:00
|
|
|
const VArray<T> &old_values,
|
2021-03-19 08:59:56 -04:00
|
|
|
MutableSpan<T> r_values)
|
|
|
|
|
{
|
2023-12-20 02:21:48 +01:00
|
|
|
BLI_assert(r_values.size() == mesh.verts_num);
|
Mesh: Move edges to a generic attribute
Implements #95966, as the final step of #95965.
This commit changes the storage of mesh edge vertex indices from the
`MEdge` type to the generic `int2` attribute type. This follows the
general design for geometry and the attribute system, where the data
storage type and the usage semantics are separated.
The main benefit of the change is reduced memory usage-- the
requirements of storing mesh edges is reduced by 1/3. For example,
this saves 8MB on a 1 million vertex grid. This also gives performance
benefits to any memory-bound mesh processing algorithm that uses edges.
Another benefit is that all of the edge's vertex indices are
contiguous. In a few cases, it's helpful to process all of them as
`Span<int>` rather than `Span<int2>`. Similarly, the type is more
likely to match a generic format used by a library, or code that
shouldn't know about specific Blender `Mesh` types.
Various Notes:
- The `.edge_verts` name is used to reflect a mapping between domains,
similar to `.corner_verts`, etc. The period means that it the data
shouldn't change arbitrarily by the user or procedural operations.
- `edge[0]` is now used instead of `edge.v1`
- Signed integers are used instead of unsigned to reduce the mixing
of signed-ness, which can be error prone.
- All of the previously used core mesh data types (`MVert`, `MEdge`,
`MLoop`, `MPoly` are now deprecated. Only generic types are used).
- The `vec2i` DNA type is used in the few C files where necessary.
Pull Request: https://projects.blender.org/blender/blender/pulls/106638
2023-04-17 13:47:41 +02:00
|
|
|
const Span<int2> edges = mesh.edges();
|
Mesh: Remove redundant custom data pointers
For copy-on-write, we want to share attribute arrays between meshes
where possible. Mutable pointers like `Mesh.mvert` make that difficult
by making ownership vague. They also make code more complex by adding
redundancy.
The simplest solution is just removing them and retrieving layers from
`CustomData` as needed. Similar changes have already been applied to
curves and point clouds (e9f82d3dc7ee, 410a6efb747f). Removing use of
the pointers generally makes code more obvious and more reusable.
Mesh data is now accessed with a C++ API (`Mesh::edges()` or
`Mesh::edges_for_write()`), and a C API (`BKE_mesh_edges(mesh)`).
The CoW changes this commit makes possible are described in T95845
and T95842, and started in D14139 and D14140. The change also simplifies
the ongoing mesh struct-of-array refactors from T95965.
**RNA/Python Access Performance**
Theoretically, accessing mesh elements with the RNA API may become
slower, since the layer needs to be found on every random access.
However, overhead is already high enough that this doesn't make a
noticible differenc, and performance is actually improved in some
cases. Random access can be up to 10% faster, but other situations
might be a bit slower. Generally using `foreach_get/set` are the best
way to improve performance. See the differential revision for more
discussion about Python performance.
Cycles has been updated to use raw pointers and the internal Blender
mesh types, mostly because there is no sense in having this overhead
when it's already compiled with Blender. In my tests this roughly
halves the Cycles mesh creation time (0.19s to 0.10s for a 1 million
face grid).
Differential Revision: https://developer.blender.org/D15488
2022-09-05 11:56:34 -05:00
|
|
|
|
2021-03-19 08:59:56 -04:00
|
|
|
attribute_math::DefaultMixer<T> mixer(r_values);
|
|
|
|
|
|
2023-12-20 02:21:48 +01:00
|
|
|
for (const int edge_index : IndexRange(mesh.edges_num)) {
|
Mesh: Move edges to a generic attribute
Implements #95966, as the final step of #95965.
This commit changes the storage of mesh edge vertex indices from the
`MEdge` type to the generic `int2` attribute type. This follows the
general design for geometry and the attribute system, where the data
storage type and the usage semantics are separated.
The main benefit of the change is reduced memory usage-- the
requirements of storing mesh edges is reduced by 1/3. For example,
this saves 8MB on a 1 million vertex grid. This also gives performance
benefits to any memory-bound mesh processing algorithm that uses edges.
Another benefit is that all of the edge's vertex indices are
contiguous. In a few cases, it's helpful to process all of them as
`Span<int>` rather than `Span<int2>`. Similarly, the type is more
likely to match a generic format used by a library, or code that
shouldn't know about specific Blender `Mesh` types.
Various Notes:
- The `.edge_verts` name is used to reflect a mapping between domains,
similar to `.corner_verts`, etc. The period means that it the data
shouldn't change arbitrarily by the user or procedural operations.
- `edge[0]` is now used instead of `edge.v1`
- Signed integers are used instead of unsigned to reduce the mixing
of signed-ness, which can be error prone.
- All of the previously used core mesh data types (`MVert`, `MEdge`,
`MLoop`, `MPoly` are now deprecated. Only generic types are used).
- The `vec2i` DNA type is used in the few C files where necessary.
Pull Request: https://projects.blender.org/blender/blender/pulls/106638
2023-04-17 13:47:41 +02:00
|
|
|
const int2 &edge = edges[edge_index];
|
2021-03-19 08:59:56 -04:00
|
|
|
const T value = old_values[edge_index];
|
Mesh: Move edges to a generic attribute
Implements #95966, as the final step of #95965.
This commit changes the storage of mesh edge vertex indices from the
`MEdge` type to the generic `int2` attribute type. This follows the
general design for geometry and the attribute system, where the data
storage type and the usage semantics are separated.
The main benefit of the change is reduced memory usage-- the
requirements of storing mesh edges is reduced by 1/3. For example,
this saves 8MB on a 1 million vertex grid. This also gives performance
benefits to any memory-bound mesh processing algorithm that uses edges.
Another benefit is that all of the edge's vertex indices are
contiguous. In a few cases, it's helpful to process all of them as
`Span<int>` rather than `Span<int2>`. Similarly, the type is more
likely to match a generic format used by a library, or code that
shouldn't know about specific Blender `Mesh` types.
Various Notes:
- The `.edge_verts` name is used to reflect a mapping between domains,
similar to `.corner_verts`, etc. The period means that it the data
shouldn't change arbitrarily by the user or procedural operations.
- `edge[0]` is now used instead of `edge.v1`
- Signed integers are used instead of unsigned to reduce the mixing
of signed-ness, which can be error prone.
- All of the previously used core mesh data types (`MVert`, `MEdge`,
`MLoop`, `MPoly` are now deprecated. Only generic types are used).
- The `vec2i` DNA type is used in the few C files where necessary.
Pull Request: https://projects.blender.org/blender/blender/pulls/106638
2023-04-17 13:47:41 +02:00
|
|
|
mixer.mix_in(edge[0], value);
|
|
|
|
|
mixer.mix_in(edge[1], value);
|
2021-03-19 08:59:56 -04:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
mixer.finalize();
|
|
|
|
|
}
|
|
|
|
|
|
2021-09-15 10:28:00 -05:00
|
|
|
/* A vertex is selected if any connected edge was selected. */
|
|
|
|
|
template<>
|
|
|
|
|
void adapt_mesh_domain_edge_to_point_impl(const Mesh &mesh,
|
|
|
|
|
const VArray<bool> &old_values,
|
|
|
|
|
MutableSpan<bool> r_values)
|
|
|
|
|
{
|
2023-12-20 02:21:48 +01:00
|
|
|
BLI_assert(r_values.size() == mesh.verts_num);
|
Mesh: Move edges to a generic attribute
Implements #95966, as the final step of #95965.
This commit changes the storage of mesh edge vertex indices from the
`MEdge` type to the generic `int2` attribute type. This follows the
general design for geometry and the attribute system, where the data
storage type and the usage semantics are separated.
The main benefit of the change is reduced memory usage-- the
requirements of storing mesh edges is reduced by 1/3. For example,
this saves 8MB on a 1 million vertex grid. This also gives performance
benefits to any memory-bound mesh processing algorithm that uses edges.
Another benefit is that all of the edge's vertex indices are
contiguous. In a few cases, it's helpful to process all of them as
`Span<int>` rather than `Span<int2>`. Similarly, the type is more
likely to match a generic format used by a library, or code that
shouldn't know about specific Blender `Mesh` types.
Various Notes:
- The `.edge_verts` name is used to reflect a mapping between domains,
similar to `.corner_verts`, etc. The period means that it the data
shouldn't change arbitrarily by the user or procedural operations.
- `edge[0]` is now used instead of `edge.v1`
- Signed integers are used instead of unsigned to reduce the mixing
of signed-ness, which can be error prone.
- All of the previously used core mesh data types (`MVert`, `MEdge`,
`MLoop`, `MPoly` are now deprecated. Only generic types are used).
- The `vec2i` DNA type is used in the few C files where necessary.
Pull Request: https://projects.blender.org/blender/blender/pulls/106638
2023-04-17 13:47:41 +02:00
|
|
|
const Span<int2> edges = mesh.edges();
|
2021-09-15 10:28:00 -05:00
|
|
|
|
2022-10-07 17:54:05 -05:00
|
|
|
/* Multiple threads can write to the same index here, but they are only
|
|
|
|
|
* writing true, and writing to single bytes is expected to be threadsafe. */
|
2021-09-15 10:28:00 -05:00
|
|
|
r_values.fill(false);
|
2022-10-07 17:54:05 -05:00
|
|
|
threading::parallel_for(edges.index_range(), 4096, [&](const IndexRange range) {
|
|
|
|
|
for (const int edge_index : range) {
|
|
|
|
|
if (old_values[edge_index]) {
|
Mesh: Move edges to a generic attribute
Implements #95966, as the final step of #95965.
This commit changes the storage of mesh edge vertex indices from the
`MEdge` type to the generic `int2` attribute type. This follows the
general design for geometry and the attribute system, where the data
storage type and the usage semantics are separated.
The main benefit of the change is reduced memory usage-- the
requirements of storing mesh edges is reduced by 1/3. For example,
this saves 8MB on a 1 million vertex grid. This also gives performance
benefits to any memory-bound mesh processing algorithm that uses edges.
Another benefit is that all of the edge's vertex indices are
contiguous. In a few cases, it's helpful to process all of them as
`Span<int>` rather than `Span<int2>`. Similarly, the type is more
likely to match a generic format used by a library, or code that
shouldn't know about specific Blender `Mesh` types.
Various Notes:
- The `.edge_verts` name is used to reflect a mapping between domains,
similar to `.corner_verts`, etc. The period means that it the data
shouldn't change arbitrarily by the user or procedural operations.
- `edge[0]` is now used instead of `edge.v1`
- Signed integers are used instead of unsigned to reduce the mixing
of signed-ness, which can be error prone.
- All of the previously used core mesh data types (`MVert`, `MEdge`,
`MLoop`, `MPoly` are now deprecated. Only generic types are used).
- The `vec2i` DNA type is used in the few C files where necessary.
Pull Request: https://projects.blender.org/blender/blender/pulls/106638
2023-04-17 13:47:41 +02:00
|
|
|
const int2 &edge = edges[edge_index];
|
|
|
|
|
r_values[edge[0]] = true;
|
|
|
|
|
r_values[edge[1]] = true;
|
2022-10-07 17:54:05 -05:00
|
|
|
}
|
2021-09-15 10:28:00 -05:00
|
|
|
}
|
2022-10-07 17:54:05 -05:00
|
|
|
});
|
2021-09-15 10:28:00 -05:00
|
|
|
}
|
|
|
|
|
|
Geometry Nodes: refactor virtual array system
Goals of this refactor:
* Simplify creating virtual arrays.
* Simplify passing virtual arrays around.
* Simplify converting between typed and generic virtual arrays.
* Reduce memory allocations.
As a quick reminder, a virtual arrays is a data structure that behaves like an
array (i.e. it can be accessed using an index). However, it may not actually
be stored as array internally. The two most important implementations
of virtual arrays are those that correspond to an actual plain array and those
that have the same value for every index. However, many more
implementations exist for various reasons (interfacing with legacy attributes,
unified iterator over all points in multiple splines, ...).
With this refactor the core types (`VArray`, `GVArray`, `VMutableArray` and
`GVMutableArray`) can be used like "normal values". They typically live
on the stack. Before, they were usually inside a `std::unique_ptr`. This makes
passing them around much easier. Creation of new virtual arrays is also
much simpler now due to some constructors. Memory allocations are
reduced by making use of small object optimization inside the core types.
Previously, `VArray` was a class with virtual methods that had to be overridden
to change the behavior of a the virtual array. Now,`VArray` has a fixed size
and has no virtual methods. Instead it contains a `VArrayImpl` that is
similar to the old `VArray`. `VArrayImpl` should rarely ever be used directly,
unless a new virtual array implementation is added.
To support the small object optimization for many `VArrayImpl` classes,
a new `blender::Any` type is added. It is similar to `std::any` with two
additional features. It has an adjustable inline buffer size and alignment.
The inline buffer size of `std::any` can't be relied on and is usually too
small for our use case here. Furthermore, `blender::Any` can store
additional user-defined type information without increasing the
stack size.
Differential Revision: https://developer.blender.org/D12986
2021-11-16 10:15:51 +01:00
|
|
|
static GVArray adapt_mesh_domain_edge_to_point(const Mesh &mesh, const GVArray &varray)
|
2021-03-19 08:59:56 -04:00
|
|
|
{
|
2023-12-20 02:21:48 +01:00
|
|
|
GArray<> values(varray.type(), mesh.verts_num);
|
Geometry Nodes: refactor virtual array system
Goals of this refactor:
* Simplify creating virtual arrays.
* Simplify passing virtual arrays around.
* Simplify converting between typed and generic virtual arrays.
* Reduce memory allocations.
As a quick reminder, a virtual arrays is a data structure that behaves like an
array (i.e. it can be accessed using an index). However, it may not actually
be stored as array internally. The two most important implementations
of virtual arrays are those that correspond to an actual plain array and those
that have the same value for every index. However, many more
implementations exist for various reasons (interfacing with legacy attributes,
unified iterator over all points in multiple splines, ...).
With this refactor the core types (`VArray`, `GVArray`, `VMutableArray` and
`GVMutableArray`) can be used like "normal values". They typically live
on the stack. Before, they were usually inside a `std::unique_ptr`. This makes
passing them around much easier. Creation of new virtual arrays is also
much simpler now due to some constructors. Memory allocations are
reduced by making use of small object optimization inside the core types.
Previously, `VArray` was a class with virtual methods that had to be overridden
to change the behavior of a the virtual array. Now,`VArray` has a fixed size
and has no virtual methods. Instead it contains a `VArrayImpl` that is
similar to the old `VArray`. `VArrayImpl` should rarely ever be used directly,
unless a new virtual array implementation is added.
To support the small object optimization for many `VArrayImpl` classes,
a new `blender::Any` type is added. It is similar to `std::any` with two
additional features. It has an adjustable inline buffer size and alignment.
The inline buffer size of `std::any` can't be relied on and is usually too
small for our use case here. Furthermore, `blender::Any` can store
additional user-defined type information without increasing the
stack size.
Differential Revision: https://developer.blender.org/D12986
2021-11-16 10:15:51 +01:00
|
|
|
attribute_math::convert_to_static_type(varray.type(), [&](auto dummy) {
|
2021-03-19 08:59:56 -04:00
|
|
|
using T = decltype(dummy);
|
|
|
|
|
if constexpr (!std::is_void_v<attribute_math::DefaultMixer<T>>) {
|
2022-10-05 12:03:07 -05:00
|
|
|
adapt_mesh_domain_edge_to_point_impl<T>(
|
|
|
|
|
mesh, varray.typed<T>(), values.as_mutable_span().typed<T>());
|
2021-03-19 08:59:56 -04:00
|
|
|
}
|
|
|
|
|
});
|
2022-10-05 12:03:07 -05:00
|
|
|
return GVArray::ForGArray(std::move(values));
|
2021-03-19 08:59:56 -04:00
|
|
|
}
|
|
|
|
|
|
Geometry Nodes: refactor virtual array system
Goals of this refactor:
* Simplify creating virtual arrays.
* Simplify passing virtual arrays around.
* Simplify converting between typed and generic virtual arrays.
* Reduce memory allocations.
As a quick reminder, a virtual arrays is a data structure that behaves like an
array (i.e. it can be accessed using an index). However, it may not actually
be stored as array internally. The two most important implementations
of virtual arrays are those that correspond to an actual plain array and those
that have the same value for every index. However, many more
implementations exist for various reasons (interfacing with legacy attributes,
unified iterator over all points in multiple splines, ...).
With this refactor the core types (`VArray`, `GVArray`, `VMutableArray` and
`GVMutableArray`) can be used like "normal values". They typically live
on the stack. Before, they were usually inside a `std::unique_ptr`. This makes
passing them around much easier. Creation of new virtual arrays is also
much simpler now due to some constructors. Memory allocations are
reduced by making use of small object optimization inside the core types.
Previously, `VArray` was a class with virtual methods that had to be overridden
to change the behavior of a the virtual array. Now,`VArray` has a fixed size
and has no virtual methods. Instead it contains a `VArrayImpl` that is
similar to the old `VArray`. `VArrayImpl` should rarely ever be used directly,
unless a new virtual array implementation is added.
To support the small object optimization for many `VArrayImpl` classes,
a new `blender::Any` type is added. It is similar to `std::any` with two
additional features. It has an adjustable inline buffer size and alignment.
The inline buffer size of `std::any` can't be relied on and is usually too
small for our use case here. Furthermore, `blender::Any` can store
additional user-defined type information without increasing the
stack size.
Differential Revision: https://developer.blender.org/D12986
2021-11-16 10:15:51 +01:00
|
|
|
static GVArray adapt_mesh_domain_edge_to_face(const Mesh &mesh, const GVArray &varray)
|
2021-03-19 08:59:56 -04:00
|
|
|
{
|
2023-07-24 22:06:55 +02:00
|
|
|
const OffsetIndices faces = mesh.faces();
|
Mesh: Replace MLoop struct with generic attributes
Implements #102359.
Split the `MLoop` struct into two separate integer arrays called
`corner_verts` and `corner_edges`, referring to the vertex each corner
is attached to and the next edge around the face at each corner. These
arrays can be sliced to give access to the edges or vertices in a face.
Then they are often referred to as "poly_verts" or "poly_edges".
The main benefits are halving the necessary memory bandwidth when only
one array is used and simplifications from using regular integer indices
instead of a special-purpose struct.
The commit also starts a renaming from "loop" to "corner" in mesh code.
Like the other mesh struct of array refactors, forward compatibility is
kept by writing files with the older format. This will be done until 4.0
to ease the transition process.
Looking at a small portion of the patch should give a good impression
for the rest of the changes. I tried to make the changes as small as
possible so it's easy to tell the correctness from the diff. Though I
found Blender developers have been very inventive over the last decade
when finding different ways to loop over the corners in a face.
For performance, nearly every piece of code that deals with `Mesh` is
slightly impacted. Any algorithm that is memory bottle-necked should
see an improvement. For example, here is a comparison of interpolating
a vertex float attribute to face corners (Ryzen 3700x):
**Before** (Average: 3.7 ms, Min: 3.4 ms)
```
threading::parallel_for(loops.index_range(), 4096, [&](IndexRange range) {
for (const int64_t i : range) {
dst[i] = src[loops[i].v];
}
});
```
**After** (Average: 2.9 ms, Min: 2.6 ms)
```
array_utils::gather(src, corner_verts, dst);
```
That's an improvement of 28% to the average timings, and it's also a
simplification, since an index-based routine can be used instead.
For more examples using the new arrays, see the design task.
Pull Request: https://projects.blender.org/blender/blender/pulls/104424
2023-03-20 15:55:13 +01:00
|
|
|
const Span<int> corner_edges = mesh.corner_edges();
|
Mesh: Remove redundant custom data pointers
For copy-on-write, we want to share attribute arrays between meshes
where possible. Mutable pointers like `Mesh.mvert` make that difficult
by making ownership vague. They also make code more complex by adding
redundancy.
The simplest solution is just removing them and retrieving layers from
`CustomData` as needed. Similar changes have already been applied to
curves and point clouds (e9f82d3dc7ee, 410a6efb747f). Removing use of
the pointers generally makes code more obvious and more reusable.
Mesh data is now accessed with a C++ API (`Mesh::edges()` or
`Mesh::edges_for_write()`), and a C API (`BKE_mesh_edges(mesh)`).
The CoW changes this commit makes possible are described in T95845
and T95842, and started in D14139 and D14140. The change also simplifies
the ongoing mesh struct-of-array refactors from T95965.
**RNA/Python Access Performance**
Theoretically, accessing mesh elements with the RNA API may become
slower, since the layer needs to be found on every random access.
However, overhead is already high enough that this doesn't make a
noticible differenc, and performance is actually improved in some
cases. Random access can be up to 10% faster, but other situations
might be a bit slower. Generally using `foreach_get/set` are the best
way to improve performance. See the differential revision for more
discussion about Python performance.
Cycles has been updated to use raw pointers and the internal Blender
mesh types, mostly because there is no sense in having this overhead
when it's already compiled with Blender. In my tests this roughly
halves the Cycles mesh creation time (0.19s to 0.10s for a 1 million
face grid).
Differential Revision: https://developer.blender.org/D15488
2022-09-05 11:56:34 -05:00
|
|
|
|
Geometry Nodes: refactor virtual array system
Goals of this refactor:
* Simplify creating virtual arrays.
* Simplify passing virtual arrays around.
* Simplify converting between typed and generic virtual arrays.
* Reduce memory allocations.
As a quick reminder, a virtual arrays is a data structure that behaves like an
array (i.e. it can be accessed using an index). However, it may not actually
be stored as array internally. The two most important implementations
of virtual arrays are those that correspond to an actual plain array and those
that have the same value for every index. However, many more
implementations exist for various reasons (interfacing with legacy attributes,
unified iterator over all points in multiple splines, ...).
With this refactor the core types (`VArray`, `GVArray`, `VMutableArray` and
`GVMutableArray`) can be used like "normal values". They typically live
on the stack. Before, they were usually inside a `std::unique_ptr`. This makes
passing them around much easier. Creation of new virtual arrays is also
much simpler now due to some constructors. Memory allocations are
reduced by making use of small object optimization inside the core types.
Previously, `VArray` was a class with virtual methods that had to be overridden
to change the behavior of a the virtual array. Now,`VArray` has a fixed size
and has no virtual methods. Instead it contains a `VArrayImpl` that is
similar to the old `VArray`. `VArrayImpl` should rarely ever be used directly,
unless a new virtual array implementation is added.
To support the small object optimization for many `VArrayImpl` classes,
a new `blender::Any` type is added. It is similar to `std::any` with two
additional features. It has an adjustable inline buffer size and alignment.
The inline buffer size of `std::any` can't be relied on and is usually too
small for our use case here. Furthermore, `blender::Any` can store
additional user-defined type information without increasing the
stack size.
Differential Revision: https://developer.blender.org/D12986
2021-11-16 10:15:51 +01:00
|
|
|
GVArray new_varray;
|
|
|
|
|
attribute_math::convert_to_static_type(varray.type(), [&](auto dummy) {
|
2021-03-19 08:59:56 -04:00
|
|
|
using T = decltype(dummy);
|
|
|
|
|
if constexpr (!std::is_void_v<attribute_math::DefaultMixer<T>>) {
|
2022-01-18 16:10:33 +01:00
|
|
|
if constexpr (std::is_same_v<T, bool>) {
|
|
|
|
|
/* A face is selected if all of its edges are selected. */
|
|
|
|
|
new_varray = VArray<bool>::ForFunc(
|
2023-07-24 22:06:55 +02:00
|
|
|
faces.size(), [corner_edges, faces, varray = varray.typed<T>()](const int face_index) {
|
|
|
|
|
for (const int edge : corner_edges.slice(faces[face_index])) {
|
Mesh: Replace MLoop struct with generic attributes
Implements #102359.
Split the `MLoop` struct into two separate integer arrays called
`corner_verts` and `corner_edges`, referring to the vertex each corner
is attached to and the next edge around the face at each corner. These
arrays can be sliced to give access to the edges or vertices in a face.
Then they are often referred to as "poly_verts" or "poly_edges".
The main benefits are halving the necessary memory bandwidth when only
one array is used and simplifications from using regular integer indices
instead of a special-purpose struct.
The commit also starts a renaming from "loop" to "corner" in mesh code.
Like the other mesh struct of array refactors, forward compatibility is
kept by writing files with the older format. This will be done until 4.0
to ease the transition process.
Looking at a small portion of the patch should give a good impression
for the rest of the changes. I tried to make the changes as small as
possible so it's easy to tell the correctness from the diff. Though I
found Blender developers have been very inventive over the last decade
when finding different ways to loop over the corners in a face.
For performance, nearly every piece of code that deals with `Mesh` is
slightly impacted. Any algorithm that is memory bottle-necked should
see an improvement. For example, here is a comparison of interpolating
a vertex float attribute to face corners (Ryzen 3700x):
**Before** (Average: 3.7 ms, Min: 3.4 ms)
```
threading::parallel_for(loops.index_range(), 4096, [&](IndexRange range) {
for (const int64_t i : range) {
dst[i] = src[loops[i].v];
}
});
```
**After** (Average: 2.9 ms, Min: 2.6 ms)
```
array_utils::gather(src, corner_verts, dst);
```
That's an improvement of 28% to the average timings, and it's also a
simplification, since an index-based routine can be used instead.
For more examples using the new arrays, see the design task.
Pull Request: https://projects.blender.org/blender/blender/pulls/104424
2023-03-20 15:55:13 +01:00
|
|
|
if (!varray[edge]) {
|
2022-01-18 16:10:33 +01:00
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
new_varray = VArray<T>::ForFunc(
|
2023-07-24 22:06:55 +02:00
|
|
|
faces.size(), [corner_edges, faces, varray = varray.typed<T>()](const int face_index) {
|
2022-01-18 16:10:33 +01:00
|
|
|
T return_value;
|
|
|
|
|
attribute_math::DefaultMixer<T> mixer({&return_value, 1});
|
2023-07-24 22:06:55 +02:00
|
|
|
for (const int edge : corner_edges.slice(faces[face_index])) {
|
Mesh: Replace MLoop struct with generic attributes
Implements #102359.
Split the `MLoop` struct into two separate integer arrays called
`corner_verts` and `corner_edges`, referring to the vertex each corner
is attached to and the next edge around the face at each corner. These
arrays can be sliced to give access to the edges or vertices in a face.
Then they are often referred to as "poly_verts" or "poly_edges".
The main benefits are halving the necessary memory bandwidth when only
one array is used and simplifications from using regular integer indices
instead of a special-purpose struct.
The commit also starts a renaming from "loop" to "corner" in mesh code.
Like the other mesh struct of array refactors, forward compatibility is
kept by writing files with the older format. This will be done until 4.0
to ease the transition process.
Looking at a small portion of the patch should give a good impression
for the rest of the changes. I tried to make the changes as small as
possible so it's easy to tell the correctness from the diff. Though I
found Blender developers have been very inventive over the last decade
when finding different ways to loop over the corners in a face.
For performance, nearly every piece of code that deals with `Mesh` is
slightly impacted. Any algorithm that is memory bottle-necked should
see an improvement. For example, here is a comparison of interpolating
a vertex float attribute to face corners (Ryzen 3700x):
**Before** (Average: 3.7 ms, Min: 3.4 ms)
```
threading::parallel_for(loops.index_range(), 4096, [&](IndexRange range) {
for (const int64_t i : range) {
dst[i] = src[loops[i].v];
}
});
```
**After** (Average: 2.9 ms, Min: 2.6 ms)
```
array_utils::gather(src, corner_verts, dst);
```
That's an improvement of 28% to the average timings, and it's also a
simplification, since an index-based routine can be used instead.
For more examples using the new arrays, see the design task.
Pull Request: https://projects.blender.org/blender/blender/pulls/104424
2023-03-20 15:55:13 +01:00
|
|
|
mixer.mix_in(0, varray[edge]);
|
2022-01-18 16:10:33 +01:00
|
|
|
}
|
|
|
|
|
mixer.finalize();
|
|
|
|
|
return return_value;
|
|
|
|
|
});
|
|
|
|
|
}
|
2021-03-19 08:59:56 -04:00
|
|
|
}
|
|
|
|
|
});
|
Geometry Nodes: use virtual arrays in internal attribute api
A virtual array is a data structure that is similar to a normal array
in that its elements can be accessed by an index. However, a virtual
array does not have to be a contiguous array internally. Instead, its
elements can be layed out arbitrarily while element access happens
through a virtual function call. However, the virtual array data
structures are designed so that the virtual function call can be avoided
in cases where it could become a bottleneck.
Most commonly, a virtual array is backed by an actual array/span or
is a single value internally, that is the same for every index.
Besides those, there are many more specialized virtual arrays like the
ones that provides vertex positions based on the `MVert` struct or
vertex group weights.
Not all attributes used by geometry nodes are stored in simple contiguous
arrays. To provide uniform access to all kinds of attributes, the attribute
API has to provide virtual array functionality that hides the implementation
details of attributes.
Before this refactor, the attribute API provided its own virtual array
implementation as part of the `ReadAttribute` and `WriteAttribute` types.
That resulted in unnecessary code duplication with the virtual array system.
Even worse, it bound many algorithms used by geometry nodes to the specifics
of the attribute API, even though they could also use different data sources
(such as data from sockets, default values, later results of expressions, ...).
This refactor removes the `ReadAttribute` and `WriteAttribute` types and
replaces them with `GVArray` and `GVMutableArray` respectively. The `GV`
stands for "generic virtual". The "generic" means that the data type contained
in those virtual arrays is only known at run-time. There are the corresponding
statically typed types `VArray<T>` and `VMutableArray<T>` as well.
No regressions are expected from this refactor. It does come with one
improvement for users. The attribute API can convert the data type
on write now. This is especially useful when writing to builtin attributes
like `material_index` with e.g. the Attribute Math node (which usually
just writes to float attributes, while `material_index` is an integer attribute).
Differential Revision: https://developer.blender.org/D10994
2021-04-17 16:41:03 +02:00
|
|
|
return new_varray;
|
2021-03-19 08:59:56 -04:00
|
|
|
}
|
|
|
|
|
|
2022-11-18 16:05:06 -06:00
|
|
|
static bool can_simple_adapt_for_single(const Mesh &mesh,
|
2023-12-20 13:13:16 -05:00
|
|
|
const AttrDomain from_domain,
|
|
|
|
|
const AttrDomain to_domain)
|
2022-10-05 12:31:01 -05:00
|
|
|
{
|
|
|
|
|
/* For some domain combinations, a single value will always map directly. For others, there may
|
|
|
|
|
* be loose elements on the result domain that should have the default value rather than the
|
|
|
|
|
* single value from the source. */
|
|
|
|
|
switch (from_domain) {
|
2023-12-20 13:13:16 -05:00
|
|
|
case AttrDomain::Point:
|
2022-10-05 12:31:01 -05:00
|
|
|
/* All other domains are always connected to points. */
|
|
|
|
|
return true;
|
2023-12-20 13:13:16 -05:00
|
|
|
case AttrDomain::Edge:
|
|
|
|
|
if (to_domain == AttrDomain::Point) {
|
2023-04-22 13:46:11 +02:00
|
|
|
return mesh.loose_verts().count == 0;
|
|
|
|
|
}
|
|
|
|
|
return true;
|
2023-12-20 13:13:16 -05:00
|
|
|
case AttrDomain::Face:
|
|
|
|
|
if (to_domain == AttrDomain::Point) {
|
2023-04-22 13:46:11 +02:00
|
|
|
return mesh.verts_no_face().count == 0;
|
|
|
|
|
}
|
2023-12-20 13:13:16 -05:00
|
|
|
if (to_domain == AttrDomain::Edge) {
|
2022-11-18 16:05:06 -06:00
|
|
|
return mesh.loose_edges().count == 0;
|
|
|
|
|
}
|
2023-04-22 13:46:11 +02:00
|
|
|
return true;
|
2023-12-20 13:13:16 -05:00
|
|
|
case AttrDomain::Corner:
|
|
|
|
|
if (to_domain == AttrDomain::Point) {
|
2023-04-22 13:46:11 +02:00
|
|
|
return mesh.verts_no_face().count == 0;
|
|
|
|
|
}
|
2023-12-20 13:13:16 -05:00
|
|
|
if (to_domain == AttrDomain::Edge) {
|
2022-11-18 16:05:06 -06:00
|
|
|
return mesh.loose_edges().count == 0;
|
|
|
|
|
}
|
2023-04-22 13:46:11 +02:00
|
|
|
return true;
|
2022-10-05 12:31:01 -05:00
|
|
|
default:
|
|
|
|
|
BLI_assert_unreachable();
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2023-06-08 08:29:15 -04:00
|
|
|
static GVArray adapt_mesh_attribute_domain(const Mesh &mesh,
|
|
|
|
|
const GVArray &varray,
|
2023-12-20 13:13:16 -05:00
|
|
|
const AttrDomain from_domain,
|
|
|
|
|
const AttrDomain to_domain)
|
2021-03-08 11:41:23 -05:00
|
|
|
{
|
Geometry Nodes: use virtual arrays in internal attribute api
A virtual array is a data structure that is similar to a normal array
in that its elements can be accessed by an index. However, a virtual
array does not have to be a contiguous array internally. Instead, its
elements can be layed out arbitrarily while element access happens
through a virtual function call. However, the virtual array data
structures are designed so that the virtual function call can be avoided
in cases where it could become a bottleneck.
Most commonly, a virtual array is backed by an actual array/span or
is a single value internally, that is the same for every index.
Besides those, there are many more specialized virtual arrays like the
ones that provides vertex positions based on the `MVert` struct or
vertex group weights.
Not all attributes used by geometry nodes are stored in simple contiguous
arrays. To provide uniform access to all kinds of attributes, the attribute
API has to provide virtual array functionality that hides the implementation
details of attributes.
Before this refactor, the attribute API provided its own virtual array
implementation as part of the `ReadAttribute` and `WriteAttribute` types.
That resulted in unnecessary code duplication with the virtual array system.
Even worse, it bound many algorithms used by geometry nodes to the specifics
of the attribute API, even though they could also use different data sources
(such as data from sockets, default values, later results of expressions, ...).
This refactor removes the `ReadAttribute` and `WriteAttribute` types and
replaces them with `GVArray` and `GVMutableArray` respectively. The `GV`
stands for "generic virtual". The "generic" means that the data type contained
in those virtual arrays is only known at run-time. There are the corresponding
statically typed types `VArray<T>` and `VMutableArray<T>` as well.
No regressions are expected from this refactor. It does come with one
improvement for users. The attribute API can convert the data type
on write now. This is especially useful when writing to builtin attributes
like `material_index` with e.g. the Attribute Math node (which usually
just writes to float attributes, while `material_index` is an integer attribute).
Differential Revision: https://developer.blender.org/D10994
2021-04-17 16:41:03 +02:00
|
|
|
if (!varray) {
|
2021-03-08 11:41:23 -05:00
|
|
|
return {};
|
|
|
|
|
}
|
2023-12-11 13:54:57 -05:00
|
|
|
if (varray.is_empty()) {
|
2021-03-08 11:41:23 -05:00
|
|
|
return {};
|
|
|
|
|
}
|
Geometry Nodes: use virtual arrays in internal attribute api
A virtual array is a data structure that is similar to a normal array
in that its elements can be accessed by an index. However, a virtual
array does not have to be a contiguous array internally. Instead, its
elements can be layed out arbitrarily while element access happens
through a virtual function call. However, the virtual array data
structures are designed so that the virtual function call can be avoided
in cases where it could become a bottleneck.
Most commonly, a virtual array is backed by an actual array/span or
is a single value internally, that is the same for every index.
Besides those, there are many more specialized virtual arrays like the
ones that provides vertex positions based on the `MVert` struct or
vertex group weights.
Not all attributes used by geometry nodes are stored in simple contiguous
arrays. To provide uniform access to all kinds of attributes, the attribute
API has to provide virtual array functionality that hides the implementation
details of attributes.
Before this refactor, the attribute API provided its own virtual array
implementation as part of the `ReadAttribute` and `WriteAttribute` types.
That resulted in unnecessary code duplication with the virtual array system.
Even worse, it bound many algorithms used by geometry nodes to the specifics
of the attribute API, even though they could also use different data sources
(such as data from sockets, default values, later results of expressions, ...).
This refactor removes the `ReadAttribute` and `WriteAttribute` types and
replaces them with `GVArray` and `GVMutableArray` respectively. The `GV`
stands for "generic virtual". The "generic" means that the data type contained
in those virtual arrays is only known at run-time. There are the corresponding
statically typed types `VArray<T>` and `VMutableArray<T>` as well.
No regressions are expected from this refactor. It does come with one
improvement for users. The attribute API can convert the data type
on write now. This is especially useful when writing to builtin attributes
like `material_index` with e.g. the Attribute Math node (which usually
just writes to float attributes, while `material_index` is an integer attribute).
Differential Revision: https://developer.blender.org/D10994
2021-04-17 16:41:03 +02:00
|
|
|
if (from_domain == to_domain) {
|
|
|
|
|
return varray;
|
2021-03-08 11:41:23 -05:00
|
|
|
}
|
2022-10-05 12:31:01 -05:00
|
|
|
if (varray.is_single()) {
|
2022-11-18 16:05:06 -06:00
|
|
|
if (can_simple_adapt_for_single(mesh, from_domain, to_domain)) {
|
2022-10-05 12:31:01 -05:00
|
|
|
BUFFER_FOR_CPP_TYPE_VALUE(varray.type(), value);
|
|
|
|
|
varray.get_internal_single(value);
|
2023-06-08 08:29:15 -04:00
|
|
|
return GVArray::ForSingle(varray.type(), mesh.attributes().domain_size(to_domain), value);
|
2022-10-05 12:31:01 -05:00
|
|
|
}
|
|
|
|
|
}
|
2021-03-08 11:41:23 -05:00
|
|
|
|
Geometry Nodes: use virtual arrays in internal attribute api
A virtual array is a data structure that is similar to a normal array
in that its elements can be accessed by an index. However, a virtual
array does not have to be a contiguous array internally. Instead, its
elements can be layed out arbitrarily while element access happens
through a virtual function call. However, the virtual array data
structures are designed so that the virtual function call can be avoided
in cases where it could become a bottleneck.
Most commonly, a virtual array is backed by an actual array/span or
is a single value internally, that is the same for every index.
Besides those, there are many more specialized virtual arrays like the
ones that provides vertex positions based on the `MVert` struct or
vertex group weights.
Not all attributes used by geometry nodes are stored in simple contiguous
arrays. To provide uniform access to all kinds of attributes, the attribute
API has to provide virtual array functionality that hides the implementation
details of attributes.
Before this refactor, the attribute API provided its own virtual array
implementation as part of the `ReadAttribute` and `WriteAttribute` types.
That resulted in unnecessary code duplication with the virtual array system.
Even worse, it bound many algorithms used by geometry nodes to the specifics
of the attribute API, even though they could also use different data sources
(such as data from sockets, default values, later results of expressions, ...).
This refactor removes the `ReadAttribute` and `WriteAttribute` types and
replaces them with `GVArray` and `GVMutableArray` respectively. The `GV`
stands for "generic virtual". The "generic" means that the data type contained
in those virtual arrays is only known at run-time. There are the corresponding
statically typed types `VArray<T>` and `VMutableArray<T>` as well.
No regressions are expected from this refactor. It does come with one
improvement for users. The attribute API can convert the data type
on write now. This is especially useful when writing to builtin attributes
like `material_index` with e.g. the Attribute Math node (which usually
just writes to float attributes, while `material_index` is an integer attribute).
Differential Revision: https://developer.blender.org/D10994
2021-04-17 16:41:03 +02:00
|
|
|
switch (from_domain) {
|
2023-12-20 13:13:16 -05:00
|
|
|
case AttrDomain::Corner: {
|
Geometry Nodes: use virtual arrays in internal attribute api
A virtual array is a data structure that is similar to a normal array
in that its elements can be accessed by an index. However, a virtual
array does not have to be a contiguous array internally. Instead, its
elements can be layed out arbitrarily while element access happens
through a virtual function call. However, the virtual array data
structures are designed so that the virtual function call can be avoided
in cases where it could become a bottleneck.
Most commonly, a virtual array is backed by an actual array/span or
is a single value internally, that is the same for every index.
Besides those, there are many more specialized virtual arrays like the
ones that provides vertex positions based on the `MVert` struct or
vertex group weights.
Not all attributes used by geometry nodes are stored in simple contiguous
arrays. To provide uniform access to all kinds of attributes, the attribute
API has to provide virtual array functionality that hides the implementation
details of attributes.
Before this refactor, the attribute API provided its own virtual array
implementation as part of the `ReadAttribute` and `WriteAttribute` types.
That resulted in unnecessary code duplication with the virtual array system.
Even worse, it bound many algorithms used by geometry nodes to the specifics
of the attribute API, even though they could also use different data sources
(such as data from sockets, default values, later results of expressions, ...).
This refactor removes the `ReadAttribute` and `WriteAttribute` types and
replaces them with `GVArray` and `GVMutableArray` respectively. The `GV`
stands for "generic virtual". The "generic" means that the data type contained
in those virtual arrays is only known at run-time. There are the corresponding
statically typed types `VArray<T>` and `VMutableArray<T>` as well.
No regressions are expected from this refactor. It does come with one
improvement for users. The attribute API can convert the data type
on write now. This is especially useful when writing to builtin attributes
like `material_index` with e.g. the Attribute Math node (which usually
just writes to float attributes, while `material_index` is an integer attribute).
Differential Revision: https://developer.blender.org/D10994
2021-04-17 16:41:03 +02:00
|
|
|
switch (to_domain) {
|
2023-12-20 13:13:16 -05:00
|
|
|
case AttrDomain::Point:
|
2023-06-08 08:29:15 -04:00
|
|
|
return adapt_mesh_domain_corner_to_point(mesh, varray);
|
2023-12-20 13:13:16 -05:00
|
|
|
case AttrDomain::Face:
|
2023-06-08 08:29:15 -04:00
|
|
|
return adapt_mesh_domain_corner_to_face(mesh, varray);
|
2023-12-20 13:13:16 -05:00
|
|
|
case AttrDomain::Edge:
|
2023-06-08 08:29:15 -04:00
|
|
|
return adapt_mesh_domain_corner_to_edge(mesh, varray);
|
2021-03-08 11:41:23 -05:00
|
|
|
default:
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
}
|
2023-12-20 13:13:16 -05:00
|
|
|
case AttrDomain::Point: {
|
Geometry Nodes: use virtual arrays in internal attribute api
A virtual array is a data structure that is similar to a normal array
in that its elements can be accessed by an index. However, a virtual
array does not have to be a contiguous array internally. Instead, its
elements can be layed out arbitrarily while element access happens
through a virtual function call. However, the virtual array data
structures are designed so that the virtual function call can be avoided
in cases where it could become a bottleneck.
Most commonly, a virtual array is backed by an actual array/span or
is a single value internally, that is the same for every index.
Besides those, there are many more specialized virtual arrays like the
ones that provides vertex positions based on the `MVert` struct or
vertex group weights.
Not all attributes used by geometry nodes are stored in simple contiguous
arrays. To provide uniform access to all kinds of attributes, the attribute
API has to provide virtual array functionality that hides the implementation
details of attributes.
Before this refactor, the attribute API provided its own virtual array
implementation as part of the `ReadAttribute` and `WriteAttribute` types.
That resulted in unnecessary code duplication with the virtual array system.
Even worse, it bound many algorithms used by geometry nodes to the specifics
of the attribute API, even though they could also use different data sources
(such as data from sockets, default values, later results of expressions, ...).
This refactor removes the `ReadAttribute` and `WriteAttribute` types and
replaces them with `GVArray` and `GVMutableArray` respectively. The `GV`
stands for "generic virtual". The "generic" means that the data type contained
in those virtual arrays is only known at run-time. There are the corresponding
statically typed types `VArray<T>` and `VMutableArray<T>` as well.
No regressions are expected from this refactor. It does come with one
improvement for users. The attribute API can convert the data type
on write now. This is especially useful when writing to builtin attributes
like `material_index` with e.g. the Attribute Math node (which usually
just writes to float attributes, while `material_index` is an integer attribute).
Differential Revision: https://developer.blender.org/D10994
2021-04-17 16:41:03 +02:00
|
|
|
switch (to_domain) {
|
2023-12-20 13:13:16 -05:00
|
|
|
case AttrDomain::Corner:
|
2023-06-08 08:29:15 -04:00
|
|
|
return adapt_mesh_domain_point_to_corner(mesh, varray);
|
2023-12-20 13:13:16 -05:00
|
|
|
case AttrDomain::Face:
|
2023-06-08 08:29:15 -04:00
|
|
|
return adapt_mesh_domain_point_to_face(mesh, varray);
|
2023-12-20 13:13:16 -05:00
|
|
|
case AttrDomain::Edge:
|
2023-06-08 08:29:15 -04:00
|
|
|
return adapt_mesh_domain_point_to_edge(mesh, varray);
|
2021-03-09 13:39:05 -05:00
|
|
|
default:
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
}
|
2023-12-20 13:13:16 -05:00
|
|
|
case AttrDomain::Face: {
|
Geometry Nodes: use virtual arrays in internal attribute api
A virtual array is a data structure that is similar to a normal array
in that its elements can be accessed by an index. However, a virtual
array does not have to be a contiguous array internally. Instead, its
elements can be layed out arbitrarily while element access happens
through a virtual function call. However, the virtual array data
structures are designed so that the virtual function call can be avoided
in cases where it could become a bottleneck.
Most commonly, a virtual array is backed by an actual array/span or
is a single value internally, that is the same for every index.
Besides those, there are many more specialized virtual arrays like the
ones that provides vertex positions based on the `MVert` struct or
vertex group weights.
Not all attributes used by geometry nodes are stored in simple contiguous
arrays. To provide uniform access to all kinds of attributes, the attribute
API has to provide virtual array functionality that hides the implementation
details of attributes.
Before this refactor, the attribute API provided its own virtual array
implementation as part of the `ReadAttribute` and `WriteAttribute` types.
That resulted in unnecessary code duplication with the virtual array system.
Even worse, it bound many algorithms used by geometry nodes to the specifics
of the attribute API, even though they could also use different data sources
(such as data from sockets, default values, later results of expressions, ...).
This refactor removes the `ReadAttribute` and `WriteAttribute` types and
replaces them with `GVArray` and `GVMutableArray` respectively. The `GV`
stands for "generic virtual". The "generic" means that the data type contained
in those virtual arrays is only known at run-time. There are the corresponding
statically typed types `VArray<T>` and `VMutableArray<T>` as well.
No regressions are expected from this refactor. It does come with one
improvement for users. The attribute API can convert the data type
on write now. This is especially useful when writing to builtin attributes
like `material_index` with e.g. the Attribute Math node (which usually
just writes to float attributes, while `material_index` is an integer attribute).
Differential Revision: https://developer.blender.org/D10994
2021-04-17 16:41:03 +02:00
|
|
|
switch (to_domain) {
|
2023-12-20 13:13:16 -05:00
|
|
|
case AttrDomain::Point:
|
2023-06-08 08:29:15 -04:00
|
|
|
return adapt_mesh_domain_face_to_point(mesh, varray);
|
2023-12-20 13:13:16 -05:00
|
|
|
case AttrDomain::Corner:
|
2023-06-08 08:29:15 -04:00
|
|
|
return adapt_mesh_domain_face_to_corner(mesh, varray);
|
2023-12-20 13:13:16 -05:00
|
|
|
case AttrDomain::Edge:
|
2023-06-08 08:29:15 -04:00
|
|
|
return adapt_mesh_domain_face_to_edge(mesh, varray);
|
2021-03-08 11:41:23 -05:00
|
|
|
default:
|
2021-03-19 08:59:56 -04:00
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
}
|
2023-12-20 13:13:16 -05:00
|
|
|
case AttrDomain::Edge: {
|
Geometry Nodes: use virtual arrays in internal attribute api
A virtual array is a data structure that is similar to a normal array
in that its elements can be accessed by an index. However, a virtual
array does not have to be a contiguous array internally. Instead, its
elements can be layed out arbitrarily while element access happens
through a virtual function call. However, the virtual array data
structures are designed so that the virtual function call can be avoided
in cases where it could become a bottleneck.
Most commonly, a virtual array is backed by an actual array/span or
is a single value internally, that is the same for every index.
Besides those, there are many more specialized virtual arrays like the
ones that provides vertex positions based on the `MVert` struct or
vertex group weights.
Not all attributes used by geometry nodes are stored in simple contiguous
arrays. To provide uniform access to all kinds of attributes, the attribute
API has to provide virtual array functionality that hides the implementation
details of attributes.
Before this refactor, the attribute API provided its own virtual array
implementation as part of the `ReadAttribute` and `WriteAttribute` types.
That resulted in unnecessary code duplication with the virtual array system.
Even worse, it bound many algorithms used by geometry nodes to the specifics
of the attribute API, even though they could also use different data sources
(such as data from sockets, default values, later results of expressions, ...).
This refactor removes the `ReadAttribute` and `WriteAttribute` types and
replaces them with `GVArray` and `GVMutableArray` respectively. The `GV`
stands for "generic virtual". The "generic" means that the data type contained
in those virtual arrays is only known at run-time. There are the corresponding
statically typed types `VArray<T>` and `VMutableArray<T>` as well.
No regressions are expected from this refactor. It does come with one
improvement for users. The attribute API can convert the data type
on write now. This is especially useful when writing to builtin attributes
like `material_index` with e.g. the Attribute Math node (which usually
just writes to float attributes, while `material_index` is an integer attribute).
Differential Revision: https://developer.blender.org/D10994
2021-04-17 16:41:03 +02:00
|
|
|
switch (to_domain) {
|
2023-12-20 13:13:16 -05:00
|
|
|
case AttrDomain::Corner:
|
2023-06-08 08:29:15 -04:00
|
|
|
return adapt_mesh_domain_edge_to_corner(mesh, varray);
|
2023-12-20 13:13:16 -05:00
|
|
|
case AttrDomain::Point:
|
2023-06-08 08:29:15 -04:00
|
|
|
return adapt_mesh_domain_edge_to_point(mesh, varray);
|
2023-12-20 13:13:16 -05:00
|
|
|
case AttrDomain::Face:
|
2023-06-08 08:29:15 -04:00
|
|
|
return adapt_mesh_domain_edge_to_face(mesh, varray);
|
2021-03-19 08:59:56 -04:00
|
|
|
default:
|
2021-03-08 11:41:23 -05:00
|
|
|
break;
|
|
|
|
|
}
|
2021-03-09 13:39:05 -05:00
|
|
|
break;
|
2021-03-08 11:41:23 -05:00
|
|
|
}
|
|
|
|
|
default:
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return {};
|
|
|
|
|
}
|
|
|
|
|
|
Geometry Nodes: new geometry attribute API
Currently, there are two attribute API. The first, defined in `BKE_attribute.h` is
accessible from RNA and C code. The second is implemented with `GeometryComponent`
and is only accessible in C++ code. The second is widely used, but only being
accessible through the `GeometrySet` API makes it awkward to use, and even impossible
for types that don't correspond directly to a geometry component like `CurvesGeometry`.
This patch adds a new attribute API, designed to replace the `GeometryComponent`
attribute API now, and to eventually replace or be the basis of the other one.
The basic idea is that there is an `AttributeAccessor` class that allows code to
interact with a set of attributes owned by some geometry. The accessor itself has
no ownership. `AttributeAccessor` is a simple type that can be passed around by
value. That makes it easy to return it from functions and to store it in containers.
For const-correctness, there is also a `MutableAttributeAccessor` that allows
changing individual and can add or remove attributes.
Currently, `AttributeAccessor` is composed of two pointers. The first is a pointer
to the owner of the attribute data. The second is a pointer to a struct with
function pointers, that is similar to a virtual function table. The functions
know how to access attributes on the owner.
The actual attribute access for geometries is still implemented with the `AttributeProvider`
pattern, which makes it easy to support different sources of attributes on a
geometry and simplifies dealing with built-in attributes.
There are different ways to get an attribute accessor for a geometry:
* `GeometryComponent.attributes()`
* `CurvesGeometry.attributes()`
* `bke::mesh_attributes(const Mesh &)`
* `bke::pointcloud_attributes(const PointCloud &)`
All of these also have a `_for_write` variant that returns a `MutabelAttributeAccessor`.
Differential Revision: https://developer.blender.org/D15280
2022-07-08 16:16:56 +02:00
|
|
|
static void tag_component_positions_changed(void *owner)
|
2021-03-08 11:41:23 -05:00
|
|
|
{
|
Geometry Nodes: new geometry attribute API
Currently, there are two attribute API. The first, defined in `BKE_attribute.h` is
accessible from RNA and C code. The second is implemented with `GeometryComponent`
and is only accessible in C++ code. The second is widely used, but only being
accessible through the `GeometrySet` API makes it awkward to use, and even impossible
for types that don't correspond directly to a geometry component like `CurvesGeometry`.
This patch adds a new attribute API, designed to replace the `GeometryComponent`
attribute API now, and to eventually replace or be the basis of the other one.
The basic idea is that there is an `AttributeAccessor` class that allows code to
interact with a set of attributes owned by some geometry. The accessor itself has
no ownership. `AttributeAccessor` is a simple type that can be passed around by
value. That makes it easy to return it from functions and to store it in containers.
For const-correctness, there is also a `MutableAttributeAccessor` that allows
changing individual and can add or remove attributes.
Currently, `AttributeAccessor` is composed of two pointers. The first is a pointer
to the owner of the attribute data. The second is a pointer to a struct with
function pointers, that is similar to a virtual function table. The functions
know how to access attributes on the owner.
The actual attribute access for geometries is still implemented with the `AttributeProvider`
pattern, which makes it easy to support different sources of attributes on a
geometry and simplifies dealing with built-in attributes.
There are different ways to get an attribute accessor for a geometry:
* `GeometryComponent.attributes()`
* `CurvesGeometry.attributes()`
* `bke::mesh_attributes(const Mesh &)`
* `bke::pointcloud_attributes(const PointCloud &)`
All of these also have a `_for_write` variant that returns a `MutabelAttributeAccessor`.
Differential Revision: https://developer.blender.org/D15280
2022-07-08 16:16:56 +02:00
|
|
|
Mesh *mesh = static_cast<Mesh *>(owner);
|
2021-03-08 11:41:23 -05:00
|
|
|
if (mesh != nullptr) {
|
2023-12-12 15:38:42 -05:00
|
|
|
mesh->tag_positions_changed();
|
2021-03-08 11:41:23 -05:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
Mesh: Replace auto smooth with node group
Design task: #93551
This PR replaces the auto smooth option with a geometry nodes modifier
that sets the sharp edge attribute. This solves a fair number of long-
standing problems related to auto smooth, simplifies the process of
normal computation, and allows Blender to automatically choose between
face, vertex, and face corner normals based on the sharp edge and face
attributes.
Versioning adds a geometry node group to objects with meshes that had
auto-smooth enabled. The modifier can be applied, which also improves
performance.
Auto smooth is now unnecessary to get a combination of sharp and smooth
edges. In general workflows are changed a bit. Separate procedural and
destructive workflows are available. Custom normals can be used
immediately without turning on the removed auto smooth option.
**Procedural**
The node group asset "Smooth by Angle" is the main way to set sharp
normals based on the edge angle. It can be accessed directly in the add
modifier menu. Of course the modifier can be reordered, muted, or
applied like any other, or changed internally like any geometry nodes
modifier.
**Destructive**
Often the sharp edges don't need to be dynamic. This can give better
performance since edge angles don't need to be recalculated. In edit
mode the two operators "Select Sharp Edges" and "Mark Sharp" can be
used. In other modes, the "Shade Smooth by Angle" controls the edge
sharpness directly.
### Breaking API Changes
- `use_auto_smooth` is removed. Face corner normals are now used
automatically if there are mixed smooth vs. not smooth tags. Meshes
now always use custom normals if they exist.
- In Cycles, the lack of the separate auto smooth state makes normals look
triangulated when all faces are shaded smooth.
- `auto_smooth_angle` is removed. Replaced by a modifier (or operator)
controlling the sharp edge attribute. This means the mesh itself
(without an object) doesn't know anything about automatically smoothing
by angle anymore.
- `create_normals_split`, `calc_normals_split`, and `free_normals_split`
are removed, and are replaced by the simpler `Mesh.corner_normals`
collection property. Since it gives access to the normals cache, it
is automatically updated when relevant data changes.
Addons are updated here: https://projects.blender.org/blender/blender-addons/pulls/104609
### Tests
- `geo_node_curves_test_deform_curves_on_surface` has slightly different
results because face corner normals are used instead of interpolated
vertex normals.
- `bf_wavefront_obj_tests` has different export results for one file
which mixed sharp and smooth faces without turning on auto smooth.
- `cycles_mesh_cpu` has one object which is completely flat shaded.
Previously every edge was split before rendering, now it looks triangulated.
Pull Request: https://projects.blender.org/blender/blender/pulls/108014
2023-10-20 16:54:08 +02:00
|
|
|
static void tag_component_sharpness_changed(void *owner)
|
|
|
|
|
{
|
|
|
|
|
if (Mesh *mesh = static_cast<Mesh *>(owner)) {
|
2023-12-12 15:38:42 -05:00
|
|
|
mesh->tag_sharpness_changed();
|
Mesh: Replace auto smooth with node group
Design task: #93551
This PR replaces the auto smooth option with a geometry nodes modifier
that sets the sharp edge attribute. This solves a fair number of long-
standing problems related to auto smooth, simplifies the process of
normal computation, and allows Blender to automatically choose between
face, vertex, and face corner normals based on the sharp edge and face
attributes.
Versioning adds a geometry node group to objects with meshes that had
auto-smooth enabled. The modifier can be applied, which also improves
performance.
Auto smooth is now unnecessary to get a combination of sharp and smooth
edges. In general workflows are changed a bit. Separate procedural and
destructive workflows are available. Custom normals can be used
immediately without turning on the removed auto smooth option.
**Procedural**
The node group asset "Smooth by Angle" is the main way to set sharp
normals based on the edge angle. It can be accessed directly in the add
modifier menu. Of course the modifier can be reordered, muted, or
applied like any other, or changed internally like any geometry nodes
modifier.
**Destructive**
Often the sharp edges don't need to be dynamic. This can give better
performance since edge angles don't need to be recalculated. In edit
mode the two operators "Select Sharp Edges" and "Mark Sharp" can be
used. In other modes, the "Shade Smooth by Angle" controls the edge
sharpness directly.
### Breaking API Changes
- `use_auto_smooth` is removed. Face corner normals are now used
automatically if there are mixed smooth vs. not smooth tags. Meshes
now always use custom normals if they exist.
- In Cycles, the lack of the separate auto smooth state makes normals look
triangulated when all faces are shaded smooth.
- `auto_smooth_angle` is removed. Replaced by a modifier (or operator)
controlling the sharp edge attribute. This means the mesh itself
(without an object) doesn't know anything about automatically smoothing
by angle anymore.
- `create_normals_split`, `calc_normals_split`, and `free_normals_split`
are removed, and are replaced by the simpler `Mesh.corner_normals`
collection property. Since it gives access to the normals cache, it
is automatically updated when relevant data changes.
Addons are updated here: https://projects.blender.org/blender/blender-addons/pulls/104609
### Tests
- `geo_node_curves_test_deform_curves_on_surface` has slightly different
results because face corner normals are used instead of interpolated
vertex normals.
- `bf_wavefront_obj_tests` has different export results for one file
which mixed sharp and smooth faces without turning on auto smooth.
- `cycles_mesh_cpu` has one object which is completely flat shaded.
Previously every edge was split before rendering, now it looks triangulated.
Pull Request: https://projects.blender.org/blender/blender/pulls/108014
2023-10-20 16:54:08 +02:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2021-03-08 11:41:23 -05:00
|
|
|
/**
|
|
|
|
|
* This provider makes vertex groups available as float attributes.
|
|
|
|
|
*/
|
2023-09-27 10:26:06 +02:00
|
|
|
class MeshVertexGroupsAttributeProvider final : public DynamicAttributesProvider {
|
2021-03-08 11:41:23 -05:00
|
|
|
public:
|
Geometry Nodes: new geometry attribute API
Currently, there are two attribute API. The first, defined in `BKE_attribute.h` is
accessible from RNA and C code. The second is implemented with `GeometryComponent`
and is only accessible in C++ code. The second is widely used, but only being
accessible through the `GeometrySet` API makes it awkward to use, and even impossible
for types that don't correspond directly to a geometry component like `CurvesGeometry`.
This patch adds a new attribute API, designed to replace the `GeometryComponent`
attribute API now, and to eventually replace or be the basis of the other one.
The basic idea is that there is an `AttributeAccessor` class that allows code to
interact with a set of attributes owned by some geometry. The accessor itself has
no ownership. `AttributeAccessor` is a simple type that can be passed around by
value. That makes it easy to return it from functions and to store it in containers.
For const-correctness, there is also a `MutableAttributeAccessor` that allows
changing individual and can add or remove attributes.
Currently, `AttributeAccessor` is composed of two pointers. The first is a pointer
to the owner of the attribute data. The second is a pointer to a struct with
function pointers, that is similar to a virtual function table. The functions
know how to access attributes on the owner.
The actual attribute access for geometries is still implemented with the `AttributeProvider`
pattern, which makes it easy to support different sources of attributes on a
geometry and simplifies dealing with built-in attributes.
There are different ways to get an attribute accessor for a geometry:
* `GeometryComponent.attributes()`
* `CurvesGeometry.attributes()`
* `bke::mesh_attributes(const Mesh &)`
* `bke::pointcloud_attributes(const PointCloud &)`
All of these also have a `_for_write` variant that returns a `MutabelAttributeAccessor`.
Differential Revision: https://developer.blender.org/D15280
2022-07-08 16:16:56 +02:00
|
|
|
GAttributeReader try_get_for_read(const void *owner,
|
|
|
|
|
const AttributeIDRef &attribute_id) const final
|
2021-03-08 11:41:23 -05:00
|
|
|
{
|
2023-01-05 14:05:30 +01:00
|
|
|
if (attribute_id.is_anonymous()) {
|
2021-09-09 12:54:20 +02:00
|
|
|
return {};
|
|
|
|
|
}
|
Geometry Nodes: new geometry attribute API
Currently, there are two attribute API. The first, defined in `BKE_attribute.h` is
accessible from RNA and C code. The second is implemented with `GeometryComponent`
and is only accessible in C++ code. The second is widely used, but only being
accessible through the `GeometrySet` API makes it awkward to use, and even impossible
for types that don't correspond directly to a geometry component like `CurvesGeometry`.
This patch adds a new attribute API, designed to replace the `GeometryComponent`
attribute API now, and to eventually replace or be the basis of the other one.
The basic idea is that there is an `AttributeAccessor` class that allows code to
interact with a set of attributes owned by some geometry. The accessor itself has
no ownership. `AttributeAccessor` is a simple type that can be passed around by
value. That makes it easy to return it from functions and to store it in containers.
For const-correctness, there is also a `MutableAttributeAccessor` that allows
changing individual and can add or remove attributes.
Currently, `AttributeAccessor` is composed of two pointers. The first is a pointer
to the owner of the attribute data. The second is a pointer to a struct with
function pointers, that is similar to a virtual function table. The functions
know how to access attributes on the owner.
The actual attribute access for geometries is still implemented with the `AttributeProvider`
pattern, which makes it easy to support different sources of attributes on a
geometry and simplifies dealing with built-in attributes.
There are different ways to get an attribute accessor for a geometry:
* `GeometryComponent.attributes()`
* `CurvesGeometry.attributes()`
* `bke::mesh_attributes(const Mesh &)`
* `bke::pointcloud_attributes(const PointCloud &)`
All of these also have a `_for_write` variant that returns a `MutabelAttributeAccessor`.
Differential Revision: https://developer.blender.org/D15280
2022-07-08 16:16:56 +02:00
|
|
|
const Mesh *mesh = static_cast<const Mesh *>(owner);
|
2021-07-15 11:07:41 +02:00
|
|
|
if (mesh == nullptr) {
|
|
|
|
|
return {};
|
|
|
|
|
}
|
2021-09-09 12:54:20 +02:00
|
|
|
const std::string name = attribute_id.name();
|
2021-07-13 12:10:34 -04:00
|
|
|
const int vertex_group_index = BLI_findstringindex(
|
2021-09-09 12:54:20 +02:00
|
|
|
&mesh->vertex_group_names, name.c_str(), offsetof(bDeformGroup, name));
|
2021-03-08 11:41:23 -05:00
|
|
|
if (vertex_group_index < 0) {
|
|
|
|
|
return {};
|
|
|
|
|
}
|
Mesh: Remove redundant custom data pointers
For copy-on-write, we want to share attribute arrays between meshes
where possible. Mutable pointers like `Mesh.mvert` make that difficult
by making ownership vague. They also make code more complex by adding
redundancy.
The simplest solution is just removing them and retrieving layers from
`CustomData` as needed. Similar changes have already been applied to
curves and point clouds (e9f82d3dc7ee, 410a6efb747f). Removing use of
the pointers generally makes code more obvious and more reusable.
Mesh data is now accessed with a C++ API (`Mesh::edges()` or
`Mesh::edges_for_write()`), and a C API (`BKE_mesh_edges(mesh)`).
The CoW changes this commit makes possible are described in T95845
and T95842, and started in D14139 and D14140. The change also simplifies
the ongoing mesh struct-of-array refactors from T95965.
**RNA/Python Access Performance**
Theoretically, accessing mesh elements with the RNA API may become
slower, since the layer needs to be found on every random access.
However, overhead is already high enough that this doesn't make a
noticible differenc, and performance is actually improved in some
cases. Random access can be up to 10% faster, but other situations
might be a bit slower. Generally using `foreach_get/set` are the best
way to improve performance. See the differential revision for more
discussion about Python performance.
Cycles has been updated to use raw pointers and the internal Blender
mesh types, mostly because there is no sense in having this overhead
when it's already compiled with Blender. In my tests this roughly
halves the Cycles mesh creation time (0.19s to 0.10s for a 1 million
face grid).
Differential Revision: https://developer.blender.org/D15488
2022-09-05 11:56:34 -05:00
|
|
|
const Span<MDeformVert> dverts = mesh->deform_verts();
|
|
|
|
|
if (dverts.is_empty()) {
|
2021-03-08 11:41:23 -05:00
|
|
|
static const float default_value = 0.0f;
|
2023-12-20 13:13:16 -05:00
|
|
|
return {VArray<float>::ForSingle(default_value, mesh->verts_num), AttrDomain::Point};
|
2021-03-08 11:41:23 -05:00
|
|
|
}
|
2023-12-28 11:23:40 -05:00
|
|
|
return {varray_for_deform_verts(dverts, vertex_group_index), AttrDomain::Point};
|
2021-03-08 11:41:23 -05:00
|
|
|
}
|
|
|
|
|
|
Geometry Nodes: new geometry attribute API
Currently, there are two attribute API. The first, defined in `BKE_attribute.h` is
accessible from RNA and C code. The second is implemented with `GeometryComponent`
and is only accessible in C++ code. The second is widely used, but only being
accessible through the `GeometrySet` API makes it awkward to use, and even impossible
for types that don't correspond directly to a geometry component like `CurvesGeometry`.
This patch adds a new attribute API, designed to replace the `GeometryComponent`
attribute API now, and to eventually replace or be the basis of the other one.
The basic idea is that there is an `AttributeAccessor` class that allows code to
interact with a set of attributes owned by some geometry. The accessor itself has
no ownership. `AttributeAccessor` is a simple type that can be passed around by
value. That makes it easy to return it from functions and to store it in containers.
For const-correctness, there is also a `MutableAttributeAccessor` that allows
changing individual and can add or remove attributes.
Currently, `AttributeAccessor` is composed of two pointers. The first is a pointer
to the owner of the attribute data. The second is a pointer to a struct with
function pointers, that is similar to a virtual function table. The functions
know how to access attributes on the owner.
The actual attribute access for geometries is still implemented with the `AttributeProvider`
pattern, which makes it easy to support different sources of attributes on a
geometry and simplifies dealing with built-in attributes.
There are different ways to get an attribute accessor for a geometry:
* `GeometryComponent.attributes()`
* `CurvesGeometry.attributes()`
* `bke::mesh_attributes(const Mesh &)`
* `bke::pointcloud_attributes(const PointCloud &)`
All of these also have a `_for_write` variant that returns a `MutabelAttributeAccessor`.
Differential Revision: https://developer.blender.org/D15280
2022-07-08 16:16:56 +02:00
|
|
|
GAttributeWriter try_get_for_write(void *owner, const AttributeIDRef &attribute_id) const final
|
2021-03-08 11:41:23 -05:00
|
|
|
{
|
2023-01-05 14:05:30 +01:00
|
|
|
if (attribute_id.is_anonymous()) {
|
2021-09-09 12:54:20 +02:00
|
|
|
return {};
|
|
|
|
|
}
|
Geometry Nodes: new geometry attribute API
Currently, there are two attribute API. The first, defined in `BKE_attribute.h` is
accessible from RNA and C code. The second is implemented with `GeometryComponent`
and is only accessible in C++ code. The second is widely used, but only being
accessible through the `GeometrySet` API makes it awkward to use, and even impossible
for types that don't correspond directly to a geometry component like `CurvesGeometry`.
This patch adds a new attribute API, designed to replace the `GeometryComponent`
attribute API now, and to eventually replace or be the basis of the other one.
The basic idea is that there is an `AttributeAccessor` class that allows code to
interact with a set of attributes owned by some geometry. The accessor itself has
no ownership. `AttributeAccessor` is a simple type that can be passed around by
value. That makes it easy to return it from functions and to store it in containers.
For const-correctness, there is also a `MutableAttributeAccessor` that allows
changing individual and can add or remove attributes.
Currently, `AttributeAccessor` is composed of two pointers. The first is a pointer
to the owner of the attribute data. The second is a pointer to a struct with
function pointers, that is similar to a virtual function table. The functions
know how to access attributes on the owner.
The actual attribute access for geometries is still implemented with the `AttributeProvider`
pattern, which makes it easy to support different sources of attributes on a
geometry and simplifies dealing with built-in attributes.
There are different ways to get an attribute accessor for a geometry:
* `GeometryComponent.attributes()`
* `CurvesGeometry.attributes()`
* `bke::mesh_attributes(const Mesh &)`
* `bke::pointcloud_attributes(const PointCloud &)`
All of these also have a `_for_write` variant that returns a `MutabelAttributeAccessor`.
Differential Revision: https://developer.blender.org/D15280
2022-07-08 16:16:56 +02:00
|
|
|
Mesh *mesh = static_cast<Mesh *>(owner);
|
2021-03-08 11:41:23 -05:00
|
|
|
if (mesh == nullptr) {
|
|
|
|
|
return {};
|
|
|
|
|
}
|
2021-07-13 12:10:34 -04:00
|
|
|
|
2021-09-09 12:54:20 +02:00
|
|
|
const std::string name = attribute_id.name();
|
2021-07-13 12:10:34 -04:00
|
|
|
const int vertex_group_index = BLI_findstringindex(
|
2021-09-09 12:54:20 +02:00
|
|
|
&mesh->vertex_group_names, name.c_str(), offsetof(bDeformGroup, name));
|
2021-03-08 11:41:23 -05:00
|
|
|
if (vertex_group_index < 0) {
|
|
|
|
|
return {};
|
|
|
|
|
}
|
Mesh: Remove redundant custom data pointers
For copy-on-write, we want to share attribute arrays between meshes
where possible. Mutable pointers like `Mesh.mvert` make that difficult
by making ownership vague. They also make code more complex by adding
redundancy.
The simplest solution is just removing them and retrieving layers from
`CustomData` as needed. Similar changes have already been applied to
curves and point clouds (e9f82d3dc7ee, 410a6efb747f). Removing use of
the pointers generally makes code more obvious and more reusable.
Mesh data is now accessed with a C++ API (`Mesh::edges()` or
`Mesh::edges_for_write()`), and a C API (`BKE_mesh_edges(mesh)`).
The CoW changes this commit makes possible are described in T95845
and T95842, and started in D14139 and D14140. The change also simplifies
the ongoing mesh struct-of-array refactors from T95965.
**RNA/Python Access Performance**
Theoretically, accessing mesh elements with the RNA API may become
slower, since the layer needs to be found on every random access.
However, overhead is already high enough that this doesn't make a
noticible differenc, and performance is actually improved in some
cases. Random access can be up to 10% faster, but other situations
might be a bit slower. Generally using `foreach_get/set` are the best
way to improve performance. See the differential revision for more
discussion about Python performance.
Cycles has been updated to use raw pointers and the internal Blender
mesh types, mostly because there is no sense in having this overhead
when it's already compiled with Blender. In my tests this roughly
halves the Cycles mesh creation time (0.19s to 0.10s for a 1 million
face grid).
Differential Revision: https://developer.blender.org/D15488
2022-09-05 11:56:34 -05:00
|
|
|
MutableSpan<MDeformVert> dverts = mesh->deform_verts_for_write();
|
2023-12-28 11:23:40 -05:00
|
|
|
return {varray_for_mutable_deform_verts(dverts, vertex_group_index), AttrDomain::Point};
|
2021-03-08 11:41:23 -05:00
|
|
|
}
|
|
|
|
|
|
Geometry Nodes: new geometry attribute API
Currently, there are two attribute API. The first, defined in `BKE_attribute.h` is
accessible from RNA and C code. The second is implemented with `GeometryComponent`
and is only accessible in C++ code. The second is widely used, but only being
accessible through the `GeometrySet` API makes it awkward to use, and even impossible
for types that don't correspond directly to a geometry component like `CurvesGeometry`.
This patch adds a new attribute API, designed to replace the `GeometryComponent`
attribute API now, and to eventually replace or be the basis of the other one.
The basic idea is that there is an `AttributeAccessor` class that allows code to
interact with a set of attributes owned by some geometry. The accessor itself has
no ownership. `AttributeAccessor` is a simple type that can be passed around by
value. That makes it easy to return it from functions and to store it in containers.
For const-correctness, there is also a `MutableAttributeAccessor` that allows
changing individual and can add or remove attributes.
Currently, `AttributeAccessor` is composed of two pointers. The first is a pointer
to the owner of the attribute data. The second is a pointer to a struct with
function pointers, that is similar to a virtual function table. The functions
know how to access attributes on the owner.
The actual attribute access for geometries is still implemented with the `AttributeProvider`
pattern, which makes it easy to support different sources of attributes on a
geometry and simplifies dealing with built-in attributes.
There are different ways to get an attribute accessor for a geometry:
* `GeometryComponent.attributes()`
* `CurvesGeometry.attributes()`
* `bke::mesh_attributes(const Mesh &)`
* `bke::pointcloud_attributes(const PointCloud &)`
All of these also have a `_for_write` variant that returns a `MutabelAttributeAccessor`.
Differential Revision: https://developer.blender.org/D15280
2022-07-08 16:16:56 +02:00
|
|
|
bool try_delete(void *owner, const AttributeIDRef &attribute_id) const final
|
2021-03-08 11:41:23 -05:00
|
|
|
{
|
2023-01-05 14:05:30 +01:00
|
|
|
if (attribute_id.is_anonymous()) {
|
2021-09-09 12:54:20 +02:00
|
|
|
return false;
|
|
|
|
|
}
|
Geometry Nodes: new geometry attribute API
Currently, there are two attribute API. The first, defined in `BKE_attribute.h` is
accessible from RNA and C code. The second is implemented with `GeometryComponent`
and is only accessible in C++ code. The second is widely used, but only being
accessible through the `GeometrySet` API makes it awkward to use, and even impossible
for types that don't correspond directly to a geometry component like `CurvesGeometry`.
This patch adds a new attribute API, designed to replace the `GeometryComponent`
attribute API now, and to eventually replace or be the basis of the other one.
The basic idea is that there is an `AttributeAccessor` class that allows code to
interact with a set of attributes owned by some geometry. The accessor itself has
no ownership. `AttributeAccessor` is a simple type that can be passed around by
value. That makes it easy to return it from functions and to store it in containers.
For const-correctness, there is also a `MutableAttributeAccessor` that allows
changing individual and can add or remove attributes.
Currently, `AttributeAccessor` is composed of two pointers. The first is a pointer
to the owner of the attribute data. The second is a pointer to a struct with
function pointers, that is similar to a virtual function table. The functions
know how to access attributes on the owner.
The actual attribute access for geometries is still implemented with the `AttributeProvider`
pattern, which makes it easy to support different sources of attributes on a
geometry and simplifies dealing with built-in attributes.
There are different ways to get an attribute accessor for a geometry:
* `GeometryComponent.attributes()`
* `CurvesGeometry.attributes()`
* `bke::mesh_attributes(const Mesh &)`
* `bke::pointcloud_attributes(const PointCloud &)`
All of these also have a `_for_write` variant that returns a `MutabelAttributeAccessor`.
Differential Revision: https://developer.blender.org/D15280
2022-07-08 16:16:56 +02:00
|
|
|
Mesh *mesh = static_cast<Mesh *>(owner);
|
2021-07-15 11:07:41 +02:00
|
|
|
if (mesh == nullptr) {
|
|
|
|
|
return true;
|
|
|
|
|
}
|
2021-03-08 11:41:23 -05:00
|
|
|
|
2021-09-09 12:54:20 +02:00
|
|
|
const std::string name = attribute_id.name();
|
2021-11-23 14:35:49 +01:00
|
|
|
|
|
|
|
|
int index;
|
|
|
|
|
bDeformGroup *group;
|
|
|
|
|
if (!BKE_id_defgroup_name_find(&mesh->id, name.c_str(), &index, &group)) {
|
2021-03-08 11:41:23 -05:00
|
|
|
return false;
|
|
|
|
|
}
|
2021-11-23 14:35:49 +01:00
|
|
|
BLI_remlink(&mesh->vertex_group_names, group);
|
|
|
|
|
MEM_freeN(group);
|
Mesh: Remove redundant custom data pointers
For copy-on-write, we want to share attribute arrays between meshes
where possible. Mutable pointers like `Mesh.mvert` make that difficult
by making ownership vague. They also make code more complex by adding
redundancy.
The simplest solution is just removing them and retrieving layers from
`CustomData` as needed. Similar changes have already been applied to
curves and point clouds (e9f82d3dc7ee, 410a6efb747f). Removing use of
the pointers generally makes code more obvious and more reusable.
Mesh data is now accessed with a C++ API (`Mesh::edges()` or
`Mesh::edges_for_write()`), and a C API (`BKE_mesh_edges(mesh)`).
The CoW changes this commit makes possible are described in T95845
and T95842, and started in D14139 and D14140. The change also simplifies
the ongoing mesh struct-of-array refactors from T95965.
**RNA/Python Access Performance**
Theoretically, accessing mesh elements with the RNA API may become
slower, since the layer needs to be found on every random access.
However, overhead is already high enough that this doesn't make a
noticible differenc, and performance is actually improved in some
cases. Random access can be up to 10% faster, but other situations
might be a bit slower. Generally using `foreach_get/set` are the best
way to improve performance. See the differential revision for more
discussion about Python performance.
Cycles has been updated to use raw pointers and the internal Blender
mesh types, mostly because there is no sense in having this overhead
when it's already compiled with Blender. In my tests this roughly
halves the Cycles mesh creation time (0.19s to 0.10s for a 1 million
face grid).
Differential Revision: https://developer.blender.org/D15488
2022-09-05 11:56:34 -05:00
|
|
|
if (mesh->deform_verts().is_empty()) {
|
2021-03-08 11:41:23 -05:00
|
|
|
return true;
|
|
|
|
|
}
|
2022-03-11 11:25:59 -06:00
|
|
|
|
2023-01-04 12:19:58 -05:00
|
|
|
MutableSpan<MDeformVert> dverts = mesh->deform_verts_for_write();
|
2023-12-28 11:23:40 -05:00
|
|
|
remove_defgroup_index(dverts, index);
|
2021-03-08 11:41:23 -05:00
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
Geometry Nodes: new geometry attribute API
Currently, there are two attribute API. The first, defined in `BKE_attribute.h` is
accessible from RNA and C code. The second is implemented with `GeometryComponent`
and is only accessible in C++ code. The second is widely used, but only being
accessible through the `GeometrySet` API makes it awkward to use, and even impossible
for types that don't correspond directly to a geometry component like `CurvesGeometry`.
This patch adds a new attribute API, designed to replace the `GeometryComponent`
attribute API now, and to eventually replace or be the basis of the other one.
The basic idea is that there is an `AttributeAccessor` class that allows code to
interact with a set of attributes owned by some geometry. The accessor itself has
no ownership. `AttributeAccessor` is a simple type that can be passed around by
value. That makes it easy to return it from functions and to store it in containers.
For const-correctness, there is also a `MutableAttributeAccessor` that allows
changing individual and can add or remove attributes.
Currently, `AttributeAccessor` is composed of two pointers. The first is a pointer
to the owner of the attribute data. The second is a pointer to a struct with
function pointers, that is similar to a virtual function table. The functions
know how to access attributes on the owner.
The actual attribute access for geometries is still implemented with the `AttributeProvider`
pattern, which makes it easy to support different sources of attributes on a
geometry and simplifies dealing with built-in attributes.
There are different ways to get an attribute accessor for a geometry:
* `GeometryComponent.attributes()`
* `CurvesGeometry.attributes()`
* `bke::mesh_attributes(const Mesh &)`
* `bke::pointcloud_attributes(const PointCloud &)`
All of these also have a `_for_write` variant that returns a `MutabelAttributeAccessor`.
Differential Revision: https://developer.blender.org/D15280
2022-07-08 16:16:56 +02:00
|
|
|
bool foreach_attribute(const void *owner, const AttributeForeachCallback callback) const final
|
2021-03-08 11:41:23 -05:00
|
|
|
{
|
Geometry Nodes: new geometry attribute API
Currently, there are two attribute API. The first, defined in `BKE_attribute.h` is
accessible from RNA and C code. The second is implemented with `GeometryComponent`
and is only accessible in C++ code. The second is widely used, but only being
accessible through the `GeometrySet` API makes it awkward to use, and even impossible
for types that don't correspond directly to a geometry component like `CurvesGeometry`.
This patch adds a new attribute API, designed to replace the `GeometryComponent`
attribute API now, and to eventually replace or be the basis of the other one.
The basic idea is that there is an `AttributeAccessor` class that allows code to
interact with a set of attributes owned by some geometry. The accessor itself has
no ownership. `AttributeAccessor` is a simple type that can be passed around by
value. That makes it easy to return it from functions and to store it in containers.
For const-correctness, there is also a `MutableAttributeAccessor` that allows
changing individual and can add or remove attributes.
Currently, `AttributeAccessor` is composed of two pointers. The first is a pointer
to the owner of the attribute data. The second is a pointer to a struct with
function pointers, that is similar to a virtual function table. The functions
know how to access attributes on the owner.
The actual attribute access for geometries is still implemented with the `AttributeProvider`
pattern, which makes it easy to support different sources of attributes on a
geometry and simplifies dealing with built-in attributes.
There are different ways to get an attribute accessor for a geometry:
* `GeometryComponent.attributes()`
* `CurvesGeometry.attributes()`
* `bke::mesh_attributes(const Mesh &)`
* `bke::pointcloud_attributes(const PointCloud &)`
All of these also have a `_for_write` variant that returns a `MutabelAttributeAccessor`.
Differential Revision: https://developer.blender.org/D15280
2022-07-08 16:16:56 +02:00
|
|
|
const Mesh *mesh = static_cast<const Mesh *>(owner);
|
2021-07-13 12:10:34 -04:00
|
|
|
if (mesh == nullptr) {
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
LISTBASE_FOREACH (const bDeformGroup *, group, &mesh->vertex_group_names) {
|
2023-12-20 13:13:16 -05:00
|
|
|
if (!callback(group->name, {AttrDomain::Point, CD_PROP_FLOAT})) {
|
2021-07-13 12:10:34 -04:00
|
|
|
return false;
|
2021-03-08 11:41:23 -05:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
2023-12-20 13:13:16 -05:00
|
|
|
void foreach_domain(const FunctionRef<void(AttrDomain)> callback) const final
|
2021-03-08 11:41:23 -05:00
|
|
|
{
|
2023-12-20 13:13:16 -05:00
|
|
|
callback(AttrDomain::Point);
|
2021-03-08 11:41:23 -05:00
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* In this function all the attribute providers for a mesh component are created. Most data in this
|
|
|
|
|
* function is statically allocated, because it does not change over time.
|
|
|
|
|
*/
|
|
|
|
|
static ComponentAttributeProviders create_attribute_providers_for_mesh()
|
|
|
|
|
{
|
|
|
|
|
#define MAKE_MUTABLE_CUSTOM_DATA_GETTER(NAME) \
|
Geometry Nodes: new geometry attribute API
Currently, there are two attribute API. The first, defined in `BKE_attribute.h` is
accessible from RNA and C code. The second is implemented with `GeometryComponent`
and is only accessible in C++ code. The second is widely used, but only being
accessible through the `GeometrySet` API makes it awkward to use, and even impossible
for types that don't correspond directly to a geometry component like `CurvesGeometry`.
This patch adds a new attribute API, designed to replace the `GeometryComponent`
attribute API now, and to eventually replace or be the basis of the other one.
The basic idea is that there is an `AttributeAccessor` class that allows code to
interact with a set of attributes owned by some geometry. The accessor itself has
no ownership. `AttributeAccessor` is a simple type that can be passed around by
value. That makes it easy to return it from functions and to store it in containers.
For const-correctness, there is also a `MutableAttributeAccessor` that allows
changing individual and can add or remove attributes.
Currently, `AttributeAccessor` is composed of two pointers. The first is a pointer
to the owner of the attribute data. The second is a pointer to a struct with
function pointers, that is similar to a virtual function table. The functions
know how to access attributes on the owner.
The actual attribute access for geometries is still implemented with the `AttributeProvider`
pattern, which makes it easy to support different sources of attributes on a
geometry and simplifies dealing with built-in attributes.
There are different ways to get an attribute accessor for a geometry:
* `GeometryComponent.attributes()`
* `CurvesGeometry.attributes()`
* `bke::mesh_attributes(const Mesh &)`
* `bke::pointcloud_attributes(const PointCloud &)`
All of these also have a `_for_write` variant that returns a `MutabelAttributeAccessor`.
Differential Revision: https://developer.blender.org/D15280
2022-07-08 16:16:56 +02:00
|
|
|
[](void *owner) -> CustomData * { \
|
|
|
|
|
Mesh *mesh = static_cast<Mesh *>(owner); \
|
|
|
|
|
return &mesh->NAME; \
|
2021-03-08 11:41:23 -05:00
|
|
|
}
|
|
|
|
|
#define MAKE_CONST_CUSTOM_DATA_GETTER(NAME) \
|
Geometry Nodes: new geometry attribute API
Currently, there are two attribute API. The first, defined in `BKE_attribute.h` is
accessible from RNA and C code. The second is implemented with `GeometryComponent`
and is only accessible in C++ code. The second is widely used, but only being
accessible through the `GeometrySet` API makes it awkward to use, and even impossible
for types that don't correspond directly to a geometry component like `CurvesGeometry`.
This patch adds a new attribute API, designed to replace the `GeometryComponent`
attribute API now, and to eventually replace or be the basis of the other one.
The basic idea is that there is an `AttributeAccessor` class that allows code to
interact with a set of attributes owned by some geometry. The accessor itself has
no ownership. `AttributeAccessor` is a simple type that can be passed around by
value. That makes it easy to return it from functions and to store it in containers.
For const-correctness, there is also a `MutableAttributeAccessor` that allows
changing individual and can add or remove attributes.
Currently, `AttributeAccessor` is composed of two pointers. The first is a pointer
to the owner of the attribute data. The second is a pointer to a struct with
function pointers, that is similar to a virtual function table. The functions
know how to access attributes on the owner.
The actual attribute access for geometries is still implemented with the `AttributeProvider`
pattern, which makes it easy to support different sources of attributes on a
geometry and simplifies dealing with built-in attributes.
There are different ways to get an attribute accessor for a geometry:
* `GeometryComponent.attributes()`
* `CurvesGeometry.attributes()`
* `bke::mesh_attributes(const Mesh &)`
* `bke::pointcloud_attributes(const PointCloud &)`
All of these also have a `_for_write` variant that returns a `MutabelAttributeAccessor`.
Differential Revision: https://developer.blender.org/D15280
2022-07-08 16:16:56 +02:00
|
|
|
[](const void *owner) -> const CustomData * { \
|
|
|
|
|
const Mesh *mesh = static_cast<const Mesh *>(owner); \
|
|
|
|
|
return &mesh->NAME; \
|
|
|
|
|
}
|
|
|
|
|
#define MAKE_GET_ELEMENT_NUM_GETTER(NAME) \
|
|
|
|
|
[](const void *owner) -> int { \
|
|
|
|
|
const Mesh *mesh = static_cast<const Mesh *>(owner); \
|
|
|
|
|
return mesh->NAME; \
|
2021-03-08 11:41:23 -05:00
|
|
|
}
|
|
|
|
|
|
2023-12-19 20:38:59 -05:00
|
|
|
static CustomDataAccessInfo corner_access = {MAKE_MUTABLE_CUSTOM_DATA_GETTER(corner_data),
|
|
|
|
|
MAKE_CONST_CUSTOM_DATA_GETTER(corner_data),
|
2023-12-20 02:21:48 +01:00
|
|
|
MAKE_GET_ELEMENT_NUM_GETTER(corners_num)};
|
2023-07-25 21:15:52 +02:00
|
|
|
static CustomDataAccessInfo point_access = {MAKE_MUTABLE_CUSTOM_DATA_GETTER(vert_data),
|
|
|
|
|
MAKE_CONST_CUSTOM_DATA_GETTER(vert_data),
|
2023-12-20 02:21:48 +01:00
|
|
|
MAKE_GET_ELEMENT_NUM_GETTER(verts_num)};
|
2023-07-25 21:15:52 +02:00
|
|
|
static CustomDataAccessInfo edge_access = {MAKE_MUTABLE_CUSTOM_DATA_GETTER(edge_data),
|
|
|
|
|
MAKE_CONST_CUSTOM_DATA_GETTER(edge_data),
|
2023-12-20 02:21:48 +01:00
|
|
|
MAKE_GET_ELEMENT_NUM_GETTER(edges_num)};
|
2023-07-25 21:15:52 +02:00
|
|
|
static CustomDataAccessInfo face_access = {MAKE_MUTABLE_CUSTOM_DATA_GETTER(face_data),
|
|
|
|
|
MAKE_CONST_CUSTOM_DATA_GETTER(face_data),
|
2023-07-24 22:06:55 +02:00
|
|
|
MAKE_GET_ELEMENT_NUM_GETTER(faces_num)};
|
2021-03-08 11:41:23 -05:00
|
|
|
|
|
|
|
|
#undef MAKE_CONST_CUSTOM_DATA_GETTER
|
|
|
|
|
#undef MAKE_MUTABLE_CUSTOM_DATA_GETTER
|
|
|
|
|
|
Mesh: Move positions to a generic attribute
**Changes**
As described in T93602, this patch removes all use of the `MVert`
struct, replacing it with a generic named attribute with the name
`"position"`, consistent with other geometry types.
Variable names have been changed from `verts` to `positions`, to align
with the attribute name and the more generic design (positions are not
vertices, they are just an attribute stored on the point domain).
This change is made possible by previous commits that moved all other
data out of `MVert` to runtime data or other generic attributes. What
remains is mostly a simple type change. Though, the type still shows up
859 times, so the patch is quite large.
One compromise is that now `CD_MASK_BAREMESH` now contains
`CD_PROP_FLOAT3`. With the general move towards generic attributes
over custom data types, we are removing use of these type masks anyway.
**Benefits**
The most obvious benefit is reduced memory usage and the benefits
that brings in memory-bound situations. `float3` is only 3 bytes, in
comparison to `MVert` which was 4. When there are millions of vertices
this starts to matter more.
The other benefits come from using a more generic type. Instead of
writing algorithms specifically for `MVert`, code can just use arrays
of vectors. This will allow eliminating many temporary arrays or
wrappers used to extract positions.
Many possible improvements aren't implemented in this patch, though
I did switch simplify or remove the process of creating temporary
position arrays in a few places.
The design clarity that "positions are just another attribute" brings
allows removing explicit copying of vertices in some procedural
operations-- they are just processed like most other attributes.
**Performance**
This touches so many areas that it's hard to benchmark exhaustively,
but I observed some areas as examples.
* The mesh line node with 4 million count was 1.5x (8ms to 12ms) faster.
* The Spring splash screen went from ~4.3 to ~4.5 fps.
* The subdivision surface modifier/node was slightly faster
RNA access through Python may be slightly slower, since now we need
a name lookup instead of just a custom data type lookup for each index.
**Future Improvements**
* Remove uses of "vert_coords" functions:
* `BKE_mesh_vert_coords_alloc`
* `BKE_mesh_vert_coords_get`
* `BKE_mesh_vert_coords_apply{_with_mat4}`
* Remove more hidden copying of positions
* General simplification now possible in many areas
* Convert more code to C++ to use `float3` instead of `float[3]`
* Currently `reinterpret_cast` is used for those C-API functions
Differential Revision: https://developer.blender.org/D15982
2023-01-10 00:10:43 -05:00
|
|
|
static BuiltinCustomDataLayerProvider position("position",
|
2023-12-20 13:13:16 -05:00
|
|
|
AttrDomain::Point,
|
Mesh: Move positions to a generic attribute
**Changes**
As described in T93602, this patch removes all use of the `MVert`
struct, replacing it with a generic named attribute with the name
`"position"`, consistent with other geometry types.
Variable names have been changed from `verts` to `positions`, to align
with the attribute name and the more generic design (positions are not
vertices, they are just an attribute stored on the point domain).
This change is made possible by previous commits that moved all other
data out of `MVert` to runtime data or other generic attributes. What
remains is mostly a simple type change. Though, the type still shows up
859 times, so the patch is quite large.
One compromise is that now `CD_MASK_BAREMESH` now contains
`CD_PROP_FLOAT3`. With the general move towards generic attributes
over custom data types, we are removing use of these type masks anyway.
**Benefits**
The most obvious benefit is reduced memory usage and the benefits
that brings in memory-bound situations. `float3` is only 3 bytes, in
comparison to `MVert` which was 4. When there are millions of vertices
this starts to matter more.
The other benefits come from using a more generic type. Instead of
writing algorithms specifically for `MVert`, code can just use arrays
of vectors. This will allow eliminating many temporary arrays or
wrappers used to extract positions.
Many possible improvements aren't implemented in this patch, though
I did switch simplify or remove the process of creating temporary
position arrays in a few places.
The design clarity that "positions are just another attribute" brings
allows removing explicit copying of vertices in some procedural
operations-- they are just processed like most other attributes.
**Performance**
This touches so many areas that it's hard to benchmark exhaustively,
but I observed some areas as examples.
* The mesh line node with 4 million count was 1.5x (8ms to 12ms) faster.
* The Spring splash screen went from ~4.3 to ~4.5 fps.
* The subdivision surface modifier/node was slightly faster
RNA access through Python may be slightly slower, since now we need
a name lookup instead of just a custom data type lookup for each index.
**Future Improvements**
* Remove uses of "vert_coords" functions:
* `BKE_mesh_vert_coords_alloc`
* `BKE_mesh_vert_coords_get`
* `BKE_mesh_vert_coords_apply{_with_mat4}`
* Remove more hidden copying of positions
* General simplification now possible in many areas
* Convert more code to C++ to use `float3` instead of `float[3]`
* Currently `reinterpret_cast` is used for those C-API functions
Differential Revision: https://developer.blender.org/D15982
2023-01-10 00:10:43 -05:00
|
|
|
CD_PROP_FLOAT3,
|
|
|
|
|
CD_PROP_FLOAT3,
|
2023-04-19 11:21:06 +02:00
|
|
|
BuiltinAttributeProvider::Creatable,
|
Mesh: Move positions to a generic attribute
**Changes**
As described in T93602, this patch removes all use of the `MVert`
struct, replacing it with a generic named attribute with the name
`"position"`, consistent with other geometry types.
Variable names have been changed from `verts` to `positions`, to align
with the attribute name and the more generic design (positions are not
vertices, they are just an attribute stored on the point domain).
This change is made possible by previous commits that moved all other
data out of `MVert` to runtime data or other generic attributes. What
remains is mostly a simple type change. Though, the type still shows up
859 times, so the patch is quite large.
One compromise is that now `CD_MASK_BAREMESH` now contains
`CD_PROP_FLOAT3`. With the general move towards generic attributes
over custom data types, we are removing use of these type masks anyway.
**Benefits**
The most obvious benefit is reduced memory usage and the benefits
that brings in memory-bound situations. `float3` is only 3 bytes, in
comparison to `MVert` which was 4. When there are millions of vertices
this starts to matter more.
The other benefits come from using a more generic type. Instead of
writing algorithms specifically for `MVert`, code can just use arrays
of vectors. This will allow eliminating many temporary arrays or
wrappers used to extract positions.
Many possible improvements aren't implemented in this patch, though
I did switch simplify or remove the process of creating temporary
position arrays in a few places.
The design clarity that "positions are just another attribute" brings
allows removing explicit copying of vertices in some procedural
operations-- they are just processed like most other attributes.
**Performance**
This touches so many areas that it's hard to benchmark exhaustively,
but I observed some areas as examples.
* The mesh line node with 4 million count was 1.5x (8ms to 12ms) faster.
* The Spring splash screen went from ~4.3 to ~4.5 fps.
* The subdivision surface modifier/node was slightly faster
RNA access through Python may be slightly slower, since now we need
a name lookup instead of just a custom data type lookup for each index.
**Future Improvements**
* Remove uses of "vert_coords" functions:
* `BKE_mesh_vert_coords_alloc`
* `BKE_mesh_vert_coords_get`
* `BKE_mesh_vert_coords_apply{_with_mat4}`
* Remove more hidden copying of positions
* General simplification now possible in many areas
* Convert more code to C++ to use `float3` instead of `float[3]`
* Currently `reinterpret_cast` is used for those C-API functions
Differential Revision: https://developer.blender.org/D15982
2023-01-10 00:10:43 -05:00
|
|
|
BuiltinAttributeProvider::NonDeletable,
|
|
|
|
|
point_access,
|
|
|
|
|
tag_component_positions_changed);
|
2021-03-08 11:41:23 -05:00
|
|
|
|
2021-10-20 10:54:54 -05:00
|
|
|
static BuiltinCustomDataLayerProvider id("id",
|
2023-12-20 13:13:16 -05:00
|
|
|
AttrDomain::Point,
|
2021-10-20 10:54:54 -05:00
|
|
|
CD_PROP_INT32,
|
|
|
|
|
CD_PROP_INT32,
|
|
|
|
|
BuiltinAttributeProvider::Creatable,
|
|
|
|
|
BuiltinAttributeProvider::Deletable,
|
|
|
|
|
point_access,
|
|
|
|
|
nullptr);
|
|
|
|
|
|
2023-01-07 17:32:28 +01:00
|
|
|
static const auto material_index_clamp = mf::build::SI1_SO<int, int>(
|
2022-09-17 14:38:30 -05:00
|
|
|
"Material Index Validate",
|
|
|
|
|
[](int value) {
|
|
|
|
|
/* Use #short for the maximum since many areas still use that type for indices. */
|
|
|
|
|
return std::clamp<int>(value, 0, std::numeric_limits<short>::max());
|
|
|
|
|
},
|
2023-01-07 17:32:28 +01:00
|
|
|
mf::build::exec_presets::AllSpanOrSingle());
|
2022-08-31 09:09:01 -05:00
|
|
|
static BuiltinCustomDataLayerProvider material_index("material_index",
|
2023-12-20 13:13:16 -05:00
|
|
|
AttrDomain::Face,
|
2022-08-31 09:09:01 -05:00
|
|
|
CD_PROP_INT32,
|
|
|
|
|
CD_PROP_INT32,
|
|
|
|
|
BuiltinAttributeProvider::Creatable,
|
|
|
|
|
BuiltinAttributeProvider::Deletable,
|
|
|
|
|
face_access,
|
2022-09-17 14:38:30 -05:00
|
|
|
nullptr,
|
|
|
|
|
AttributeValidator{&material_index_clamp});
|
2021-03-28 12:49:59 +02:00
|
|
|
|
Mesh: Move edges to a generic attribute
Implements #95966, as the final step of #95965.
This commit changes the storage of mesh edge vertex indices from the
`MEdge` type to the generic `int2` attribute type. This follows the
general design for geometry and the attribute system, where the data
storage type and the usage semantics are separated.
The main benefit of the change is reduced memory usage-- the
requirements of storing mesh edges is reduced by 1/3. For example,
this saves 8MB on a 1 million vertex grid. This also gives performance
benefits to any memory-bound mesh processing algorithm that uses edges.
Another benefit is that all of the edge's vertex indices are
contiguous. In a few cases, it's helpful to process all of them as
`Span<int>` rather than `Span<int2>`. Similarly, the type is more
likely to match a generic format used by a library, or code that
shouldn't know about specific Blender `Mesh` types.
Various Notes:
- The `.edge_verts` name is used to reflect a mapping between domains,
similar to `.corner_verts`, etc. The period means that it the data
shouldn't change arbitrarily by the user or procedural operations.
- `edge[0]` is now used instead of `edge.v1`
- Signed integers are used instead of unsigned to reduce the mixing
of signed-ness, which can be error prone.
- All of the previously used core mesh data types (`MVert`, `MEdge`,
`MLoop`, `MPoly` are now deprecated. Only generic types are used).
- The `vec2i` DNA type is used in the few C files where necessary.
Pull Request: https://projects.blender.org/blender/blender/pulls/106638
2023-04-17 13:47:41 +02:00
|
|
|
static const auto int2_index_clamp = mf::build::SI1_SO<int2, int2>(
|
|
|
|
|
"Index Validate",
|
|
|
|
|
[](int2 value) { return math::max(value, int2(0)); },
|
|
|
|
|
mf::build::exec_presets::AllSpanOrSingle());
|
|
|
|
|
static BuiltinCustomDataLayerProvider edge_verts(".edge_verts",
|
2023-12-20 13:13:16 -05:00
|
|
|
AttrDomain::Edge,
|
Mesh: Move edges to a generic attribute
Implements #95966, as the final step of #95965.
This commit changes the storage of mesh edge vertex indices from the
`MEdge` type to the generic `int2` attribute type. This follows the
general design for geometry and the attribute system, where the data
storage type and the usage semantics are separated.
The main benefit of the change is reduced memory usage-- the
requirements of storing mesh edges is reduced by 1/3. For example,
this saves 8MB on a 1 million vertex grid. This also gives performance
benefits to any memory-bound mesh processing algorithm that uses edges.
Another benefit is that all of the edge's vertex indices are
contiguous. In a few cases, it's helpful to process all of them as
`Span<int>` rather than `Span<int2>`. Similarly, the type is more
likely to match a generic format used by a library, or code that
shouldn't know about specific Blender `Mesh` types.
Various Notes:
- The `.edge_verts` name is used to reflect a mapping between domains,
similar to `.corner_verts`, etc. The period means that it the data
shouldn't change arbitrarily by the user or procedural operations.
- `edge[0]` is now used instead of `edge.v1`
- Signed integers are used instead of unsigned to reduce the mixing
of signed-ness, which can be error prone.
- All of the previously used core mesh data types (`MVert`, `MEdge`,
`MLoop`, `MPoly` are now deprecated. Only generic types are used).
- The `vec2i` DNA type is used in the few C files where necessary.
Pull Request: https://projects.blender.org/blender/blender/pulls/106638
2023-04-17 13:47:41 +02:00
|
|
|
CD_PROP_INT32_2D,
|
|
|
|
|
CD_PROP_INT32_2D,
|
2023-04-28 10:20:37 -04:00
|
|
|
BuiltinAttributeProvider::Creatable,
|
Mesh: Move edges to a generic attribute
Implements #95966, as the final step of #95965.
This commit changes the storage of mesh edge vertex indices from the
`MEdge` type to the generic `int2` attribute type. This follows the
general design for geometry and the attribute system, where the data
storage type and the usage semantics are separated.
The main benefit of the change is reduced memory usage-- the
requirements of storing mesh edges is reduced by 1/3. For example,
this saves 8MB on a 1 million vertex grid. This also gives performance
benefits to any memory-bound mesh processing algorithm that uses edges.
Another benefit is that all of the edge's vertex indices are
contiguous. In a few cases, it's helpful to process all of them as
`Span<int>` rather than `Span<int2>`. Similarly, the type is more
likely to match a generic format used by a library, or code that
shouldn't know about specific Blender `Mesh` types.
Various Notes:
- The `.edge_verts` name is used to reflect a mapping between domains,
similar to `.corner_verts`, etc. The period means that it the data
shouldn't change arbitrarily by the user or procedural operations.
- `edge[0]` is now used instead of `edge.v1`
- Signed integers are used instead of unsigned to reduce the mixing
of signed-ness, which can be error prone.
- All of the previously used core mesh data types (`MVert`, `MEdge`,
`MLoop`, `MPoly` are now deprecated. Only generic types are used).
- The `vec2i` DNA type is used in the few C files where necessary.
Pull Request: https://projects.blender.org/blender/blender/pulls/106638
2023-04-17 13:47:41 +02:00
|
|
|
BuiltinAttributeProvider::NonDeletable,
|
|
|
|
|
edge_access,
|
|
|
|
|
nullptr,
|
|
|
|
|
AttributeValidator{&int2_index_clamp});
|
|
|
|
|
|
Mesh: Replace MLoop struct with generic attributes
Implements #102359.
Split the `MLoop` struct into two separate integer arrays called
`corner_verts` and `corner_edges`, referring to the vertex each corner
is attached to and the next edge around the face at each corner. These
arrays can be sliced to give access to the edges or vertices in a face.
Then they are often referred to as "poly_verts" or "poly_edges".
The main benefits are halving the necessary memory bandwidth when only
one array is used and simplifications from using regular integer indices
instead of a special-purpose struct.
The commit also starts a renaming from "loop" to "corner" in mesh code.
Like the other mesh struct of array refactors, forward compatibility is
kept by writing files with the older format. This will be done until 4.0
to ease the transition process.
Looking at a small portion of the patch should give a good impression
for the rest of the changes. I tried to make the changes as small as
possible so it's easy to tell the correctness from the diff. Though I
found Blender developers have been very inventive over the last decade
when finding different ways to loop over the corners in a face.
For performance, nearly every piece of code that deals with `Mesh` is
slightly impacted. Any algorithm that is memory bottle-necked should
see an improvement. For example, here is a comparison of interpolating
a vertex float attribute to face corners (Ryzen 3700x):
**Before** (Average: 3.7 ms, Min: 3.4 ms)
```
threading::parallel_for(loops.index_range(), 4096, [&](IndexRange range) {
for (const int64_t i : range) {
dst[i] = src[loops[i].v];
}
});
```
**After** (Average: 2.9 ms, Min: 2.6 ms)
```
array_utils::gather(src, corner_verts, dst);
```
That's an improvement of 28% to the average timings, and it's also a
simplification, since an index-based routine can be used instead.
For more examples using the new arrays, see the design task.
Pull Request: https://projects.blender.org/blender/blender/pulls/104424
2023-03-20 15:55:13 +01:00
|
|
|
/* Note: This clamping is more of a last resort, since it's quite easy to make an
|
|
|
|
|
* invalid mesh that will crash Blender by arbitrarily editing this attribute. */
|
|
|
|
|
static const auto int_index_clamp = mf::build::SI1_SO<int, int>(
|
|
|
|
|
"Index Validate",
|
|
|
|
|
[](int value) { return std::max(value, 0); },
|
|
|
|
|
mf::build::exec_presets::AllSpanOrSingle());
|
|
|
|
|
static BuiltinCustomDataLayerProvider corner_vert(".corner_vert",
|
2023-12-20 13:13:16 -05:00
|
|
|
AttrDomain::Corner,
|
Mesh: Replace MLoop struct with generic attributes
Implements #102359.
Split the `MLoop` struct into two separate integer arrays called
`corner_verts` and `corner_edges`, referring to the vertex each corner
is attached to and the next edge around the face at each corner. These
arrays can be sliced to give access to the edges or vertices in a face.
Then they are often referred to as "poly_verts" or "poly_edges".
The main benefits are halving the necessary memory bandwidth when only
one array is used and simplifications from using regular integer indices
instead of a special-purpose struct.
The commit also starts a renaming from "loop" to "corner" in mesh code.
Like the other mesh struct of array refactors, forward compatibility is
kept by writing files with the older format. This will be done until 4.0
to ease the transition process.
Looking at a small portion of the patch should give a good impression
for the rest of the changes. I tried to make the changes as small as
possible so it's easy to tell the correctness from the diff. Though I
found Blender developers have been very inventive over the last decade
when finding different ways to loop over the corners in a face.
For performance, nearly every piece of code that deals with `Mesh` is
slightly impacted. Any algorithm that is memory bottle-necked should
see an improvement. For example, here is a comparison of interpolating
a vertex float attribute to face corners (Ryzen 3700x):
**Before** (Average: 3.7 ms, Min: 3.4 ms)
```
threading::parallel_for(loops.index_range(), 4096, [&](IndexRange range) {
for (const int64_t i : range) {
dst[i] = src[loops[i].v];
}
});
```
**After** (Average: 2.9 ms, Min: 2.6 ms)
```
array_utils::gather(src, corner_verts, dst);
```
That's an improvement of 28% to the average timings, and it's also a
simplification, since an index-based routine can be used instead.
For more examples using the new arrays, see the design task.
Pull Request: https://projects.blender.org/blender/blender/pulls/104424
2023-03-20 15:55:13 +01:00
|
|
|
CD_PROP_INT32,
|
|
|
|
|
CD_PROP_INT32,
|
2023-04-28 10:20:37 -04:00
|
|
|
BuiltinAttributeProvider::Creatable,
|
Mesh: Replace MLoop struct with generic attributes
Implements #102359.
Split the `MLoop` struct into two separate integer arrays called
`corner_verts` and `corner_edges`, referring to the vertex each corner
is attached to and the next edge around the face at each corner. These
arrays can be sliced to give access to the edges or vertices in a face.
Then they are often referred to as "poly_verts" or "poly_edges".
The main benefits are halving the necessary memory bandwidth when only
one array is used and simplifications from using regular integer indices
instead of a special-purpose struct.
The commit also starts a renaming from "loop" to "corner" in mesh code.
Like the other mesh struct of array refactors, forward compatibility is
kept by writing files with the older format. This will be done until 4.0
to ease the transition process.
Looking at a small portion of the patch should give a good impression
for the rest of the changes. I tried to make the changes as small as
possible so it's easy to tell the correctness from the diff. Though I
found Blender developers have been very inventive over the last decade
when finding different ways to loop over the corners in a face.
For performance, nearly every piece of code that deals with `Mesh` is
slightly impacted. Any algorithm that is memory bottle-necked should
see an improvement. For example, here is a comparison of interpolating
a vertex float attribute to face corners (Ryzen 3700x):
**Before** (Average: 3.7 ms, Min: 3.4 ms)
```
threading::parallel_for(loops.index_range(), 4096, [&](IndexRange range) {
for (const int64_t i : range) {
dst[i] = src[loops[i].v];
}
});
```
**After** (Average: 2.9 ms, Min: 2.6 ms)
```
array_utils::gather(src, corner_verts, dst);
```
That's an improvement of 28% to the average timings, and it's also a
simplification, since an index-based routine can be used instead.
For more examples using the new arrays, see the design task.
Pull Request: https://projects.blender.org/blender/blender/pulls/104424
2023-03-20 15:55:13 +01:00
|
|
|
BuiltinAttributeProvider::NonDeletable,
|
|
|
|
|
corner_access,
|
|
|
|
|
nullptr,
|
|
|
|
|
AttributeValidator{&int_index_clamp});
|
|
|
|
|
static BuiltinCustomDataLayerProvider corner_edge(".corner_edge",
|
2023-12-20 13:13:16 -05:00
|
|
|
AttrDomain::Corner,
|
Mesh: Replace MLoop struct with generic attributes
Implements #102359.
Split the `MLoop` struct into two separate integer arrays called
`corner_verts` and `corner_edges`, referring to the vertex each corner
is attached to and the next edge around the face at each corner. These
arrays can be sliced to give access to the edges or vertices in a face.
Then they are often referred to as "poly_verts" or "poly_edges".
The main benefits are halving the necessary memory bandwidth when only
one array is used and simplifications from using regular integer indices
instead of a special-purpose struct.
The commit also starts a renaming from "loop" to "corner" in mesh code.
Like the other mesh struct of array refactors, forward compatibility is
kept by writing files with the older format. This will be done until 4.0
to ease the transition process.
Looking at a small portion of the patch should give a good impression
for the rest of the changes. I tried to make the changes as small as
possible so it's easy to tell the correctness from the diff. Though I
found Blender developers have been very inventive over the last decade
when finding different ways to loop over the corners in a face.
For performance, nearly every piece of code that deals with `Mesh` is
slightly impacted. Any algorithm that is memory bottle-necked should
see an improvement. For example, here is a comparison of interpolating
a vertex float attribute to face corners (Ryzen 3700x):
**Before** (Average: 3.7 ms, Min: 3.4 ms)
```
threading::parallel_for(loops.index_range(), 4096, [&](IndexRange range) {
for (const int64_t i : range) {
dst[i] = src[loops[i].v];
}
});
```
**After** (Average: 2.9 ms, Min: 2.6 ms)
```
array_utils::gather(src, corner_verts, dst);
```
That's an improvement of 28% to the average timings, and it's also a
simplification, since an index-based routine can be used instead.
For more examples using the new arrays, see the design task.
Pull Request: https://projects.blender.org/blender/blender/pulls/104424
2023-03-20 15:55:13 +01:00
|
|
|
CD_PROP_INT32,
|
|
|
|
|
CD_PROP_INT32,
|
2023-04-28 10:20:37 -04:00
|
|
|
BuiltinAttributeProvider::Creatable,
|
Mesh: Replace MLoop struct with generic attributes
Implements #102359.
Split the `MLoop` struct into two separate integer arrays called
`corner_verts` and `corner_edges`, referring to the vertex each corner
is attached to and the next edge around the face at each corner. These
arrays can be sliced to give access to the edges or vertices in a face.
Then they are often referred to as "poly_verts" or "poly_edges".
The main benefits are halving the necessary memory bandwidth when only
one array is used and simplifications from using regular integer indices
instead of a special-purpose struct.
The commit also starts a renaming from "loop" to "corner" in mesh code.
Like the other mesh struct of array refactors, forward compatibility is
kept by writing files with the older format. This will be done until 4.0
to ease the transition process.
Looking at a small portion of the patch should give a good impression
for the rest of the changes. I tried to make the changes as small as
possible so it's easy to tell the correctness from the diff. Though I
found Blender developers have been very inventive over the last decade
when finding different ways to loop over the corners in a face.
For performance, nearly every piece of code that deals with `Mesh` is
slightly impacted. Any algorithm that is memory bottle-necked should
see an improvement. For example, here is a comparison of interpolating
a vertex float attribute to face corners (Ryzen 3700x):
**Before** (Average: 3.7 ms, Min: 3.4 ms)
```
threading::parallel_for(loops.index_range(), 4096, [&](IndexRange range) {
for (const int64_t i : range) {
dst[i] = src[loops[i].v];
}
});
```
**After** (Average: 2.9 ms, Min: 2.6 ms)
```
array_utils::gather(src, corner_verts, dst);
```
That's an improvement of 28% to the average timings, and it's also a
simplification, since an index-based routine can be used instead.
For more examples using the new arrays, see the design task.
Pull Request: https://projects.blender.org/blender/blender/pulls/104424
2023-03-20 15:55:13 +01:00
|
|
|
BuiltinAttributeProvider::NonDeletable,
|
|
|
|
|
corner_access,
|
|
|
|
|
nullptr,
|
|
|
|
|
AttributeValidator{&int_index_clamp});
|
|
|
|
|
|
Mesh: Move face shade smooth flag to a generic attribute
Currently the shade smooth status for mesh faces is stored as part of
`MPoly::flag`. As described in #95967, this moves that information
to a separate boolean attribute. It also flips its status, so the
attribute is now called `sharp_face`, which mirrors the existing
`sharp_edge` attribute. The attribute doesn't need to be allocated
when all faces are smooth. Forward compatibility is kept until
4.0 like the other mesh refactors.
This will reduce memory bandwidth requirements for some operations,
since the array of booleans uses 12 times less memory than `MPoly`.
It also allows faces to be stored more efficiently in the future, since
the flag is now unused. It's also possible to use generic functions to
process the values. For example, finding whether there is a sharp face
is just `sharp_faces.contains(true)`.
The `shade_smooth` attribute is no longer accessible with geometry nodes.
Since there were dedicated accessor nodes for that data, that shouldn't
be a problem. That's difficult to version automatically since the named
attribute nodes could be used in arbitrary combinations.
**Implementation notes:**
- The attribute and array variables in the code use the `sharp_faces`
term, to be consistent with the user-facing "sharp faces" wording,
and to avoid requiring many renames when #101689 is implemented.
- Cycles now accesses smooth face status with the generic attribute,
to avoid overhead.
- Changing the zero-value from "smooth" to "flat" takes some care to
make sure defaults are the same.
- Versioning for the edge mode extrude node is particularly complex.
New nodes are added by versioning to propagate the attribute in its
old inverted state.
- A lot of access is still done through the `CustomData` API rather
than the attribute API because of a few functions. That can be
cleaned up easily in the future.
- In the future we would benefit from a way to store attributes as a
single value for when all faces are sharp.
Pull Request: https://projects.blender.org/blender/blender/pulls/104422
2023-03-08 15:36:18 +01:00
|
|
|
static BuiltinCustomDataLayerProvider sharp_face("sharp_face",
|
2023-12-20 13:13:16 -05:00
|
|
|
AttrDomain::Face,
|
Mesh: Move face shade smooth flag to a generic attribute
Currently the shade smooth status for mesh faces is stored as part of
`MPoly::flag`. As described in #95967, this moves that information
to a separate boolean attribute. It also flips its status, so the
attribute is now called `sharp_face`, which mirrors the existing
`sharp_edge` attribute. The attribute doesn't need to be allocated
when all faces are smooth. Forward compatibility is kept until
4.0 like the other mesh refactors.
This will reduce memory bandwidth requirements for some operations,
since the array of booleans uses 12 times less memory than `MPoly`.
It also allows faces to be stored more efficiently in the future, since
the flag is now unused. It's also possible to use generic functions to
process the values. For example, finding whether there is a sharp face
is just `sharp_faces.contains(true)`.
The `shade_smooth` attribute is no longer accessible with geometry nodes.
Since there were dedicated accessor nodes for that data, that shouldn't
be a problem. That's difficult to version automatically since the named
attribute nodes could be used in arbitrary combinations.
**Implementation notes:**
- The attribute and array variables in the code use the `sharp_faces`
term, to be consistent with the user-facing "sharp faces" wording,
and to avoid requiring many renames when #101689 is implemented.
- Cycles now accesses smooth face status with the generic attribute,
to avoid overhead.
- Changing the zero-value from "smooth" to "flat" takes some care to
make sure defaults are the same.
- Versioning for the edge mode extrude node is particularly complex.
New nodes are added by versioning to propagate the attribute in its
old inverted state.
- A lot of access is still done through the `CustomData` API rather
than the attribute API because of a few functions. That can be
cleaned up easily in the future.
- In the future we would benefit from a way to store attributes as a
single value for when all faces are sharp.
Pull Request: https://projects.blender.org/blender/blender/pulls/104422
2023-03-08 15:36:18 +01:00
|
|
|
CD_PROP_BOOL,
|
|
|
|
|
CD_PROP_BOOL,
|
|
|
|
|
BuiltinAttributeProvider::Creatable,
|
|
|
|
|
BuiltinAttributeProvider::Deletable,
|
|
|
|
|
face_access,
|
Mesh: Replace auto smooth with node group
Design task: #93551
This PR replaces the auto smooth option with a geometry nodes modifier
that sets the sharp edge attribute. This solves a fair number of long-
standing problems related to auto smooth, simplifies the process of
normal computation, and allows Blender to automatically choose between
face, vertex, and face corner normals based on the sharp edge and face
attributes.
Versioning adds a geometry node group to objects with meshes that had
auto-smooth enabled. The modifier can be applied, which also improves
performance.
Auto smooth is now unnecessary to get a combination of sharp and smooth
edges. In general workflows are changed a bit. Separate procedural and
destructive workflows are available. Custom normals can be used
immediately without turning on the removed auto smooth option.
**Procedural**
The node group asset "Smooth by Angle" is the main way to set sharp
normals based on the edge angle. It can be accessed directly in the add
modifier menu. Of course the modifier can be reordered, muted, or
applied like any other, or changed internally like any geometry nodes
modifier.
**Destructive**
Often the sharp edges don't need to be dynamic. This can give better
performance since edge angles don't need to be recalculated. In edit
mode the two operators "Select Sharp Edges" and "Mark Sharp" can be
used. In other modes, the "Shade Smooth by Angle" controls the edge
sharpness directly.
### Breaking API Changes
- `use_auto_smooth` is removed. Face corner normals are now used
automatically if there are mixed smooth vs. not smooth tags. Meshes
now always use custom normals if they exist.
- In Cycles, the lack of the separate auto smooth state makes normals look
triangulated when all faces are shaded smooth.
- `auto_smooth_angle` is removed. Replaced by a modifier (or operator)
controlling the sharp edge attribute. This means the mesh itself
(without an object) doesn't know anything about automatically smoothing
by angle anymore.
- `create_normals_split`, `calc_normals_split`, and `free_normals_split`
are removed, and are replaced by the simpler `Mesh.corner_normals`
collection property. Since it gives access to the normals cache, it
is automatically updated when relevant data changes.
Addons are updated here: https://projects.blender.org/blender/blender-addons/pulls/104609
### Tests
- `geo_node_curves_test_deform_curves_on_surface` has slightly different
results because face corner normals are used instead of interpolated
vertex normals.
- `bf_wavefront_obj_tests` has different export results for one file
which mixed sharp and smooth faces without turning on auto smooth.
- `cycles_mesh_cpu` has one object which is completely flat shaded.
Previously every edge was split before rendering, now it looks triangulated.
Pull Request: https://projects.blender.org/blender/blender/pulls/108014
2023-10-20 16:54:08 +02:00
|
|
|
tag_component_sharpness_changed);
|
2021-03-28 12:49:59 +02:00
|
|
|
|
2023-01-10 16:12:14 -05:00
|
|
|
static BuiltinCustomDataLayerProvider sharp_edge("sharp_edge",
|
2023-12-20 13:13:16 -05:00
|
|
|
AttrDomain::Edge,
|
2023-01-10 16:12:14 -05:00
|
|
|
CD_PROP_BOOL,
|
|
|
|
|
CD_PROP_BOOL,
|
|
|
|
|
BuiltinAttributeProvider::Creatable,
|
|
|
|
|
BuiltinAttributeProvider::Deletable,
|
|
|
|
|
edge_access,
|
Mesh: Replace auto smooth with node group
Design task: #93551
This PR replaces the auto smooth option with a geometry nodes modifier
that sets the sharp edge attribute. This solves a fair number of long-
standing problems related to auto smooth, simplifies the process of
normal computation, and allows Blender to automatically choose between
face, vertex, and face corner normals based on the sharp edge and face
attributes.
Versioning adds a geometry node group to objects with meshes that had
auto-smooth enabled. The modifier can be applied, which also improves
performance.
Auto smooth is now unnecessary to get a combination of sharp and smooth
edges. In general workflows are changed a bit. Separate procedural and
destructive workflows are available. Custom normals can be used
immediately without turning on the removed auto smooth option.
**Procedural**
The node group asset "Smooth by Angle" is the main way to set sharp
normals based on the edge angle. It can be accessed directly in the add
modifier menu. Of course the modifier can be reordered, muted, or
applied like any other, or changed internally like any geometry nodes
modifier.
**Destructive**
Often the sharp edges don't need to be dynamic. This can give better
performance since edge angles don't need to be recalculated. In edit
mode the two operators "Select Sharp Edges" and "Mark Sharp" can be
used. In other modes, the "Shade Smooth by Angle" controls the edge
sharpness directly.
### Breaking API Changes
- `use_auto_smooth` is removed. Face corner normals are now used
automatically if there are mixed smooth vs. not smooth tags. Meshes
now always use custom normals if they exist.
- In Cycles, the lack of the separate auto smooth state makes normals look
triangulated when all faces are shaded smooth.
- `auto_smooth_angle` is removed. Replaced by a modifier (or operator)
controlling the sharp edge attribute. This means the mesh itself
(without an object) doesn't know anything about automatically smoothing
by angle anymore.
- `create_normals_split`, `calc_normals_split`, and `free_normals_split`
are removed, and are replaced by the simpler `Mesh.corner_normals`
collection property. Since it gives access to the normals cache, it
is automatically updated when relevant data changes.
Addons are updated here: https://projects.blender.org/blender/blender-addons/pulls/104609
### Tests
- `geo_node_curves_test_deform_curves_on_surface` has slightly different
results because face corner normals are used instead of interpolated
vertex normals.
- `bf_wavefront_obj_tests` has different export results for one file
which mixed sharp and smooth faces without turning on auto smooth.
- `cycles_mesh_cpu` has one object which is completely flat shaded.
Previously every edge was split before rendering, now it looks triangulated.
Pull Request: https://projects.blender.org/blender/blender/pulls/108014
2023-10-20 16:54:08 +02:00
|
|
|
tag_component_sharpness_changed);
|
2023-01-10 16:12:14 -05:00
|
|
|
|
2023-09-27 10:26:06 +02:00
|
|
|
static MeshVertexGroupsAttributeProvider vertex_groups;
|
2023-12-20 13:13:16 -05:00
|
|
|
static CustomDataAttributeProvider corner_custom_data(AttrDomain::Corner, corner_access);
|
|
|
|
|
static CustomDataAttributeProvider point_custom_data(AttrDomain::Point, point_access);
|
|
|
|
|
static CustomDataAttributeProvider edge_custom_data(AttrDomain::Edge, edge_access);
|
|
|
|
|
static CustomDataAttributeProvider face_custom_data(AttrDomain::Face, face_access);
|
2021-03-08 11:41:23 -05:00
|
|
|
|
Mesh: Replace MLoop struct with generic attributes
Implements #102359.
Split the `MLoop` struct into two separate integer arrays called
`corner_verts` and `corner_edges`, referring to the vertex each corner
is attached to and the next edge around the face at each corner. These
arrays can be sliced to give access to the edges or vertices in a face.
Then they are often referred to as "poly_verts" or "poly_edges".
The main benefits are halving the necessary memory bandwidth when only
one array is used and simplifications from using regular integer indices
instead of a special-purpose struct.
The commit also starts a renaming from "loop" to "corner" in mesh code.
Like the other mesh struct of array refactors, forward compatibility is
kept by writing files with the older format. This will be done until 4.0
to ease the transition process.
Looking at a small portion of the patch should give a good impression
for the rest of the changes. I tried to make the changes as small as
possible so it's easy to tell the correctness from the diff. Though I
found Blender developers have been very inventive over the last decade
when finding different ways to loop over the corners in a face.
For performance, nearly every piece of code that deals with `Mesh` is
slightly impacted. Any algorithm that is memory bottle-necked should
see an improvement. For example, here is a comparison of interpolating
a vertex float attribute to face corners (Ryzen 3700x):
**Before** (Average: 3.7 ms, Min: 3.4 ms)
```
threading::parallel_for(loops.index_range(), 4096, [&](IndexRange range) {
for (const int64_t i : range) {
dst[i] = src[loops[i].v];
}
});
```
**After** (Average: 2.9 ms, Min: 2.6 ms)
```
array_utils::gather(src, corner_verts, dst);
```
That's an improvement of 28% to the average timings, and it's also a
simplification, since an index-based routine can be used instead.
For more examples using the new arrays, see the design task.
Pull Request: https://projects.blender.org/blender/blender/pulls/104424
2023-03-20 15:55:13 +01:00
|
|
|
return ComponentAttributeProviders({&position,
|
Mesh: Move edges to a generic attribute
Implements #95966, as the final step of #95965.
This commit changes the storage of mesh edge vertex indices from the
`MEdge` type to the generic `int2` attribute type. This follows the
general design for geometry and the attribute system, where the data
storage type and the usage semantics are separated.
The main benefit of the change is reduced memory usage-- the
requirements of storing mesh edges is reduced by 1/3. For example,
this saves 8MB on a 1 million vertex grid. This also gives performance
benefits to any memory-bound mesh processing algorithm that uses edges.
Another benefit is that all of the edge's vertex indices are
contiguous. In a few cases, it's helpful to process all of them as
`Span<int>` rather than `Span<int2>`. Similarly, the type is more
likely to match a generic format used by a library, or code that
shouldn't know about specific Blender `Mesh` types.
Various Notes:
- The `.edge_verts` name is used to reflect a mapping between domains,
similar to `.corner_verts`, etc. The period means that it the data
shouldn't change arbitrarily by the user or procedural operations.
- `edge[0]` is now used instead of `edge.v1`
- Signed integers are used instead of unsigned to reduce the mixing
of signed-ness, which can be error prone.
- All of the previously used core mesh data types (`MVert`, `MEdge`,
`MLoop`, `MPoly` are now deprecated. Only generic types are used).
- The `vec2i` DNA type is used in the few C files where necessary.
Pull Request: https://projects.blender.org/blender/blender/pulls/106638
2023-04-17 13:47:41 +02:00
|
|
|
&edge_verts,
|
Mesh: Replace MLoop struct with generic attributes
Implements #102359.
Split the `MLoop` struct into two separate integer arrays called
`corner_verts` and `corner_edges`, referring to the vertex each corner
is attached to and the next edge around the face at each corner. These
arrays can be sliced to give access to the edges or vertices in a face.
Then they are often referred to as "poly_verts" or "poly_edges".
The main benefits are halving the necessary memory bandwidth when only
one array is used and simplifications from using regular integer indices
instead of a special-purpose struct.
The commit also starts a renaming from "loop" to "corner" in mesh code.
Like the other mesh struct of array refactors, forward compatibility is
kept by writing files with the older format. This will be done until 4.0
to ease the transition process.
Looking at a small portion of the patch should give a good impression
for the rest of the changes. I tried to make the changes as small as
possible so it's easy to tell the correctness from the diff. Though I
found Blender developers have been very inventive over the last decade
when finding different ways to loop over the corners in a face.
For performance, nearly every piece of code that deals with `Mesh` is
slightly impacted. Any algorithm that is memory bottle-necked should
see an improvement. For example, here is a comparison of interpolating
a vertex float attribute to face corners (Ryzen 3700x):
**Before** (Average: 3.7 ms, Min: 3.4 ms)
```
threading::parallel_for(loops.index_range(), 4096, [&](IndexRange range) {
for (const int64_t i : range) {
dst[i] = src[loops[i].v];
}
});
```
**After** (Average: 2.9 ms, Min: 2.6 ms)
```
array_utils::gather(src, corner_verts, dst);
```
That's an improvement of 28% to the average timings, and it's also a
simplification, since an index-based routine can be used instead.
For more examples using the new arrays, see the design task.
Pull Request: https://projects.blender.org/blender/blender/pulls/104424
2023-03-20 15:55:13 +01:00
|
|
|
&corner_vert,
|
|
|
|
|
&corner_edge,
|
|
|
|
|
&id,
|
|
|
|
|
&material_index,
|
|
|
|
|
&sharp_face,
|
2023-06-13 20:23:39 +02:00
|
|
|
&sharp_edge},
|
Mesh: Replace MLoop struct with generic attributes
Implements #102359.
Split the `MLoop` struct into two separate integer arrays called
`corner_verts` and `corner_edges`, referring to the vertex each corner
is attached to and the next edge around the face at each corner. These
arrays can be sliced to give access to the edges or vertices in a face.
Then they are often referred to as "poly_verts" or "poly_edges".
The main benefits are halving the necessary memory bandwidth when only
one array is used and simplifications from using regular integer indices
instead of a special-purpose struct.
The commit also starts a renaming from "loop" to "corner" in mesh code.
Like the other mesh struct of array refactors, forward compatibility is
kept by writing files with the older format. This will be done until 4.0
to ease the transition process.
Looking at a small portion of the patch should give a good impression
for the rest of the changes. I tried to make the changes as small as
possible so it's easy to tell the correctness from the diff. Though I
found Blender developers have been very inventive over the last decade
when finding different ways to loop over the corners in a face.
For performance, nearly every piece of code that deals with `Mesh` is
slightly impacted. Any algorithm that is memory bottle-necked should
see an improvement. For example, here is a comparison of interpolating
a vertex float attribute to face corners (Ryzen 3700x):
**Before** (Average: 3.7 ms, Min: 3.4 ms)
```
threading::parallel_for(loops.index_range(), 4096, [&](IndexRange range) {
for (const int64_t i : range) {
dst[i] = src[loops[i].v];
}
});
```
**After** (Average: 2.9 ms, Min: 2.6 ms)
```
array_utils::gather(src, corner_verts, dst);
```
That's an improvement of 28% to the average timings, and it's also a
simplification, since an index-based routine can be used instead.
For more examples using the new arrays, see the design task.
Pull Request: https://projects.blender.org/blender/blender/pulls/104424
2023-03-20 15:55:13 +01:00
|
|
|
{&corner_custom_data,
|
|
|
|
|
&vertex_groups,
|
|
|
|
|
&point_custom_data,
|
|
|
|
|
&edge_custom_data,
|
|
|
|
|
&face_custom_data});
|
2021-03-08 11:41:23 -05:00
|
|
|
}
|
|
|
|
|
|
Geometry Nodes: new geometry attribute API
Currently, there are two attribute API. The first, defined in `BKE_attribute.h` is
accessible from RNA and C code. The second is implemented with `GeometryComponent`
and is only accessible in C++ code. The second is widely used, but only being
accessible through the `GeometrySet` API makes it awkward to use, and even impossible
for types that don't correspond directly to a geometry component like `CurvesGeometry`.
This patch adds a new attribute API, designed to replace the `GeometryComponent`
attribute API now, and to eventually replace or be the basis of the other one.
The basic idea is that there is an `AttributeAccessor` class that allows code to
interact with a set of attributes owned by some geometry. The accessor itself has
no ownership. `AttributeAccessor` is a simple type that can be passed around by
value. That makes it easy to return it from functions and to store it in containers.
For const-correctness, there is also a `MutableAttributeAccessor` that allows
changing individual and can add or remove attributes.
Currently, `AttributeAccessor` is composed of two pointers. The first is a pointer
to the owner of the attribute data. The second is a pointer to a struct with
function pointers, that is similar to a virtual function table. The functions
know how to access attributes on the owner.
The actual attribute access for geometries is still implemented with the `AttributeProvider`
pattern, which makes it easy to support different sources of attributes on a
geometry and simplifies dealing with built-in attributes.
There are different ways to get an attribute accessor for a geometry:
* `GeometryComponent.attributes()`
* `CurvesGeometry.attributes()`
* `bke::mesh_attributes(const Mesh &)`
* `bke::pointcloud_attributes(const PointCloud &)`
All of these also have a `_for_write` variant that returns a `MutabelAttributeAccessor`.
Differential Revision: https://developer.blender.org/D15280
2022-07-08 16:16:56 +02:00
|
|
|
static AttributeAccessorFunctions get_mesh_accessor_functions()
|
|
|
|
|
{
|
|
|
|
|
static const ComponentAttributeProviders providers = create_attribute_providers_for_mesh();
|
|
|
|
|
AttributeAccessorFunctions fn =
|
|
|
|
|
attribute_accessor_functions::accessor_functions_for_providers<providers>();
|
2023-12-20 13:13:16 -05:00
|
|
|
fn.domain_size = [](const void *owner, const AttrDomain domain) {
|
Geometry Nodes: new geometry attribute API
Currently, there are two attribute API. The first, defined in `BKE_attribute.h` is
accessible from RNA and C code. The second is implemented with `GeometryComponent`
and is only accessible in C++ code. The second is widely used, but only being
accessible through the `GeometrySet` API makes it awkward to use, and even impossible
for types that don't correspond directly to a geometry component like `CurvesGeometry`.
This patch adds a new attribute API, designed to replace the `GeometryComponent`
attribute API now, and to eventually replace or be the basis of the other one.
The basic idea is that there is an `AttributeAccessor` class that allows code to
interact with a set of attributes owned by some geometry. The accessor itself has
no ownership. `AttributeAccessor` is a simple type that can be passed around by
value. That makes it easy to return it from functions and to store it in containers.
For const-correctness, there is also a `MutableAttributeAccessor` that allows
changing individual and can add or remove attributes.
Currently, `AttributeAccessor` is composed of two pointers. The first is a pointer
to the owner of the attribute data. The second is a pointer to a struct with
function pointers, that is similar to a virtual function table. The functions
know how to access attributes on the owner.
The actual attribute access for geometries is still implemented with the `AttributeProvider`
pattern, which makes it easy to support different sources of attributes on a
geometry and simplifies dealing with built-in attributes.
There are different ways to get an attribute accessor for a geometry:
* `GeometryComponent.attributes()`
* `CurvesGeometry.attributes()`
* `bke::mesh_attributes(const Mesh &)`
* `bke::pointcloud_attributes(const PointCloud &)`
All of these also have a `_for_write` variant that returns a `MutabelAttributeAccessor`.
Differential Revision: https://developer.blender.org/D15280
2022-07-08 16:16:56 +02:00
|
|
|
if (owner == nullptr) {
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
const Mesh &mesh = *static_cast<const Mesh *>(owner);
|
|
|
|
|
switch (domain) {
|
2023-12-20 13:13:16 -05:00
|
|
|
case AttrDomain::Point:
|
2023-12-20 02:21:48 +01:00
|
|
|
return mesh.verts_num;
|
2023-12-20 13:13:16 -05:00
|
|
|
case AttrDomain::Edge:
|
2023-12-20 02:21:48 +01:00
|
|
|
return mesh.edges_num;
|
2023-12-20 13:13:16 -05:00
|
|
|
case AttrDomain::Face:
|
2023-07-24 22:06:55 +02:00
|
|
|
return mesh.faces_num;
|
2023-12-20 13:13:16 -05:00
|
|
|
case AttrDomain::Corner:
|
2023-12-20 02:21:48 +01:00
|
|
|
return mesh.corners_num;
|
Geometry Nodes: new geometry attribute API
Currently, there are two attribute API. The first, defined in `BKE_attribute.h` is
accessible from RNA and C code. The second is implemented with `GeometryComponent`
and is only accessible in C++ code. The second is widely used, but only being
accessible through the `GeometrySet` API makes it awkward to use, and even impossible
for types that don't correspond directly to a geometry component like `CurvesGeometry`.
This patch adds a new attribute API, designed to replace the `GeometryComponent`
attribute API now, and to eventually replace or be the basis of the other one.
The basic idea is that there is an `AttributeAccessor` class that allows code to
interact with a set of attributes owned by some geometry. The accessor itself has
no ownership. `AttributeAccessor` is a simple type that can be passed around by
value. That makes it easy to return it from functions and to store it in containers.
For const-correctness, there is also a `MutableAttributeAccessor` that allows
changing individual and can add or remove attributes.
Currently, `AttributeAccessor` is composed of two pointers. The first is a pointer
to the owner of the attribute data. The second is a pointer to a struct with
function pointers, that is similar to a virtual function table. The functions
know how to access attributes on the owner.
The actual attribute access for geometries is still implemented with the `AttributeProvider`
pattern, which makes it easy to support different sources of attributes on a
geometry and simplifies dealing with built-in attributes.
There are different ways to get an attribute accessor for a geometry:
* `GeometryComponent.attributes()`
* `CurvesGeometry.attributes()`
* `bke::mesh_attributes(const Mesh &)`
* `bke::pointcloud_attributes(const PointCloud &)`
All of these also have a `_for_write` variant that returns a `MutabelAttributeAccessor`.
Differential Revision: https://developer.blender.org/D15280
2022-07-08 16:16:56 +02:00
|
|
|
default:
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
};
|
2023-12-20 13:13:16 -05:00
|
|
|
fn.domain_supported = [](const void * /*owner*/, const AttrDomain domain) {
|
|
|
|
|
return ELEM(domain, AttrDomain::Point, AttrDomain::Edge, AttrDomain::Face, AttrDomain::Corner);
|
Geometry Nodes: new geometry attribute API
Currently, there are two attribute API. The first, defined in `BKE_attribute.h` is
accessible from RNA and C code. The second is implemented with `GeometryComponent`
and is only accessible in C++ code. The second is widely used, but only being
accessible through the `GeometrySet` API makes it awkward to use, and even impossible
for types that don't correspond directly to a geometry component like `CurvesGeometry`.
This patch adds a new attribute API, designed to replace the `GeometryComponent`
attribute API now, and to eventually replace or be the basis of the other one.
The basic idea is that there is an `AttributeAccessor` class that allows code to
interact with a set of attributes owned by some geometry. The accessor itself has
no ownership. `AttributeAccessor` is a simple type that can be passed around by
value. That makes it easy to return it from functions and to store it in containers.
For const-correctness, there is also a `MutableAttributeAccessor` that allows
changing individual and can add or remove attributes.
Currently, `AttributeAccessor` is composed of two pointers. The first is a pointer
to the owner of the attribute data. The second is a pointer to a struct with
function pointers, that is similar to a virtual function table. The functions
know how to access attributes on the owner.
The actual attribute access for geometries is still implemented with the `AttributeProvider`
pattern, which makes it easy to support different sources of attributes on a
geometry and simplifies dealing with built-in attributes.
There are different ways to get an attribute accessor for a geometry:
* `GeometryComponent.attributes()`
* `CurvesGeometry.attributes()`
* `bke::mesh_attributes(const Mesh &)`
* `bke::pointcloud_attributes(const PointCloud &)`
All of these also have a `_for_write` variant that returns a `MutabelAttributeAccessor`.
Differential Revision: https://developer.blender.org/D15280
2022-07-08 16:16:56 +02:00
|
|
|
};
|
|
|
|
|
fn.adapt_domain = [](const void *owner,
|
2023-06-08 08:29:15 -04:00
|
|
|
const GVArray &varray,
|
2023-12-20 13:13:16 -05:00
|
|
|
const AttrDomain from_domain,
|
|
|
|
|
const AttrDomain to_domain) -> GVArray {
|
Geometry Nodes: new geometry attribute API
Currently, there are two attribute API. The first, defined in `BKE_attribute.h` is
accessible from RNA and C code. The second is implemented with `GeometryComponent`
and is only accessible in C++ code. The second is widely used, but only being
accessible through the `GeometrySet` API makes it awkward to use, and even impossible
for types that don't correspond directly to a geometry component like `CurvesGeometry`.
This patch adds a new attribute API, designed to replace the `GeometryComponent`
attribute API now, and to eventually replace or be the basis of the other one.
The basic idea is that there is an `AttributeAccessor` class that allows code to
interact with a set of attributes owned by some geometry. The accessor itself has
no ownership. `AttributeAccessor` is a simple type that can be passed around by
value. That makes it easy to return it from functions and to store it in containers.
For const-correctness, there is also a `MutableAttributeAccessor` that allows
changing individual and can add or remove attributes.
Currently, `AttributeAccessor` is composed of two pointers. The first is a pointer
to the owner of the attribute data. The second is a pointer to a struct with
function pointers, that is similar to a virtual function table. The functions
know how to access attributes on the owner.
The actual attribute access for geometries is still implemented with the `AttributeProvider`
pattern, which makes it easy to support different sources of attributes on a
geometry and simplifies dealing with built-in attributes.
There are different ways to get an attribute accessor for a geometry:
* `GeometryComponent.attributes()`
* `CurvesGeometry.attributes()`
* `bke::mesh_attributes(const Mesh &)`
* `bke::pointcloud_attributes(const PointCloud &)`
All of these also have a `_for_write` variant that returns a `MutabelAttributeAccessor`.
Differential Revision: https://developer.blender.org/D15280
2022-07-08 16:16:56 +02:00
|
|
|
if (owner == nullptr) {
|
|
|
|
|
return {};
|
|
|
|
|
}
|
|
|
|
|
const Mesh &mesh = *static_cast<const Mesh *>(owner);
|
|
|
|
|
return adapt_mesh_attribute_domain(mesh, varray, from_domain, to_domain);
|
|
|
|
|
};
|
|
|
|
|
return fn;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static const AttributeAccessorFunctions &get_mesh_accessor_functions_ref()
|
|
|
|
|
{
|
|
|
|
|
static const AttributeAccessorFunctions fn = get_mesh_accessor_functions();
|
|
|
|
|
return fn;
|
|
|
|
|
}
|
|
|
|
|
|
2022-09-07 21:41:39 -05:00
|
|
|
} // namespace blender::bke
|
|
|
|
|
|
|
|
|
|
blender::bke::AttributeAccessor Mesh::attributes() const
|
Geometry Nodes: new geometry attribute API
Currently, there are two attribute API. The first, defined in `BKE_attribute.h` is
accessible from RNA and C code. The second is implemented with `GeometryComponent`
and is only accessible in C++ code. The second is widely used, but only being
accessible through the `GeometrySet` API makes it awkward to use, and even impossible
for types that don't correspond directly to a geometry component like `CurvesGeometry`.
This patch adds a new attribute API, designed to replace the `GeometryComponent`
attribute API now, and to eventually replace or be the basis of the other one.
The basic idea is that there is an `AttributeAccessor` class that allows code to
interact with a set of attributes owned by some geometry. The accessor itself has
no ownership. `AttributeAccessor` is a simple type that can be passed around by
value. That makes it easy to return it from functions and to store it in containers.
For const-correctness, there is also a `MutableAttributeAccessor` that allows
changing individual and can add or remove attributes.
Currently, `AttributeAccessor` is composed of two pointers. The first is a pointer
to the owner of the attribute data. The second is a pointer to a struct with
function pointers, that is similar to a virtual function table. The functions
know how to access attributes on the owner.
The actual attribute access for geometries is still implemented with the `AttributeProvider`
pattern, which makes it easy to support different sources of attributes on a
geometry and simplifies dealing with built-in attributes.
There are different ways to get an attribute accessor for a geometry:
* `GeometryComponent.attributes()`
* `CurvesGeometry.attributes()`
* `bke::mesh_attributes(const Mesh &)`
* `bke::pointcloud_attributes(const PointCloud &)`
All of these also have a `_for_write` variant that returns a `MutabelAttributeAccessor`.
Differential Revision: https://developer.blender.org/D15280
2022-07-08 16:16:56 +02:00
|
|
|
{
|
2022-09-07 21:41:39 -05:00
|
|
|
return blender::bke::AttributeAccessor(this, blender::bke::get_mesh_accessor_functions_ref());
|
Geometry Nodes: new geometry attribute API
Currently, there are two attribute API. The first, defined in `BKE_attribute.h` is
accessible from RNA and C code. The second is implemented with `GeometryComponent`
and is only accessible in C++ code. The second is widely used, but only being
accessible through the `GeometrySet` API makes it awkward to use, and even impossible
for types that don't correspond directly to a geometry component like `CurvesGeometry`.
This patch adds a new attribute API, designed to replace the `GeometryComponent`
attribute API now, and to eventually replace or be the basis of the other one.
The basic idea is that there is an `AttributeAccessor` class that allows code to
interact with a set of attributes owned by some geometry. The accessor itself has
no ownership. `AttributeAccessor` is a simple type that can be passed around by
value. That makes it easy to return it from functions and to store it in containers.
For const-correctness, there is also a `MutableAttributeAccessor` that allows
changing individual and can add or remove attributes.
Currently, `AttributeAccessor` is composed of two pointers. The first is a pointer
to the owner of the attribute data. The second is a pointer to a struct with
function pointers, that is similar to a virtual function table. The functions
know how to access attributes on the owner.
The actual attribute access for geometries is still implemented with the `AttributeProvider`
pattern, which makes it easy to support different sources of attributes on a
geometry and simplifies dealing with built-in attributes.
There are different ways to get an attribute accessor for a geometry:
* `GeometryComponent.attributes()`
* `CurvesGeometry.attributes()`
* `bke::mesh_attributes(const Mesh &)`
* `bke::pointcloud_attributes(const PointCloud &)`
All of these also have a `_for_write` variant that returns a `MutabelAttributeAccessor`.
Differential Revision: https://developer.blender.org/D15280
2022-07-08 16:16:56 +02:00
|
|
|
}
|
|
|
|
|
|
2022-09-07 21:41:39 -05:00
|
|
|
blender::bke::MutableAttributeAccessor Mesh::attributes_for_write()
|
Geometry Nodes: new geometry attribute API
Currently, there are two attribute API. The first, defined in `BKE_attribute.h` is
accessible from RNA and C code. The second is implemented with `GeometryComponent`
and is only accessible in C++ code. The second is widely used, but only being
accessible through the `GeometrySet` API makes it awkward to use, and even impossible
for types that don't correspond directly to a geometry component like `CurvesGeometry`.
This patch adds a new attribute API, designed to replace the `GeometryComponent`
attribute API now, and to eventually replace or be the basis of the other one.
The basic idea is that there is an `AttributeAccessor` class that allows code to
interact with a set of attributes owned by some geometry. The accessor itself has
no ownership. `AttributeAccessor` is a simple type that can be passed around by
value. That makes it easy to return it from functions and to store it in containers.
For const-correctness, there is also a `MutableAttributeAccessor` that allows
changing individual and can add or remove attributes.
Currently, `AttributeAccessor` is composed of two pointers. The first is a pointer
to the owner of the attribute data. The second is a pointer to a struct with
function pointers, that is similar to a virtual function table. The functions
know how to access attributes on the owner.
The actual attribute access for geometries is still implemented with the `AttributeProvider`
pattern, which makes it easy to support different sources of attributes on a
geometry and simplifies dealing with built-in attributes.
There are different ways to get an attribute accessor for a geometry:
* `GeometryComponent.attributes()`
* `CurvesGeometry.attributes()`
* `bke::mesh_attributes(const Mesh &)`
* `bke::pointcloud_attributes(const PointCloud &)`
All of these also have a `_for_write` variant that returns a `MutabelAttributeAccessor`.
Differential Revision: https://developer.blender.org/D15280
2022-07-08 16:16:56 +02:00
|
|
|
{
|
2022-09-07 21:41:39 -05:00
|
|
|
return blender::bke::MutableAttributeAccessor(this,
|
|
|
|
|
blender::bke::get_mesh_accessor_functions_ref());
|
Geometry Nodes: new geometry attribute API
Currently, there are two attribute API. The first, defined in `BKE_attribute.h` is
accessible from RNA and C code. The second is implemented with `GeometryComponent`
and is only accessible in C++ code. The second is widely used, but only being
accessible through the `GeometrySet` API makes it awkward to use, and even impossible
for types that don't correspond directly to a geometry component like `CurvesGeometry`.
This patch adds a new attribute API, designed to replace the `GeometryComponent`
attribute API now, and to eventually replace or be the basis of the other one.
The basic idea is that there is an `AttributeAccessor` class that allows code to
interact with a set of attributes owned by some geometry. The accessor itself has
no ownership. `AttributeAccessor` is a simple type that can be passed around by
value. That makes it easy to return it from functions and to store it in containers.
For const-correctness, there is also a `MutableAttributeAccessor` that allows
changing individual and can add or remove attributes.
Currently, `AttributeAccessor` is composed of two pointers. The first is a pointer
to the owner of the attribute data. The second is a pointer to a struct with
function pointers, that is similar to a virtual function table. The functions
know how to access attributes on the owner.
The actual attribute access for geometries is still implemented with the `AttributeProvider`
pattern, which makes it easy to support different sources of attributes on a
geometry and simplifies dealing with built-in attributes.
There are different ways to get an attribute accessor for a geometry:
* `GeometryComponent.attributes()`
* `CurvesGeometry.attributes()`
* `bke::mesh_attributes(const Mesh &)`
* `bke::pointcloud_attributes(const PointCloud &)`
All of these also have a `_for_write` variant that returns a `MutabelAttributeAccessor`.
Differential Revision: https://developer.blender.org/D15280
2022-07-08 16:16:56 +02:00
|
|
|
}
|
|
|
|
|
|
2023-06-15 22:18:28 +02:00
|
|
|
namespace blender::bke {
|
|
|
|
|
|
|
|
|
|
std::optional<AttributeAccessor> MeshComponent::attributes() const
|
Geometry Nodes: new geometry attribute API
Currently, there are two attribute API. The first, defined in `BKE_attribute.h` is
accessible from RNA and C code. The second is implemented with `GeometryComponent`
and is only accessible in C++ code. The second is widely used, but only being
accessible through the `GeometrySet` API makes it awkward to use, and even impossible
for types that don't correspond directly to a geometry component like `CurvesGeometry`.
This patch adds a new attribute API, designed to replace the `GeometryComponent`
attribute API now, and to eventually replace or be the basis of the other one.
The basic idea is that there is an `AttributeAccessor` class that allows code to
interact with a set of attributes owned by some geometry. The accessor itself has
no ownership. `AttributeAccessor` is a simple type that can be passed around by
value. That makes it easy to return it from functions and to store it in containers.
For const-correctness, there is also a `MutableAttributeAccessor` that allows
changing individual and can add or remove attributes.
Currently, `AttributeAccessor` is composed of two pointers. The first is a pointer
to the owner of the attribute data. The second is a pointer to a struct with
function pointers, that is similar to a virtual function table. The functions
know how to access attributes on the owner.
The actual attribute access for geometries is still implemented with the `AttributeProvider`
pattern, which makes it easy to support different sources of attributes on a
geometry and simplifies dealing with built-in attributes.
There are different ways to get an attribute accessor for a geometry:
* `GeometryComponent.attributes()`
* `CurvesGeometry.attributes()`
* `bke::mesh_attributes(const Mesh &)`
* `bke::pointcloud_attributes(const PointCloud &)`
All of these also have a `_for_write` variant that returns a `MutabelAttributeAccessor`.
Differential Revision: https://developer.blender.org/D15280
2022-07-08 16:16:56 +02:00
|
|
|
{
|
2023-06-15 22:18:28 +02:00
|
|
|
return AttributeAccessor(mesh_, get_mesh_accessor_functions_ref());
|
Geometry Nodes: new geometry attribute API
Currently, there are two attribute API. The first, defined in `BKE_attribute.h` is
accessible from RNA and C code. The second is implemented with `GeometryComponent`
and is only accessible in C++ code. The second is widely used, but only being
accessible through the `GeometrySet` API makes it awkward to use, and even impossible
for types that don't correspond directly to a geometry component like `CurvesGeometry`.
This patch adds a new attribute API, designed to replace the `GeometryComponent`
attribute API now, and to eventually replace or be the basis of the other one.
The basic idea is that there is an `AttributeAccessor` class that allows code to
interact with a set of attributes owned by some geometry. The accessor itself has
no ownership. `AttributeAccessor` is a simple type that can be passed around by
value. That makes it easy to return it from functions and to store it in containers.
For const-correctness, there is also a `MutableAttributeAccessor` that allows
changing individual and can add or remove attributes.
Currently, `AttributeAccessor` is composed of two pointers. The first is a pointer
to the owner of the attribute data. The second is a pointer to a struct with
function pointers, that is similar to a virtual function table. The functions
know how to access attributes on the owner.
The actual attribute access for geometries is still implemented with the `AttributeProvider`
pattern, which makes it easy to support different sources of attributes on a
geometry and simplifies dealing with built-in attributes.
There are different ways to get an attribute accessor for a geometry:
* `GeometryComponent.attributes()`
* `CurvesGeometry.attributes()`
* `bke::mesh_attributes(const Mesh &)`
* `bke::pointcloud_attributes(const PointCloud &)`
All of these also have a `_for_write` variant that returns a `MutabelAttributeAccessor`.
Differential Revision: https://developer.blender.org/D15280
2022-07-08 16:16:56 +02:00
|
|
|
}
|
|
|
|
|
|
2023-06-15 22:18:28 +02:00
|
|
|
std::optional<MutableAttributeAccessor> MeshComponent::attributes_for_write()
|
2021-03-08 11:41:23 -05:00
|
|
|
{
|
2022-07-12 16:26:50 +02:00
|
|
|
Mesh *mesh = this->get_for_write();
|
2023-06-15 22:18:28 +02:00
|
|
|
return MutableAttributeAccessor(mesh, get_mesh_accessor_functions_ref());
|
2021-03-08 11:41:23 -05:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/** \} */
|
2023-06-15 22:18:28 +02:00
|
|
|
|
|
|
|
|
} // namespace blender::bke
|