When using clangd or running clang-tidy on headers there are
currently many errors. These are noisy in IDEs, make auto fixes
impossible, and break features like code completion, refactoring
and navigation.
This makes source/blender headers work by themselves, which is
generally the goal anyway. But #includes and forward declarations
were often incomplete.
* Add #includes and forward declarations
* Add IWYU pragma: export in a few places
* Remove some unused #includes (but there are many more)
* Tweak ShaderCreateInfo macros to work better with clangd
Some types of headers still have errors, these could be fixed or
worked around with more investigation. Mostly preprocessor
template headers like NOD_static_types.h.
Note that that disabling WITH_UNITY_BUILD is required for clangd to
work properly, otherwise compile_commands.json does not contain
the information for the relevant source files.
For more details see the developer docs:
https://developer.blender.org/docs/handbook/tooling/clangd/
Pull Request: https://projects.blender.org/blender/blender/pulls/132608
For non-trivial custom data types, the undo system did a shallow copy of the
base array which implicitly transferred ownership of the data to the undo
system. Combined with implicit sharing, this was hacky at best, and quite
wrong at worst, since it freed the implicit sharing info incorrectly.
To fix this, free the mesh custom data with the standard function for that
and add the non-trivial layers to the undo state using implicit sharing to
avoid another copy.
Alternative to #123894 and #123884.
Pull Request: https://projects.blender.org/blender/blender/pulls/123991
The main motivation for this is that it's part of a fix for #113377,
where I want to propagate the edit mesh pointers through copied
meshes in modifiers and geometry nodes, instead of just setting the
edit mesh pointer at the end of the modifier stack. That would have
two main benefits:
1. We avoid the need to write to the evaluated mesh, after evaluation
which means it can be shared directly among evaluated objects.
2. When an object's mesh is completely replaced by the mesh from another
object during evaluation (with the object info node), the final edit
mesh pointer will not be "wrong", allowing us to skip index-mapped
GPU data extraction.
Beyond that, using a shared pointer just makes things more automatic.
Handling of edit mesh data is already complicated enough, this way some
of the worry and complexity can be handled by RAII.
One thing to keep in mind is that the edit mesh's BMesh is still freed
manually with `EDBM_mesh_free_data` when leaving edit mode. I figured
that was a more conservative approach for now. Maybe eventually that
could be handled automatically with RAII too.
Pull Request: https://projects.blender.org/blender/blender/pulls/120276
Replace the use of the `LIB_TAG_DOIT` flag which cwas used to
only process each object data ID once with a Set. Return the objects
or bases in a Vector. Now we only iterate over the view layers bases
once instead of three times.
Pull Request: https://projects.blender.org/blender/blender/pulls/119788
`UUID` generally stands for "universally unique identifier". The session identifier that
we use is neither universally unique, nor does it follow the standard. Therefor, the term
"session uuid" is confusing and should be replaced.
In #116888 we briefly talked about a better name and ended up with "session uid".
The reason for "uid" instead of "id" is that the latter is a very overloaded term in Blender
already.
This patch changes all uses of "uuid" to "uid" where it's used in the context of a
"session uid". It's not always trivial to see whether a specific mention of "uuid" refers
to an actual uuid or something else. Therefore, I might have missed some renames.
I can't think of an automated way to differentiate the case.
BMesh also uses the term "uuid" sometimes in a the wrong context (e.g. `UUIDFaceStepItem`)
but there it also does not mean "session uid", so it's *not* changed by this patch.
Pull Request: https://projects.blender.org/blender/blender/pulls/117350
The term `PIL` stands for "platform independent library." It exists since the `Initial Revision`
commit from 2002. Nowadays, we generally just use the `BLI` (blenlib) prefix for such code
and the `PIL` prefix feels more confusing then useful. Therefore, this patch renames the
`PIL` to `BLI`.
Pull Request: https://projects.blender.org/blender/blender/pulls/117325
Use the standard "elements_num" naming, and use the "corner" name rather
than the old "loop" name: `verts_num`, `edges_num`, and `corners_num`.
This matches the existing `faces_num` field which was already renamed.
Pull Request: https://projects.blender.org/blender/blender/pulls/116350
The term `looptri` was used ambiguously for both single & arrays.
The term `tri` was also used, causing `tri->tri`.
Use terms:
- `looptris` for an array or when dealing with multiple items.
- `looptri` is used when dealing with a single item.
- `lt` for a single MLoopTri variables & arguments.
This was already a convention but not followed closely.
"mesh" reads much better than "me" since "me" is a different word.
There's no reason to avoid using two more characters here. Replacing
all of these at once is better than encountering it repeatedly and
doing the same change bit by bit.
With two or more windows, edit-mode undo assumed it was
possible to load the undo state into the current scene.
When multiple windows are used this is not always the case.
Edit-mode undo steps now store the scene used to create them
which is used to read undo data back into this scene
(when it's shown in a window). Otherwise the current context is used.
The hash tables and vector blenlib headers were pulling many more
headers than they actually need, including the C base math header,
our C string API header, and the StringRef header. All of this
potentially slows down compilation and polutes autocomplete
with unrelated information.
Also remove the `ListBase` constructor for `Vector`. It wasn't used
much, and making it easy to use `ListBase` isn't worth it for the
same reasons mentioned above.
It turns out a lot of files depended on indirect includes of
`BLI_string.h` and `BLI_listbase.h`, so those are fixed here.
Pull Request: https://projects.blender.org/blender/blender/pulls/111801
These asserts basically just reiterated the way things work-- there's no
no way for them to trigger with the current code. And even if they did,
that sort of change wouldn't happen by mistake, so it's not worth
an assert.
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.
While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.
Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.
Some directories in `./intern/` have also been excluded:
- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.
An "AUTHORS" file has been added, using the chromium projects authors
file as a template.
Design task: #110784
Ref !110783.
Implements the rest of #101689, after 5e9ea9243b.
- `vdata` -> `vert_data`
- `edata` -> `edge_data`
- `pdata` -> `face_data`
- `ldata` -> `loop_data`
A deeper rename of `loop` to `corner` will be proposed as a next
step, and renaming `totvert` and `totedge` can be done separately.
Pull Request: https://projects.blender.org/blender/blender/pulls/110432
Implements part of #101689.
The "poly" name was chosen to distinguish the `MLoop` + `MPoly`
combination from the `MFace` struct it replaced. Those two structures
persisted together for a long time, but nowadays `MPoly` is gone, and
`MFace` is only used in some legacy code like the particle system.
To avoid unnecessarily using a different term, increase consistency
with the UI and with BMesh, and generally make code a bit easier to
read, this commit replaces the `poly` term with `poly`. Most variables
that use the term are renamed too. `Mesh.totface` and `Mesh.fdata` now
have a `_legacy` suffix to reduce confusion. In a next step, `pdata`
can be renamed to `face_data` as well.
Pull Request: https://projects.blender.org/blender/blender/pulls/109819
A lot of files were missing copyright field in the header and
the Blender Foundation contributed to them in a sense of bug
fixing and general maintenance.
This change makes it explicit that those files are at least
partially copyrighted by the Blender Foundation.
Note that this does not make it so the Blender Foundation is
the only holder of the copyright in those files, and developers
who do not have a signed contract with the foundation still
hold the copyright as well.
Another aspect of this change is using SPDX format for the
header. We already used it for the license specification,
and now we state it for the copyright as well, following the
FAQ:
https://reuse.software/faq/
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.
Similar to 7eee378ecc, this change decreases memory usage and
improves performance when copying curves and meshes without changing
their topology. The same change used for custom data layers is applied
to face and curve offset indices, which aren't stored as a custom data
layer.
The implicit sharing info for the offsets is stored in the mesh and
curve runtime structs, since it doesn't need to be written to files
directly. When changing the offsets pointer directly, the sharing info
must be updated accordingly. To make that easier, a few utility
functions take care of common operations like making an array mutable,
resizing an array, and creating sharing info for allocated data.
This commit also clarifies the intention to not allocate the offsets
at all when there are no curves/faces. That slightly complicates some
of the logic, but there's no reason for the single `0` integer to be
allocated.
Pull Request: https://projects.blender.org/blender/blender/pulls/106907
This integrates the new implicit-sharing system (from fbcddfcd68)
with `CustomData`. Now the potentially long arrays referenced by custom
data layers can be shared between different systems but most importantly
between different geometries. This makes e.g. copying a mesh much cheaper
because none of the attributes has to be copied. Only when an attribute
is modified does it have to be copied.
Also see the original design task: #95845.
This reduces memory and improves performance by avoiding unnecessary
data copies. For example, the used memory after loading a highly
subdivided mesh is reduced from 2.4GB to 1.79GB. This is about 25%
less which is the expected amount because in `main` there are 4 copies
of the data:
1. The original data which is allocated when the file is loaded.
2. The copy for the depsgraph allocated during depsgraph evaluation.
3. The copy for the undo system allocated when the first undo step is
created right after loading the file.
4. GPU buffers allocated for drawing.
This patch only gets rid of copy number 2 for the depsgraph. In theory
the other copies can be removed as part of follow up PRs as well though.
-----
The patch has three main components:
* Slightly modified `CustomData` API to make it work better with implicit
sharing:
* `CD_REFERENCE` and `CD_DUPLICATE` have been removed because they are
meaningless when implicit-sharing is used.
* `CD_ASSIGN` has been removed as well because it's not an allocation
type anyway. The functionality of using existing arrays as custom
data layers has not been removed though.
* This can still be done with `CustomData_add_layer_with_data` which
also has a new argument that allows passing in information about
whether the array is shared.
* `CD_FLAG_NOFREE` has been removed because it's no longer necessary. It
only existed because of `CD_REFERENCE`.
* `CustomData_copy` and `CustomData_merge` have been split up into a
functions that do copy the actual attribute values and those that do
not. The latter functions now have the `_layout` suffix
(e.g. `CustomData_copy_layout`).
* Changes in `customdata.cc` to make it actually use implicit-sharing.
* Changes in various other files to adapt to the changes in `BKE_customdata.h`.
Pull Request: https://projects.blender.org/blender/blender/pulls/106228
Implements #95967.
Currently the `MPoly` struct is 12 bytes, and stores the index of a
face's first corner and the number of corners/verts/edges. Polygons
and corners are always created in order by Blender, meaning each
face's corners will be after the previous face's corners. We can take
advantage of this fact and eliminate the redundancy in mesh face
storage by only storing a single integer corner offset for each face.
The size of the face is then encoded by the offset of the next face.
The size of a single integer is 4 bytes, so this reduces memory
usage by 3 times.
The same method is used for `CurvesGeometry`, so Blender already has
an abstraction to simplify using these offsets called `OffsetIndices`.
This class is used to easily retrieve a range of corner indices for
each face. This also gives the opportunity for sharing some logic with
curves.
Another benefit of the change is that the offsets and sizes stored in
`MPoly` can no longer disagree with each other. Storing faces in the
order of their corners can simplify some code too.
Face/polygon variables now use the `IndexRange` type, which comes with
quite a few utilities that can simplify code.
Some:
- The offset integer array has to be one longer than the face count to
avoid a branch for every face, which means the data is no longer part
of the mesh's `CustomData`.
- We lose the ability to "reference" an original mesh's offset array
until more reusable CoW from #104478 is committed. That will be added
in a separate commit.
- Since they aren't part of `CustomData`, poly offsets often have to be
copied manually.
- To simplify using `OffsetIndices` in many places, some functions and
structs in headers were moved to only compile in C++.
- All meshes created by Blender use the same order for faces and face
corners, but just in case, meshes with mismatched order are fixed by
versioning code.
- `MeshPolygon.totloop` is no longer editable in RNA. This API break is
necessary here unfortunately. It should be worth it in 3.6, since
that's the best way to allow loading meshes from 4.0, which is
important for an LTS version.
Pull Request: https://projects.blender.org/blender/blender/pulls/105938
BLI_array_store still performed poorly for boolean arrays or any arrays
where many memory chunks had identical contents since the temporary hash
had many collisions, making lookups slow.
Resolve by ensuring duplicate chunks aren't added to the hash table.
Also increase the memory chunk size for edit-mesh undo to 64kb
which performs well with high poly meshes as it reduces the overhead of
having to manage many small memory chunks.
Notes:
- Before this change performance was quite bad (10-20x worse than v3.3).
- Performance from the test in #105046 is roughly the same as before.
- Performance of #105205 compared with v3.3 is close, even faster at
times but varies much more (likely caused by threading).
Refactoring mesh code, it has become clear that local cleanups and
simplifications are limited by the need to keep a C public API for
mesh functions. This change makes code more obvious and makes further
refactoring much easier.
- Add a new `BKE_mesh.hh` header for a C++ only mesh API
- Introduce a new `blender::bke::mesh` namespace, documented here:
https://wiki.blender.org/wiki/Source/Objects/Mesh#Namespaces
- Move some functions to the new namespace, cleaning up their arguments
- Move code to `Array` and `float3` where necessary to use the new API
- Define existing inline mesh data access functions to the new header
- Keep some C API functions where necessary because of RNA
- Move all C++ files to use the new header, which includes the old one
In the future it may make sense to split up `BKE_mesh.hh` more, but for
now keeping the same name as the existing header keeps things simple.
Pull Request: https://projects.blender.org/blender/blender/pulls/105416
Multiple user actions performed quickly could be blocked by undo
compacting memory - if the background compacting task was not complete
when the next undo step was pushed.
Notes:
- This and recent improvements to BLI_array_Store gives over ~2x speedup
compared with 3.3x, over 10x compared with 3.4x.
A sub-surfaced cube with the modifier applied was used for testing
(~1.5 million polys), both randomized & non-randomized verts/edge/faces
were used to avoid the sub-surface memory layout biasing the results.
Tested transforming ~1/3rd of the mesh and inverting selection.
- Without compacting mesh-data in parallel, the optimizations to
BLI_array_store can give similar performance to 3.3x, however there
are still cases where performance isn't quite as good - so compact the
arrays in parallel to ensure performance is at least as good as 3.3x.
Resolves#105046.
This commit replaces the `Mesh_Runtime` struct embedded in `Mesh`
with `blender::bke::MeshRuntime`. This has quite a few benefits:
- It's possible to use C++ types like `std::mutex`, `Array`,
`BitVector`, etc. more easily
- Meshes saved in files are slightly smaller
- Copying and writing meshes is a bit more obvious without
clearing of runtime data, etc.
The first is by far the most important. It will allows us to avoid a
bunch of manual memory management boilerplate that is error-prone and
annoying. It should also simplify future CoW improvements for runtime
data.
This patch doesn't change anything besides changing `mesh.runtime.data`
to `mesh.runtime->data`. The cleanups above will happen separately.
Differential Revision: https://developer.blender.org/D16180