Commit Graph

2302 Commits

Author SHA1 Message Date
Germano Cavalcante
0eccf57161 Cleanup: Silence warning - unused parameter 2021-07-22 08:59:43 -03:00
Germano Cavalcante
178086d581 Draw Cache: extract tris in parallel ranges
The `ibo.tris` extraction in multithread is currently only done if the
mesh has only 1 material.

Now we cache a map indicating the index of each polygon after sort and
thus allow the extraction of tris with materials in multithreaded.

As caching is a heavy operation and was already being performed in
multi-thread for triangle offsets, no significant improvements are
expected.

The benefit will be much greater when we can skip updating the cache
while transforming a geometry.

**Profiling:**
||master:|PATCH:
|---|---|---|
|large_mesh_editing_materials:|Average: 13.855380 FPS|Average: 15.525684 FPS
||rdata 9ms iter 36ms (frame 71ms)|rdata 9ms iter 29ms (frame 64ms)
|subdiv_mesh_final_only_materials:|Average: 28.113742 FPS|Average: 28.633599 FPS
||rdata 0ms iter 1ms (frame 36ms)|rdata 0ms iter 1ms (frame 35ms)

1.1x overall speedup

Differential Revision: https://developer.blender.org/D11445
2021-07-21 15:09:43 -03:00
Germano Cavalcante
785d87ee42 Fix T90017: Bone widget drawing inconsistent with editing
The `lines_loose` extractor did not trigger loose geometry caching.
2021-07-21 14:46:53 -03:00
Germano Cavalcante
c830c5b16b Cleanup: Move loose geometry cache creation to render data task
This centralizes caching functions.
2021-07-21 14:46:53 -03:00
Campbell Barton
581a6da804 Fix incorrect use of BLI_assert with error strings
Some asserts were never raised because of invalid checks.
2021-07-22 00:47:29 +10:00
Campbell Barton
bbcc8330f7 Cleanup: spelling 2021-07-21 20:42:11 +10:00
Campbell Barton
e7082fbdb0 Cleanup: replace BLI_assert(0 && "text") with BLI_assert_msg 2021-07-21 20:39:51 +10:00
Hans Goudey
aeee7f390d Fix T89993: Failed assert drawing single point cyclic splines
The same check used for the curve to mesh node.
2021-07-20 14:54:01 -04:00
Germano Cavalcante
ceb612a79c Revert "Depsgraph: Implement 'ID_RECALC_GEOMETRY_DEFORM'"
This reverts commits
 bfa3dc91b7,
 52b94049f2,
 ae379714e4,
 a770faa811,
 4ed029fc02,
 101a493ab5 and
 62a2faa7ef.

And fixes T89955.

Changing the dependency graph is a can of worms and the result is
a kind of unpredictable.

A different solution will be planned.
2021-07-19 10:17:38 -03:00
Germano Cavalcante
0793ced8ad Fix T89624: Vertex painting causes mesh to flicker
The `ibo.lines_paint_mask` extractor doesn't have a callback to iterate
bmesh faces, this made `filter_into` ignore the extractor.
2021-07-16 16:20:05 -03:00
Campbell Barton
bf5b1fa726 Cleanup: remove redundant parentheses 2021-07-16 11:45:52 +10:00
Campbell Barton
8e8a6b80cf Cleanup: replace BLI_assert(!"text") with BLI_assert_msg(0, "text")
This shows the text as part of the assertion message.
2021-07-15 18:29:01 +10:00
Hans Goudey
3b6ee8cee7 Refactor: Move vertex group names to object data
This commit moves the storage of `bDeformGroup` and the active index
to `Mesh`, `Lattice`, and `bGPdata` instead of `Object`. Utility
functions are added to allow easy access to the vertex groups given
an object or an ID.

As explained in T88951, the list of vertex group names is currently
stored separately per object, even though vertex group data is stored
on the geometry. This tends to complicate code and cause bugs,
especially as geometry is created procedurally and tied less closely
to an object.

The "Copy Vertex Groups to Linked" operator is removed, since they
are stored on the geometry anyway.

This patch leaves the object-level python API for vertex groups in
place. Creating a geometry-level RNA API can be a separate step;
the changes in this commit are invasive enough as it is.

Note that opening a file saved in 3.0 in an earlier version means
the vertex groups will not be available.

Differential Revision: https://developer.blender.org/D11689
2021-07-13 12:10:34 -04:00
Campbell Barton
6a0fe79db5 Cleanup: replace BKE_customdata.h in BKE_editmesh.h
Only DNA_customdata_types.h is needed for BMEditMesh.
2021-07-13 22:23:17 +10:00
Germano Cavalcante
bfa3dc91b7 Depsgraph: Implement 'ID_RECALC_GEOMETRY_DEFORM'
During a mesh transformation in edit mode (Move, Rotate...), only part of
the batch cache needs to be updated.

This commit allows only update only the drawn batches seen in
`BKE_object_data_eval_batch_cache_deform_tag` if the new
`ID_RECALC_GEOMETRY_DEFORM` flag is used.

This new flag is used in the transforms operation for edit-mesh and
results in 1.6x overall speedup in heavy subdiv cube.

Differential Revision: https://developer.blender.org/D11599
2021-07-12 18:05:13 -03:00
Campbell Barton
2289e26fa3 Cleanup: correct spelling in comments, remove profanity 2021-07-11 15:31:36 +10:00
Campbell Barton
7489427e4d Cleanup: spelling 2021-07-08 13:31:38 +10:00
Campbell Barton
5bbbc98471 Cleanup: spelling in comments 2021-07-07 13:42:46 +10:00
Antonio Vazquez
f49f406f67 GPencil: Rename BKE_gpencil_visible_stroke_iter
Renamed to  BKE_gpencil_visible_stroke_advanced_iter

Also created a simple version of the iterator to be used without multiframe and onion skin.
2021-07-06 22:18:49 +02:00
Campbell Barton
9b89de2571 Cleanup: consistent use of tags: NOTE/TODO/FIXME/XXX
Also use doxy style function reference `#` prefix chars when
referencing identifiers.
2021-07-04 00:43:40 +10:00
Hans Goudey
9f5c0ffb5e Cleanup: Use const variables for object's evaluated mesh
Generally the evaluated mesh should not be changed, since that is the
job of the modifier stack. Current code is far from const correct in
that regard. This commit uses a const variable for the reult of
`BKE_object_get_evaluated_mesh` in some cases. The most common
remaining case is retrieving a BVH tree from the mesh.
2021-07-01 23:03:27 -05:00
Campbell Barton
841b2cea7b Cleanup: compiler & clang-tidy warnings 2021-07-02 12:15:29 +10:00
Hans Goudey
fd1fec5600 Cleanup: Clang tidy, remove typedef 2021-07-01 16:33:07 -05:00
Germano Cavalcante
4a7951fede Cleanup: Separate each extractor into specific compile units
Makes code cleaner and easier to find.
2021-07-01 11:13:58 -03:00
Germano Cavalcante
8de878e202 Draw: make 'ibo.lines_loose' extracting safer
No functional changes.
2021-06-28 11:48:32 -03:00
Germano Cavalcante
413bd71aaf Cleanup: remove unused macro parameters 2021-06-28 11:48:32 -03:00
Campbell Barton
1d8648b13a Cleanup: repeated terms in code comments & error messages 2021-06-28 15:46:08 +10:00
Campbell Barton
f1e4903854 Cleanup: full sentences in comments, improve comment formatting 2021-06-26 21:50:48 +10:00
Germano Cavalcante
7b524d9b71 Cleanup: move and simplify some draw_cache macros 2021-06-24 10:54:08 -03:00
Campbell Barton
4b9ff3cd42 Cleanup: comment blocks, trailing space in comments 2021-06-24 15:59:34 +10:00
Leon Zandman
c317f111c1 Cleanup: Spelling Mistakes
This patch fixes many minor spelling mistakes, all in comments or
console output. Mostly contractions like can't, won't, don't, its/it's,
etc.

Differential Revision: https://developer.blender.org/D11663

Reviewed by Harley Acheson
2021-06-22 10:54:50 -07:00
Germano Cavalcante
f4e3b1e573 Fix T89360: Eevee transforms geometry when using "High Quality Normals"
Offset missed in rB44d2479dc36f
2021-06-22 10:14:13 -03:00
Jeroen Bakker
3f1111b2a8 Draw: Added testcases for hair refine shaders. 2021-06-22 11:11:31 +02:00
Campbell Barton
19df0e3cfd Cleanup: swap top/bottom args to planes_from_projmat
X & Z were ordered min/max, where as Y was max/min.
2021-06-21 17:25:09 +10:00
Campbell Barton
3462b4c7ae Docs: add additional notes on tessellation, update comments 2021-06-20 17:18:53 +10:00
Campbell Barton
513f566b40 Mesh: optimize object mode face tessellation
- Multi-thread BKE_mesh_recalc_looptri.

- Add BKE_mesh_recalc_looptri_with_normals,
  this skips having to calculate normals for ngons.

Exact performance depends on number of faces, size of ngons and
available CPU cores.

For high poly meshes the isolated improvement to BKE_mesh_recalc_looptri
in my tests was between 6.7x .. 25.0x, with the largest gains seen in
meshes containing ngons with many sides.

The overall speedup for high poly meshes containing quads and triangles
is only ~20% although ngon heavy meshes can be much faster.
2021-06-20 14:39:13 +10:00
Jeroen Bakker
e0f2f07d1e DrawManager: Multithreaded counting of material buckets.
When having multiple materials in a mesh the triangles are sorted based
on material index. This sorting is done single threaded, but needs two
loops over the data. One to count the bucket size and the second one to
add the triangles to the right position in the buckets.

This patch will do the counting in a multithreaded approach that would
speed up the cache creation. It has been measured that this part is the
most blocking part of the cache creation.

Reviewed By: mano-wii

Differential Revision: https://developer.blender.org/D11615
2021-06-18 16:10:28 +02:00
Germano Cavalcante
b8cf8e0bc2 Fix T89240: Crash when moving vertices on a linked duplicate
There is an attempt to free an illegal pointer in `extract_edge_fac_finish`.
2021-06-18 08:25:51 -03:00
Jacques Lucke
060d668ae6 Cleanup: clang format 2021-06-18 10:50:19 +02:00
Campbell Barton
af4167441b Cleanup: clang-tidy 2021-06-18 14:41:24 +10:00
Jeroen Bakker
9fed00341e Cleanup: reduce warnings when compiling release builds. 2021-06-16 08:00:52 +02:00
Germano Cavalcante
6bb980b0f4 DRW: sanitize 'DRW_mesh_batch_cache_dirty_tag'
Create maps that specify which batches have vbo or ibo as a reference
and use these maps to discard batches along with buffers.

Differential Revision: https://developer.blender.org/D11588
2021-06-15 17:03:19 -03:00
Germano Cavalcante
b3f0dc2907 Draw Cache: avoid recalculating 'poly_normals'
Call `BKE_mesh_ensure_normals_for_display` to avoid recalculating
poly_normals.

**Benchmark**
||master:|PATCH:
|---|---|---|
|looptris_test:|Average: 3.995076 FPS|Average: 4.047470 FPS
||rdata 11ms iter 91ms (frame 235ms)|rdata 11ms iter 86ms (frame 233ms)
|subdiv_mesh_cage_and_final:|Average: 1.884492 FPS|Average: 1.900114 FPS
||rdata 7ms iter 42ms (frame 268ms)|rdata 7ms iter 39ms (frame 265ms)
||rdata 7ms iter 44ms (frame 259ms)|rdata 7ms iter 42ms (frame 257ms)
|subdiv_mesh_final_only:|Average: 6.245944 FPS|Average: 6.289000 FPS
||rdata 3ms iter 23ms (frame 153ms)|rdata 3ms iter 21ms (frame 154ms)
|subdiv_mesh_final_only_ledge:|Average: 6.263482 FPS|Average: 6.187218 FPS
||rdata 3ms iter 23ms (frame 156ms)|rdata 3ms iter 22ms (frame 154ms)

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D11527
2021-06-15 11:45:39 -03:00
Jeroen Bakker
174ed69c1b DrawManager: Cache material offsets.
When using multiple materials in a single mesh the most time is spend in
counting the offsets of each material for the sorting.

This patch moves the counting of the offsets to render mesh data and
caches it as long as the geometry doesn't change.

This patch doesn't include multithreading of this code.

Reviewed By: mano-wii

Differential Revision: https://developer.blender.org/D11612
2021-06-15 15:31:34 +02:00
Jeroen Bakker
62906cdbea Cleanup: Added hierarchy in MeshBufferExtractionCache. 2021-06-15 12:34:13 +02:00
Jeroen Bakker
7f570a7174 Cleanup: Split mesh_render_data_loose_geom into multiple functions. 2021-06-15 11:39:36 +02:00
Germano Cavalcante
0eb9351296 Refactor: use 'BLI_task_parallel_range' in Draw Cache
One drawback to trying to predict the number of threads that will be
used in the `task_graph` is that we are only sure of the number when the
threads are running.

Using `BLI_task_parallel_range` allows the driver to
choose the best thread distribution through `parallel_reduce`.

The benefit is most evident on hardware with fewer cores.

This is the result on an 4-core laptop:
||before:|after:
|---|---|---|
|large_mesh_editing:|Average: 5.203638 FPS|Average: 5.398925 FPS
||rdata 15ms iter 43ms (frame 193ms)|rdata 14ms iter 36ms (frame 187ms)

Differential Revision: https://developer.blender.org/D11558
2021-06-11 10:49:50 -03:00
Germano Cavalcante
2330cec2c6 Refactor: Draw Cache: use 'BLI_task_parallel_range'
This is an adaptation of {D11488}.

A disadvantage of manually setting the iter ranges per thread is that
we don't know how many threads are running in the background and so we
don't know how to best distribute the ranges.

To solve this limitation we can use `parallel_reduce` and thus let the
driver choose the best distribution of ranges among the threads.

This proved to be especially beneficial for computers with few cores.

**Benchmarking:**
Here's the result on an 4-core laptop:
||master:|PATCH:
|---|---|---|
|large_mesh_editing:|Average: 5.203638 FPS|Average: 5.398925 FPS
||rdata 15ms iter 43ms (frame 193ms)|rdata 14ms iter 36ms (frame 187ms)

Here's the result on an 8-core PC:
||master:|PATCH:
|---|---|---|
|large_mesh_editing:|Average: 15.267482 FPS|Average: 15.906881 FPS
||rdata 9ms iter 28ms (frame 65ms)|rdata 9ms iter 25ms (frame 63ms)
|large_mesh_editing_ledge: |Average: 15.145966 FPS|Average: 15.520474 FPS
||rdata 9ms iter 29ms (frame 65ms)|rdata 9ms iter 25ms (frame 64ms)
|looptris_test:|Average: 4.001917 FPS|Average: 4.061105 FPS
||rdata 12ms iter 90ms (frame 236ms)|rdata 12ms iter 87ms (frame 230ms)
|subdiv_mesh_cage_and_final:|Average: 1.917769 FPS|Average: 1.971790 FPS
||rdata 7ms iter 37ms (frame 261ms)|rdata 7ms iter 31ms (frame 258ms)
||rdata 7ms iter 38ms (frame 252ms)|rdata 7ms iter 33ms (frame 249ms)
|subdiv_mesh_final_only:|Average: 6.387240 FPS|Average: 6.591251 FPS
||rdata 3ms iter 25ms (frame 151ms)|rdata 3ms iter 16ms (frame 145ms)
|subdiv_mesh_final_only_ledge:|Average: 6.247393 FPS|Average: 6.596024 FPS
||rdata 3ms iter 26ms (frame 158ms)|rdata 3ms iter 16ms (frame 148ms)

**Notes:**
- The improvement can only be noticed if all extracts are multithreaded.
- This patch touches different areas of the code, so it can be split into another patch if the idea is accepted.

These screenshots show how threads behave in a quadcore:
Master:
{F10164664}
Patch:
{F10164666}

Differential Revision: https://developer.blender.org/D11558
2021-06-11 10:45:12 -03:00
Jeroen Bakker
5954b351f0 Cleanup: Removed unused definition. 2021-06-09 16:31:28 +02:00
Jeroen Bakker
6e999e08ab T88352: Use threaded ibo.tris extraction for single material meshes.
This patch adds a specific extraction method when the mesh has only
one material. This method is multi-threaded.

There is a trade-off in this patch as the ibo isn't compressed (it adds
restart indexes for hidden faces). So it depends if threading is faster
than the additional GPU buffer upload.

# Subdivided cube
I used a cube subdivided 7 times, modifiers applied. that gives around 400000 faces.

The test is selecting some vertices and move them. During this test the next buffers are updated on each frame:
* vbo.pos_nor
* vbo.lnor
* vbo.edit_data
* ibo.tris
* ibo.points

System info:
|platform| Linux-5.11.0-7614-generic-x86_64-with-glibc2.33|
| renderer|      AMD SIENNA_CICHLID (DRM 3.40.0, 5.11.0-7614-generic, LLVM 11.0.1)|
|vendor|         AMD|
|version|        4.6 (Core Profile) Mesa 21.0.1|
|cpu|              Intel(R) Core(TM) i7-6700 CPU @ 3.40GHz|
|compiler|     gcc version 10.3.0|

Timing have been measured using DEBUG_TIME in `draw_cache_extract_mesh`.

master: `rdata 8ms iter 45ms (frame 153ms)`
this patch `rdata 6ms iter 36ms (frame 132ms)`

Reviewed By: mano-wii

Maniphest Tasks: T88352

Differential Revision: https://developer.blender.org/D11290
2021-06-09 16:20:53 +02:00