Commit Graph

49 Commits

Author SHA1 Message Date
Hans Goudey
976eaae02f Cleanup: Move BKE_object.hh to C++
Simplifies the fix to #111120, where the object bounds functions
may return a C++ type instead of `BoundBox`.

Pull Request: https://projects.blender.org/blender/blender/pulls/113462
2023-10-09 23:41:53 +02:00
Campbell Barton
d2c271ec84 CMake: use bf_io_ prefix for IO tests
This simplifies running built-in IO tests with:

  ctest -R bf_io_

Also use "bf_io_" prefix for the libraries since it was already used
by some and it's a useful hint the libraries are used for IO.
2023-09-23 20:22:19 +10:00
Hans Goudey
867f99c2af Cleanup: Move depsgraph headers to C++
Pull Request: https://projects.blender.org/blender/blender/pulls/110816
2023-09-22 03:18:17 +02:00
Hans Goudey
fa34992def Cleanup: Remove unnecessary includes from C++ data structure headers
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
2023-09-01 21:37:11 +02:00
Campbell Barton
8032ee9df2 Revert "Cleanup: Replace IO orientation enum with blenlib type"
This reverts commit 074dbf08cd.

This change caused PLY and OBJ tests not to compile,
even with the identifiers updated some OBJ tests fails
with different rotation values.
2023-09-01 10:35:14 +10:00
Hans Goudey
074dbf08cd Cleanup: Replace IO orientation enum with blenlib type
This helps to document standard behavior, improves type
safety, reduces code duplication, and gets us closer to being
able to remove some of the older C math API.
2023-08-31 13:29:52 -04:00
Hans Goudey
78dd7d91c4 Cleanup: Move IO headers to C++
See #103343
2023-08-31 12:52:04 -04:00
Campbell Barton
e955c94ed3 License Headers: Set copyright to "Blender Authors", add AUTHORS
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.
2023-08-16 00:20:26 +10:00
Aras Pranckevicius
d973355b3a Cleanup: reduce amount of math-related includes
Using ClangBuildAnalyzer on the whole Blender build, it was pointing
out that BLI_math.h is the heaviest "header hub" (i.e. non tiny file
that is included a lot).

However, there's very little (actually zero) source files in Blender
that need "all the math" (base, colors, vectors, matrices,
quaternions, intersection, interpolation, statistics, solvers and
time). A common use case is source files needing just vectors, or
just vectors & matrices, or just colors etc. Actually, 181 files
were including the whole math thing without needing it at all.

This change removes BLI_math.h completely, and instead in all the
places that need it, includes BLI_math_vector.h or BLI_math_color.h
and so on.

Change from that:
- BLI_math_color.h was included 1399 times -> now 408 (took 114.0sec
  to parse -> now 36.3sec)
- BLI_simd.h 1403 -> 418 (109.7sec -> 34.9sec).

Full rebuild of Blender (Apple M1, Xcode, RelWithDebInfo) is not
affected much (342sec -> 334sec). Most of benefit would be when
someone's changing BLI_simd.h or BLI_math_color.h or similar files,
that now there's 3x fewer files result in a recompile.

Pull Request #110944
2023-08-10 14:51:40 +03:00
Ray molenkamp
4ea2baf4ae CMake: revert last weeks modernizations
The cleanup of blenkernel last weeks , caused the house of cards to
collapse on  top of bf_gpu's shader_builder, which is off by default
but used on a daily basis by the rendering team.

Given the fixes forward in #110394 ran into a ODR violation in OSL that
was hiding there for years, I don't see another way forward without
impeding the rendering teams productivity for "quite a while" as there
is no guarantee the OSL issue would be the end of it.

the only way forward appears to be back.

this reverts :

19422044ed
a670b53abe
0f541db97c
be516e8c81
3e88a2f44c
4e64b772f5
9547e7a317
07fe6c5a57

The problematic commit was 07fe6c5a57
as blenkernel links most of blender, it's a bit of a link order issue
magnet. Given all these commits stack, it's near impossible to revert
just that one without spending a significant amount of time resolving
merge conflicts. 99% of that work was automated, so easier to just
revert all of them, and re-do the work, than it is to deal with the
merge conflicts.

Pull Request: https://projects.blender.org/blender/blender/pulls/110438
2023-07-25 16:43:21 +02:00
Hans Goudey
5e9ea9243b Mesh: Rename "polys" to "faces"
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
2023-07-24 22:06:55 +02:00
Ray molenkamp
19422044ed Cleanup: CMake: Modernize bf_bmesh dependencies
Pretty straightforward

- Remove any bmesh paths from INC
- Add a dependency though LIB when missing

context: https://devtalk.blender.org/t/cmake-cleanup/30260

Pull Request: https://projects.blender.org/blender/blender/pulls/110363
2023-07-22 02:05:21 +02:00
Ray molenkamp
3e88a2f44c Cleanup: CMake: Modernize bf_depsgraph dependencies
Pretty straightforward

- Remove any depsgraph paths from INC
- Add a dependency though LIB when needed

context: https://devtalk.blender.org/t/cmake-cleanup/30260

Pull Request: https://projects.blender.org/blender/blender/pulls/110317
2023-07-20 22:13:00 +02:00
Ray molenkamp
4e64b772f5 Cleanup: CMake: Modernize bf_windowmanager dependencies
Pretty straightforward

- Remove any windowmanager paths from INC
- Add a dependency though LIB when needed

context: https://devtalk.blender.org/t/cmake-cleanup/30260

Pull Request: https://projects.blender.org/blender/blender/pulls/109984
2023-07-20 18:52:52 +02:00
Ray molenkamp
07fe6c5a57 Cleanup: CMake: Modernize bf_blenkernel dependencies
Pretty straightforward

- Remove any blenkernel paths from INC
- Add a dependency though LIB

context: https://devtalk.blender.org/t/cmake-cleanup/30260

Pull Request: https://projects.blender.org/blender/blender/pulls/109939
2023-07-11 19:28:01 +02:00
Ray Molenkamp
04235d0e55 Cleanup: CMake: Modernize bf_blenlib dependencies
Pretty straightforward

- Remove any blenlib paths from INC
- Add a dependency though LIB

Pull Request: https://projects.blender.org/blender/blender/pulls/109934
2023-07-10 22:04:18 +02:00
Ray Molenkamp
57ad866d81 Cleanup: CMake: Modernize bf_guardedalloc dependencies
Pretty straightforward

- Removes any guardedalloc paths from INC
- Adds a dependency though LIB

Pull Request: https://projects.blender.org/blender/blender/pulls/109925
2023-07-10 18:44:19 +02:00
Ray Molenkamp
7cebb61486 Cleanup: CMake: Modernize bf_dna dependencies
There's quite a few libraries that depend on dna_type_offsets.h
but had gotten to it by just adding the folder that contains it to
their includes INC section without declaring a dependency to
bf_dna in the LIB section.

which occasionally lead to the lib building before bf_dna and the
header being missing, while this generally gets fixed in CMake by
adding bf_dna to the LIB section of the lib, however until last
week all libraries in the LIB section were linked as INTERFACE so
adding it in there did not resolve the build issue.

To make things still build, we sprinkled add_dependencies wherever
we needed it to force a build order.

This diff :

Declares public include folders for the bf_dna target so there's
no more fudging the INC section required to get to them.

Removes all dna related paths from the INC section for all
libraries.

Adds an alias target bf:dna to signify it has been updated to
modern cmake

Declares a dependency on bf::dna for all libraries that require it

Removes (almost) all calls to add_dependencies for bf_dna

Future work:

Because of the manual dependency management that was done, there is
now some "clutter" with libs depending on bf_dna that realistically
don't. Example bf_intern_opencolorio itself has no dependency on
bf_dna at all, doesn't need it, doesn't use it. However the
dna include folder had been added to it in the past since bf_blenlib
uses dna headers in some of its public headers and
bf_intern_opencolorio does use those blenlib headers.

Given bf_blenlib now correctly declares the dependency on bf_dna
as public bf_intern_opencolorio will get the dna header directory
automatically from CMake, hence some cleanup could be done for
bf_intern_opencolorio

Because 99% of the changes in this diff have been automated, this diff
does not seek to address these issues as there is no easy way to
determine why a certain dependency is in place. A developer will have
to make a pass a this at some later point in time. As I'd rather not
mix automated and manual labour.

There are a few libraries that could not be automatically processed
(ie bf_blendthumb) that also will need this manual look-over.

Pull Request: https://projects.blender.org/blender/blender/pulls/109835
2023-07-10 15:07:37 +02:00
Campbell Barton
74dd0ed09e Cleanup: remove redundant struct qualifiers 2023-06-03 08:54:37 +10:00
Sergey Sharybin
c1bc70b711 Cleanup: Add a copyright notice to files and use SPDX format
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/
2023-05-31 16:19:06 +02:00
Campbell Barton
3958ae7241 Cleanup: use STRNCPY, SNPRINTF macros 2023-05-09 14:08:19 +10:00
Hans Goudey
b633b460b8 Cleanup: STL Import: Use utility to copy corner verts data 2023-04-19 22:45:48 -04:00
Hans Goudey
10d175e223 Cleanup: Use consistent argument order for mesh creation functions
The typical order is vertex, edge, face(polygon), corner(loop), but in
these three functions polys and loops were reversed. Also use more
typical "num" variable names rather than "len"
2023-04-19 15:52:56 -04:00
Hans Goudey
60bb57663a Cleanup: IO: Separate creating mesh and adding to Main
Create a "nomain" mesh when converting intermediate representations
to a Mesh, meaning those areas don't have to know about data-block
names or the main database, and also that the boilerplate of adding
attributes individually can be avoided. The attribute arrays aren't
copied here, so the performance should be unaffected.
2023-04-19 15:52:56 -04:00
Campbell Barton
26a194abbd BLI_path: add BLI_path_extension_strip as an alternative to replace
While replacing the extension with an empty string works,
it required a redundant string-size argument which took a dummy
value in some cases. Avoid having to pass in a redundant string size by
adding a function that strips the extension.
2023-04-19 12:59:43 +10:00
Sergey Sharybin
c26083b6be Fix warning in the STL code
The fast_float is an external library, so move it to the
system includes which has less strict compiler flags applied.

This matches how other IO module use this library as well.

Pull Request: https://projects.blender.org/blender/blender/pulls/106892
2023-04-13 11:06:42 +02:00
Hans Goudey
7966cd16d6 Mesh: Replace MPoly struct with offset indices
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
2023-04-04 20:39:28 +02:00
Campbell Barton
3afe88b6c7 Cleanup: cmake indentation 2023-03-22 14:14:15 +11:00
Hans Goudey
16fbadde36 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
Jacques Lucke
92b607d686 CustomData: add separate function to add layer from existing data
This simplifies the usage of the API and is preparation for #104478.

The `CustomData_add_layer` and `CustomData_add_layer_named` now have corresponding
`*_with_data` functions that should be used when creating the layer from existing data.

Pull Request: https://projects.blender.org/blender/blender/pulls/105708
2023-03-14 15:30:26 +01:00
Hans Goudey
1dc57a89e9 Mesh: Move functions to C++ header
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
2023-03-12 22:29:15 +01:00
Hans Goudey
1af62cb3bf 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
Clément Foucault
8f44c37f5c Cleanup: Rename BLI_math_vec_types* files to BLI_math_vector_types
This is for the sake of consistency and clarity.
2023-01-06 20:09:51 +01:00
Campbell Barton
89525fae59 Cleanup: CMake include paths
Remove redundant separators & redundant references to parent paths.
2022-10-19 21:37:10 +11:00
Campbell Barton
fbd78a8d78 Cleanup: use ELEM macro 2022-09-23 15:29:21 +10:00
Monique Dewanchand
68589a31eb ViewLayer: Lazy sync of scene data.
When a change happens which invalidates view layers the syncing will be postponed until the first usage.
This will improve importing or adding many objects in a single operation/script.

`BKE_view_layer_need_resync_tag` is used to tag the view layer to be out of sync. Before accessing
`BKE_view_layer_active_base_get`, `BKE_view_layer_active_object_get`, `BKE_view_layer_active_collection`
or `BKE_view_layer_object_bases` the caller should call `BKE_view_layer_synced_ensure`.

Having two functions ensures that partial syncing could be added as smaller patches in the future. Tagging a
view layer out of sync could be replaced with a partial sync. Eventually the number of full resyncs could be
reduced. After all tagging has been replaced with partial syncs the ensure_sync could be phased out.

This patch has been added to discuss the details and consequences of the current approach. For clarity
the call to BKE_view_layer_ensure_sync is placed close to the getters.
In the future this could be placed in more strategical places to reduce the number of calls or improve
performance. Finding those strategical places isn't that clear. When multiple operations are grouped
in a single script you might want to always check for resync.

Some areas found that can be improved. This list isn't complete.
These areas aren't addressed by this patch as these changes would be hard to detect to the reviewer.
The idea is to add changes to these areas as a separate patch. It might be that the initial commit would reduce
performance compared to master, but will be fixed by the additional patches.

**Object duplication**
During object duplication the syncing is temporarily disabled. With this patch this isn't useful as when disabled
the view_layer is accessed to locate bases. This can be improved by first locating the source bases, then duplicate
and sync and locate the new bases. Will be solved in a separate patch for clarity reasons ({D15886}).

**Object add**
`BKE_object_add` not only adds a new object, but also selects and activates the new base. This requires the
view_layer to be resynced. Some callers reverse the selection and activation (See `get_new_constraint_target`).
We should make the selection and activation optional. This would make it possible to add multiple objects
without having to resync per object.

**Postpone Activate Base**
Setting the basact is done in many locations. They follow a rule as after an action find the base and set
the basact. Finding the base could require a resync. The idea is to store in the view_layer the object which
base will be set in the basact during the next sync, reducing the times resyncing needs to happen.

Reviewed By: mont29

Maniphest Tasks: T73411

Differential Revision: https://developer.blender.org/D15885
2022-09-14 21:34:38 +02:00
Monique Dewanchand
23276bcc37 Adding const Scene* parameter in many areas.
Related to {D15885} that requires scene parameter
to be added in many places. To speed up the review process
the adding of the scene parameter was added in a separate
patch.

Reviewed By: mont29

Maniphest Tasks: T73411

Differential Revision: https://developer.blender.org/D15930
2022-09-14 21:30:56 +02:00
Hans Goudey
be038b844c Cleanup: Tweak naming for recently added mesh accessors
Use `verts` instead of `vertices` and `polys` instead of `polygons`
in the API added in 05952aa94d. This aligns better with
existing naming where the shorter names are much more common.
2022-09-07 00:06:31 -05:00
Hans Goudey
05952aa94d 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 (e9f82d3dc7, 410a6efb74). 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
Hans Goudey
cccc6d6905 Mesh: Avoid redundant custom data layer initialization
In all these cases, it was clear that the layer values were set right
after the layer was created anyway. So there's no point in using
calloc or setting the values to zero first.

See 25237d2625 for more info.
2022-08-30 16:27:43 -05:00
Hans Goudey
25237d2625 Attributes: Improve custom data initialization options
When allocating new `CustomData` layers, often we do redundant
initialization of arrays. For example, it's common that values are
allocated, set to their default value, and then set to some other
value. This is wasteful, and it negates the benefits of optimizations
to the allocator like D15082. There are two reasons for this. The
first is array-of-structs storage that makes it annoying to initialize
values manually, and the second is confusing options in the Custom Data
API. This patch addresses the latter.

The `CustomData` "alloc type" options are rearranged. Now, besides
the options that use existing layers, there are two remaining:
* `CD_SET_DEFAULT` sets the default value.
  * Usually zeroes, but for colors this is white (how it was before).
  * Should be used when you add the layer but don't set all values.
* `CD_CONSTRUCT` refers to the "default construct" C++ term.
  * Only necessary or defined for non-trivial types like vertex groups.
  * Doesn't do anything for trivial types like `int` or `float3`.
  * Should be used every other time, when all values will be set.

The attribute API's `AttributeInit` types are updated as well.
To update code, replace `CD_CALLOC` with `CD_SET_DEFAULT` and
`CD_DEFAULT` with `CD_CONSTRUCT`. This doesn't cause any functional
changes yet. Follow-up commits will change to avoid initializing
new layers where the correctness is clear.

Differential Revision: https://developer.blender.org/D15617
2022-08-30 14:56:05 -05:00
Campbell Barton
19b5524d1c Cleanup: sort cmake file-lists 2022-08-09 13:37:29 +10:00
Iyad Ahmed
5c726dd4ef Fix C++ STL importer unused function result warning
Fix unused function result warnings for usages of `fread` in the C++
.stl importer, by actually using the returned error code.

Reviewed By: sybren

Differential Revision: https://developer.blender.org/D15189
2022-06-30 10:14:08 +02:00
Iyad Ahmed
6ad9d8e224 STL: Fix missing space in C++ .stl importer info output
Fixes C++ .stl importer info output having no space between the
number and the word after it.

Reviewed By: Aras Pranckevicius
Differential Revision: https://developer.blender.org/D15240
2022-06-19 17:42:58 +03:00
Hans Goudey
28f4fc664f Cleanup: Variable name style in STL importer
Designate private variable names as described by the style guide,
and also add `num` at the end of variable names rather than at
the beginning, as discussed in T85728.
2022-06-14 12:04:58 +02:00
Campbell Barton
132e58610d Cleanup: spelling in comments & variables 2022-06-09 10:27:20 +10:00
Campbell Barton
263371dc4e Cleanup: spelling in comments, additional white space 2022-06-07 15:01:03 +10:00
Campbell Barton
56ede578e7 Cleanup: compiler warnings: unused args, missing include, parenthesis 2022-06-07 11:50:10 +10:00
Iyad Ahmed
7c511f1b47 STL: Add new C++ based STL importer
A new experimentatl STL importer, written in C++. Roughly 7-9x faster than the
Python based one.

Reviewed By: Aras Pranckevicius, Hans Goudey.
Differential Revision: https://developer.blender.org/D14941
2022-06-06 20:57:38 +03:00