A copy has to compare equal to itself and have the same hash when it is supposed to be used as a reference in a hash table like `VectorSet`. Just making the hash not change during a copy by hashing the geometry component pointers instead of the geometry-set pointer does not work because of `geometry_set_from_reference` which assumed that changing the geometry set does not change the hash of the reference. For now the solution is to just not use a hash table as this makes it easier to get corretness right. Instead, just use a regular `Vector` to store all the references which avoids the need for a hash function. This can now lead to some O(n^2) behavior when adding many references. Fortunately, this is not too common yet, as usually one has few references but many instances that use those. It's still something that has to be solved at some point. It's not clear yet what approach would work best: * Reintroduce `VectorSet` for the references and properly update the reference positions in the hash table after the references have changed. * Add a separate `Map<Object*/Collection*, int>` for the deduplication. * Do deduplication on the call-site of `add_reference` by building a temporary map there.
354 lines
10 KiB
C++
354 lines
10 KiB
C++
/* SPDX-FileCopyrightText: 2023 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#include "BLI_array_utils.hh"
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#include "BLI_rand.hh"
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#include "BLI_task.hh"
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#include "BKE_attribute_math.hh"
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#include "BKE_geometry_set.hh"
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#include "BKE_instances.hh"
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namespace blender::bke {
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InstanceReference::InstanceReference(GeometrySet geometry_set)
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: type_(Type::GeometrySet),
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geometry_set_(std::make_unique<GeometrySet>(std::move(geometry_set)))
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{
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}
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void InstanceReference::ensure_owns_direct_data()
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{
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if (type_ != Type::GeometrySet) {
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return;
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}
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geometry_set_->ensure_owns_direct_data();
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}
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bool InstanceReference::owns_direct_data() const
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{
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if (type_ != Type::GeometrySet) {
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/* The object and collection instances are not direct data. */
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return true;
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}
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return geometry_set_->owns_direct_data();
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}
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bool operator==(const InstanceReference &a, const InstanceReference &b)
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{
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if (a.geometry_set_ && b.geometry_set_) {
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return *a.geometry_set_ == *b.geometry_set_;
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}
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return a.type_ == b.type_ && a.data_ == b.data_;
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}
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Instances::Instances(const Instances &other)
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: references_(other.references_),
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reference_handles_(other.reference_handles_),
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transforms_(other.transforms_),
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almost_unique_ids_(other.almost_unique_ids_),
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attributes_(other.attributes_)
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{
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}
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void Instances::reserve(int min_capacity)
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{
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reference_handles_.reserve(min_capacity);
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transforms_.reserve(min_capacity);
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attributes_.reallocate(min_capacity);
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}
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void Instances::resize(int capacity)
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{
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reference_handles_.resize(capacity);
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transforms_.resize(capacity);
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attributes_.reallocate(capacity);
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}
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void Instances::add_instance(const int instance_handle, const float4x4 &transform)
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{
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BLI_assert(instance_handle >= 0);
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BLI_assert(instance_handle < references_.size());
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reference_handles_.append(instance_handle);
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transforms_.append(transform);
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attributes_.reallocate(this->instances_num());
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}
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Span<int> Instances::reference_handles() const
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{
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return reference_handles_;
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}
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MutableSpan<int> Instances::reference_handles()
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{
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return reference_handles_;
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}
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MutableSpan<float4x4> Instances::transforms()
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{
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return transforms_;
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}
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Span<float4x4> Instances::transforms() const
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{
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return transforms_;
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}
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GeometrySet &Instances::geometry_set_from_reference(const int reference_index)
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{
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/* If this assert fails, it means #ensure_geometry_instances must be called first or that the
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* reference can't be converted to a geometry set. */
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BLI_assert(references_[reference_index].type() == InstanceReference::Type::GeometrySet);
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return references_[reference_index].geometry_set();
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}
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std::optional<int> Instances::find_reference_handle(const InstanceReference &query)
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{
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for (const int i : references_.index_range()) {
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const InstanceReference &reference = references_[i];
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if (reference == query) {
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return i;
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}
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}
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return std::nullopt;
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}
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int Instances::add_reference(const InstanceReference &reference)
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{
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if (std::optional<int> handle = this->find_reference_handle(reference)) {
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return *handle;
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}
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return references_.append_and_get_index(reference);
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}
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Span<InstanceReference> Instances::references() const
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{
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return references_;
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}
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void Instances::remove(const IndexMask &mask,
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const AnonymousAttributePropagationInfo &propagation_info)
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{
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const std::optional<IndexRange> masked_range = mask.to_range();
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if (masked_range.has_value() && masked_range->start() == 0) {
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/* Deleting from the end of the array can be much faster since no data has to be shifted. */
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this->resize(mask.size());
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this->remove_unused_references();
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return;
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}
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const Span<int> old_handles = this->reference_handles();
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Vector<int> new_handles(mask.size());
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array_utils::gather(old_handles, mask, new_handles.as_mutable_span());
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reference_handles_ = std::move(new_handles);
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const Span<float4x4> old_tansforms = this->transforms();
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Vector<float4x4> new_transforms(mask.size());
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array_utils::gather(old_tansforms, mask, new_transforms.as_mutable_span());
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transforms_ = std::move(new_transforms);
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const bke::CustomDataAttributes &src_attributes = attributes_;
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bke::CustomDataAttributes dst_attributes;
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dst_attributes.reallocate(mask.size());
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src_attributes.foreach_attribute(
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[&](const bke::AttributeIDRef &id, const bke::AttributeMetaData &meta_data) {
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if (id.is_anonymous() && !propagation_info.propagate(id.anonymous_id())) {
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return true;
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}
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GSpan src = *src_attributes.get_for_read(id);
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dst_attributes.create(id, meta_data.data_type);
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GMutableSpan dst = *dst_attributes.get_for_write(id);
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array_utils::gather(src, mask, dst);
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return true;
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},
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ATTR_DOMAIN_INSTANCE);
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attributes_ = std::move(dst_attributes);
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this->remove_unused_references();
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}
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void Instances::remove_unused_references()
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{
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const int tot_instances = this->instances_num();
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const int tot_references_before = references_.size();
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if (tot_instances == 0) {
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/* If there are no instances, no reference is needed. */
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references_.clear();
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return;
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}
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if (tot_references_before == 1) {
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/* There is only one reference and at least one instance. So the only existing reference is
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* used. Nothing to do here. */
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return;
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}
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Array<bool> usage_by_handle(tot_references_before, false);
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std::mutex mutex;
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/* Loop over all instances to see which references are used. */
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threading::parallel_for(IndexRange(tot_instances), 1000, [&](IndexRange range) {
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/* Use local counter to avoid lock contention. */
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Array<bool> local_usage_by_handle(tot_references_before, false);
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for (const int i : range) {
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const int handle = reference_handles_[i];
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BLI_assert(handle >= 0 && handle < tot_references_before);
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local_usage_by_handle[handle] = true;
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}
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std::lock_guard lock{mutex};
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for (const int i : IndexRange(tot_references_before)) {
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usage_by_handle[i] |= local_usage_by_handle[i];
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}
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});
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if (!usage_by_handle.as_span().contains(false)) {
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/* All references are used. */
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return;
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}
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/* Create new references and a mapping for the handles. */
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Vector<int> handle_mapping;
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Vector<InstanceReference> new_references;
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int next_new_handle = 0;
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bool handles_have_to_be_updated = false;
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for (const int old_handle : IndexRange(tot_references_before)) {
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if (!usage_by_handle[old_handle]) {
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/* Add some dummy value. It won't be read again. */
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handle_mapping.append(-1);
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}
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else {
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const InstanceReference &reference = references_[old_handle];
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handle_mapping.append(next_new_handle);
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new_references.append(reference);
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if (old_handle != next_new_handle) {
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handles_have_to_be_updated = true;
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}
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next_new_handle++;
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}
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}
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references_ = new_references;
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if (!handles_have_to_be_updated) {
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/* All remaining handles are the same as before, so they don't have to be updated. This happens
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* when unused handles are only at the end. */
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return;
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}
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/* Update handles of instances. */
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threading::parallel_for(IndexRange(tot_instances), 1000, [&](IndexRange range) {
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for (const int i : range) {
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reference_handles_[i] = handle_mapping[reference_handles_[i]];
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}
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});
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}
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int Instances::instances_num() const
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{
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return transforms_.size();
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}
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int Instances::references_num() const
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{
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return references_.size();
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}
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bool Instances::owns_direct_data() const
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{
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for (const InstanceReference &reference : references_) {
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if (!reference.owns_direct_data()) {
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return false;
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}
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}
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return true;
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}
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void Instances::ensure_owns_direct_data()
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{
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for (const InstanceReference &const_reference : references_) {
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/* `const` cast is fine because we are not changing anything that would change the hash of the
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* reference. */
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InstanceReference &reference = const_cast<InstanceReference &>(const_reference);
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reference.ensure_owns_direct_data();
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}
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}
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static Array<int> generate_unique_instance_ids(Span<int> original_ids)
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{
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Array<int> unique_ids(original_ids.size());
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Set<int> used_unique_ids;
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used_unique_ids.reserve(original_ids.size());
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Vector<int> instances_with_id_collision;
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for (const int instance_index : original_ids.index_range()) {
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const int original_id = original_ids[instance_index];
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if (used_unique_ids.add(original_id)) {
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/* The original id has not been used by another instance yet. */
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unique_ids[instance_index] = original_id;
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}
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else {
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/* The original id of this instance collided with a previous instance, it needs to be looked
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* at again in a second pass. Don't generate a new random id here, because this might collide
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* with other existing ids. */
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instances_with_id_collision.append(instance_index);
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}
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}
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Map<int, RandomNumberGenerator> generator_by_original_id;
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for (const int instance_index : instances_with_id_collision) {
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const int original_id = original_ids[instance_index];
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RandomNumberGenerator &rng = generator_by_original_id.lookup_or_add_cb(original_id, [&]() {
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RandomNumberGenerator rng;
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rng.seed_random(original_id);
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return rng;
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});
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const int max_iteration = 100;
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for (int iteration = 0;; iteration++) {
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/* Try generating random numbers until an unused one has been found. */
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const int random_id = rng.get_int32();
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if (used_unique_ids.add(random_id)) {
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/* This random id is not used by another instance. */
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unique_ids[instance_index] = random_id;
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break;
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}
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if (iteration == max_iteration) {
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/* It seems to be very unlikely that we ever run into this case (assuming there are less
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* than 2^30 instances). However, if that happens, it's better to use an id that is not
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* unique than to be stuck in an infinite loop. */
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unique_ids[instance_index] = original_id;
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break;
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}
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}
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}
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return unique_ids;
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}
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Span<int> Instances::almost_unique_ids() const
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{
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std::lock_guard lock(almost_unique_ids_mutex_);
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std::optional<GSpan> instance_ids_gspan = attributes_.get_for_read("id");
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if (instance_ids_gspan) {
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Span<int> instance_ids = instance_ids_gspan->typed<int>();
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if (almost_unique_ids_.size() != instance_ids.size()) {
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almost_unique_ids_ = generate_unique_instance_ids(instance_ids);
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}
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}
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else {
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almost_unique_ids_.reinitialize(this->instances_num());
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for (const int i : almost_unique_ids_.index_range()) {
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almost_unique_ids_[i] = i;
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}
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}
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return almost_unique_ids_;
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}
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} // namespace blender::bke
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