3a82ac0a33e9003e088fe2f0ea239cdd8b8b5e5c
Split the result mesh generation to work into two loops. The first loop builds topology maps used for propagating attribute values, and the next loop mixes attribute values with those maps. This has a few benefits: The propagation can be done in parallel, and the topology mapping code can get simpler. Also, we reduce the overhead that comes with iterating over all attributes for every single element. Overall I didn't measure a large performance difference though, because the new code has the downside of needing to allocate two more arrays. There is a small difference of a propagated byte color (250 vs. 251) in the geometry nodes test due to a subtle difference in the mixing implementation. Part of #122398. Pull Request: https://projects.blender.org/blender/blender/pulls/147367
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