This was meant to be the same as `BLI_rct*_is_empty`
but wasn't because the `less_or_equal_than` was
effectively doing a logical "and", when it should have
been doing a logical "or".
The Perlin noise algorithms suffer from precision issues when a coordinate
is greater than about 250000.
To fix this the Perlin noise texture is repeated every 100000 on each axis.
This causes discontinuities every 100000, however at such scales this
usually shouldn't be noticeable.
Pull Request: https://projects.blender.org/blender/blender/pulls/119884
Recently an internal compiler error has been popping up for folks
stemming from our MatBase matrix `operator<<`.
My guess is that the nested fold-expression (coming from `unroll`) and
the lambda is causing MSVC to become very upset in some instances.
Regardless of the actual cause, using simple for loops results in less
generated code and the use of `unroll` isn't required since these output
operators are mainly for debugging.
Unfortunately I've been unable to reproduce it in simpler contexts to
report it upstream.
Pull Request: https://projects.blender.org/blender/blender/pulls/119982
This is intended to be used in the new exact mesh boolean algorithm by @howardt.
The new `BLI_fixed_width_int.hh` header provides types like `Int256` and
`UInt256` which are like e.g. `uint64_t` but with higher precision. The code
supports many different integer sizes.
The following operations are supported:
* Addition
* Subtraction
* Multiplication
* Comparisons
* Negation
* Conversion to and from other number types
* Conversion to and from string (based on `GMP`)
Division is not implemented. It could be implemented, but it's more complex and
is not required for the new mesh boolean algorithm.
Some alternatives to having a custom implementation have been discussed in
https://devtalk.blender.org/t/fixed-length-multiprecision-arithmetic/29189/.
Generally, the implementation is fairly straight forward. The main complexity is
the addition/multiplication algorithm which isn't too complicated. It's nice to
have control over this part as it allows us to optimize the code more if
necessary. Also, from what I understand, we might be able to benefit from some
special cases like multiplying a large integer with a smaller one.
I tried some different ways to optimize this already, but so far the normal
compiler optimization turned out to work best. Not sure if the same is true on
windows though, as it doesn't have native support for an `int128` which helps
the compiler understand what I'm doing. Alternatives I tried so far are using
intrinsics directly (mainly `_addcarry_u64` and similar), writing inline
assembly manually and copying the assembly output from the compiler. I assume
the assembly implementation didn't help for me because it prohibited other
compiler optimizations.
Pull Request: https://projects.blender.org/blender/blender/pulls/119528
This patch adds clamped boundaries variants of the nearest interpolation
functions in the BLI module. The naming convention used by the bilinear
functions were followed.
Needed by #119414.
Pull Request: https://projects.blender.org/blender/blender/pulls/119732
This improves performance by **reducing** the amounts of threads used for tasks
which require a high memory bandwidth.
This works because the underlying hardware has a certain maximum memory
bandwidth. If that is used up by a few threads already, any additional threads
wanting to use a lot of memory will just cause more contention which actually
slows things down. By reducing the number of threads that can perform certain
tasks, the remaining threads are also not locked up doing work that they can't
do efficiently. It's best if there is enough scheduled work so that these tasks
can do more compute intensive tasks instead.
To use this new functionality, one has to put the parallel code in question into
a `threading::memory_bandwidth_bound_task(...)` block. Additionally, one also
has to provide a (very) rough approximation for how many bytes are accessed. If
the number is low, the number of threads shouldn't be reduced because it's
likely that all touched memory can be in L3 cache which generally has a much
higher bandwidth than main memory.
The exact number of threads that are allowed to do bandwidth bound tasks at the
same time is generally highly context and hardware dependent. It's also not
really possible to measure reliably because it depends on so many static and
dynamic factors. The thread count is now hardcoded to 8. It seems that this many
threads are easily capable of maxing out the bandwidth capacity.
With this technique I can measure surprisingly good performance improvements:
* Generating a 3000x3000 grid: 133ms -> 103ms.
* Generating a mesh line with 100'000'000 vertices: 212ms -> 189ms.
* Realize mesh instances resulting in ~27'000'000 vertices: 460ms -> 305ms.
In all of these cases, only 8 instead of 24 threads are used. The remaining
threads are idle in these cases, but they could do other work if available.
Pull Request: https://projects.blender.org/blender/blender/pulls/118939
For example, copying and moving a trivial type ends is the same.
However, currently we generate the code for both cases independently
instead of reusing the same underlying function.
This reduces the size of the Blender binary from `218.548.896` to
`218.355.552` bytes for me. So it's a reduction of about 200kb.
It's probably possible to reduce this even more, but that's for another day.
The main tricky thing here is telling the compiler that a `const` from a
function parameter can be cast away for trivial types (see code comment).
Maybe there is a better way to do this while making sure the compiler
doesn't generate unnecessary code.
Pull Request: https://projects.blender.org/blender/blender/pulls/119601
This makes the edit mode drawing for the new curves data more similar
to the old edit mode. Specifically, it draws the evaluated curves now instead
of just a poly curve. Furthermore, it now draws bezier handles as well as
a separate control curve for nurbs curves.
Pull Request: https://projects.blender.org/blender/blender/pulls/119053
The `IndexMask` data structure was designed to allow us to implement set
operations like `union`, `intersection` and `difference` efficiently
(2cfcb8b0b8). This patch adds an evaluator for
arbitrary expressions involving the mentioned operations. The evaluator makes
use of the design of the `IndexMask` data structure to be quite efficient.
In some common cases, the evaluator runs in constant time. So it's very fast
even if the mask contains many millions of indices. If possible the evaluator
works on entire segments at once instead of looking at the individual indices.
This results in a very low constant factor even if the evaluation time is
linear. If the evaluator has to look at the individual indices to be able to
perform the operation, it can make use of multi-threading.
The evaluation consists of the following steps:
1. A coarse evaluation that looks at entire segments at once.
2. All segments that couldn't be fully evaluated by the coarse evaluation are
evaluated exactly by looking at the actual indices. There are two evaluators
for this case. One that is based on `std::set_union` etc. The other one first
converts the index masks to bit spans, then does bit operations to evaluate
the expression, and then converts the bits back into indices. Depending on
the expression, one or the other can be more efficient.
3. Construct an index mask from the evaluated segments.
Showing the performance of the evaluator is kind of difficult because it highly
depends on the input data. Comparing the performance to something that does not
short-circuit when there are full ranges is meaningless, because one can
construct an example where the new evaluator is arbitrarily faster. I'm still
working on a case where performance can be compared to e.g. using
`std::set_union`. This comparison is only fair when the input data when
constructing a case where the new evaluator can't short-circuit.
One of the main remaining bottlenecks are the calls to `slice_content` on large
index masks. I think the impact of those can still be reduced.
We are not using this evaluator much yet, except through `IndexMask::complement`
calls. I intend to use it when I get to refactoring the field evaluator for
geometry nodes to optimize the evaluation of selections.
Pull Request: https://projects.blender.org/blender/blender/pulls/117805
- Remove the unnecessary `ContainerValue` from the class hierarchy
- Construct `StringValue` with a `std::string` by value to avoid copies
- Remove some indirection by using type names directly instead of aliases
- Use utility methods to lookup/append specific data types for arrays/dicts
- Simplify conversion from unique_ptr to shared_ptr
- Avoid use of `new` and `delete`
- Avoid creating maps of all elements in vector for a single lookup
"Own" (the adjective) cannot be used on its own. It should be combined
with something like "its own", "our own", "her own", or "the object's own".
It also isn't used separately to mean something like "separate".
Also, "its own" is correct instead of "it's own" which is a misues of the verb.
The BLI image interpolation function with clamped boundary returns zero
for out of bound pixels. That's because the neighbour pixel wrapping
condition disregarded the border template argument. To fix this, only
handle that condition if in border mode.
Pull Request: https://projects.blender.org/blender/blender/pulls/119164
* Only works on machines with a Qualcomm Snapdragon 8cx Gen3 or above.
Older generation devices are not and will not be supported due to
some driver issues
* Requires VS2022 for building.
* Uses new MSVC preprocessor for sse2neon compatibility.
* SIMD is not enabled, waiting on conversion of blenlib to C++.
Ref #119126
Pull Request: https://projects.blender.org/blender/blender/pulls/117036
- Pass null instead of an empty string to BKE_tempdir_init
because the string isn't meant to be used.
- Never pass null to BLI_temp_directory_path_copy_if_valid
(the caller must check).
- Additional comments for which checks are performed & why
from discussion about #95411.
This adds implicit sharing support for the `MemFile` undo-step. This decreases memory
usage and increases performance.
Implicit sharing allows the undo system to take (shared) ownership of some data.
Previously, the data would always be serialized and compared to the previous undo-step.
So this turns an O(n) operation into O(1) (in terms of memory usage and time).
Read/write code that wants to make use of this has to use the new `BLO_read_shared`
and `BLO_write_shared` functions respectively. Those either make use of implicit-sharing
internally or do the "full" read/write based on a passed-in function. It seems possible to
use the same API in the future to store shared data to .blend files.
Improvements:
* Much faster undo step creation in many cases by avoiding the majority data copies
and equality checks. This fixes#98574. I found undo step creation and undo step
decoding to be 2-5 times faster in some demo files from the blender website and in
some production files from the Heist project.
* Reduced memory usage when there is large data in `bmain`. For example, when
loading the same highly subdivided mesh that I used in #106228 the memory usage
is 1.03 GB now (compared to 1.62 GB in `main` currently). The main remaining copy
of the data now is done by rendering code.
* Some significant performance improvements were also measured for the new grease
pencil type (#105540).
There is one main downside of using implicit-sharing as implemented here: `MemFile`
undo steps can't be written as .blend files anymore. This has a few consequences:
* Auto-save becomes slower (up to 3x), because it can't just save the previous undo step
anymore and does a normal save instead. This has been discussed in more detail here:
https://devtalk.blender.org/t/remove-support-for-saving-memfile-undo-steps-as-blend-files-proposal/33544
It would be nice to work towards asynchronous auto-save to alleviate this problem.
Some previous work has been done to reduce the impact of this change in 41b10424c7
and f0f304e240. This has been committed separately in efb511a76d.
* Writing `quit.blend` has to do a normal file save now. So it's a bit slower too, but it's
less of a problem in practice.
* The `USE_WRITE_CRASH_BLEND` functionality does not work anymore. It doesn't seem
to be used by anyone (removed in e90f5d03c4)
There are also benefits to not writing `MemFile` from undo steps to disk. It allows us to
more safely do undo-specific optimizations without risking corrupted .blend files. This
is especially useful when we want to preserve forward compatibility in some cases.
This requires converting data before writing the .blend files, but this conversion is not
necessary for undo steps. Trying to implement this kind of optimization in the past has
often lead to bugs (e.g. 43b37fbc93).
Another new problem is that it is harder to know the size of each undo step. Currently, a
heuristic is used to approximate the memory usage, but better solutions could be found
if necessary.
Pull Request: https://projects.blender.org/blender/blender/pulls/106903
- Skip leading forward slashes when setting the temp directory.
- Add a utility function to set the temporary directory
which is used for the user preferences & environment variables.
This issue was raised by #95411 where "//" resolves to "/",
then asserts when passed to Blender's file-system functions.
However the crash referenced in this report looks to be caused
by Collada failing to write to the temporary directory which
can be handled separately.
Ref !118872
This adds a new special purpose container data structure that can be
used to gather many elements into many (potentially small) lists efficiently.
I originally worked on this data structure because I might want to use it
in #118772. However, also it's useful in the geometry nodes logger already.
I'm measuring a 10-20% speed improvement in my many-math-nodes file
when I enable logging for all sockets (not just the ones that are currently visible).
Pull Request: https://projects.blender.org/blender/blender/pulls/118774
The standard `threading::parallel_for` function tries to split the range into
uniformly sized subranges. This is great if each element takes approximately
the same amount of time to compute.
However, there are also situations where the time required to do the work for
a single index differs significantly between different indices. In such a case,
it's better to split the tasks into segments while taking the size of each task into
account.
This patch implements `threading::parallel_for_weighted` which allows passing
in an additional callback that returns the size of each task.
Pull Request: https://projects.blender.org/blender/blender/pulls/118348