Files
test2/source/blender/blenkernel/intern/mesh_calc_edges.cc
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

282 lines
9.7 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Foundation
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup bke
*/
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_object_types.h"
#include "BLI_map.hh"
#include "BLI_task.hh"
#include "BLI_threads.h"
#include "BLI_timeit.hh"
#include "BKE_attribute.hh"
#include "BKE_customdata.h"
#include "BKE_mesh.hh"
namespace blender::bke::calc_edges {
/** This is used to uniquely identify edges in a hash map. */
struct OrderedEdge {
int v_low, v_high;
OrderedEdge(const int v1, const int v2)
{
if (v1 < v2) {
v_low = v1;
v_high = v2;
}
else {
v_low = v2;
v_high = v1;
}
}
OrderedEdge(const uint v1, const uint v2) : OrderedEdge(int(v1), int(v2)) {}
uint64_t hash() const
{
return (this->v_low << 8) ^ this->v_high;
}
/** Return a hash value that is likely to be different in the low bits from the normal `hash()`
* function. This is necessary to avoid collisions in #BKE_mesh_calc_edges. */
uint64_t hash2() const
{
return this->v_low;
}
friend bool operator==(const OrderedEdge &e1, const OrderedEdge &e2)
{
BLI_assert(e1.v_low < e1.v_high);
BLI_assert(e2.v_low < e2.v_high);
return e1.v_low == e2.v_low && e1.v_high == e2.v_high;
}
};
/* The map first contains an edge pointer and later an index. */
union OrigEdgeOrIndex {
const int2 *original_edge;
int index;
};
using EdgeMap = Map<OrderedEdge, OrigEdgeOrIndex>;
static void reserve_hash_maps(const Mesh *mesh,
const bool keep_existing_edges,
MutableSpan<EdgeMap> edge_maps)
{
const int totedge_guess = std::max(keep_existing_edges ? mesh->totedge : 0, mesh->totpoly * 2);
threading::parallel_for_each(
edge_maps, [&](EdgeMap &edge_map) { edge_map.reserve(totedge_guess / edge_maps.size()); });
}
static void add_existing_edges_to_hash_maps(Mesh *mesh,
MutableSpan<EdgeMap> edge_maps,
uint32_t parallel_mask)
{
/* Assume existing edges are valid. */
const Span<int2> edges = mesh->edges();
threading::parallel_for_each(edge_maps, [&](EdgeMap &edge_map) {
const int task_index = &edge_map - edge_maps.data();
for (const int2 &edge : edges) {
OrderedEdge ordered_edge{edge[0], edge[1]};
/* Only add the edge when it belongs into this map. */
if (task_index == (parallel_mask & ordered_edge.hash2())) {
edge_map.add_new(ordered_edge, {&edge});
}
}
});
}
static void add_polygon_edges_to_hash_maps(Mesh *mesh,
MutableSpan<EdgeMap> edge_maps,
uint32_t parallel_mask)
{
const OffsetIndices polys = mesh->polys();
const Span<int> corner_verts = mesh->corner_verts();
threading::parallel_for_each(edge_maps, [&](EdgeMap &edge_map) {
const int task_index = &edge_map - edge_maps.data();
for (const int i : polys.index_range()) {
const Span<int> poly_verts = corner_verts.slice(polys[i]);
int vert_prev = poly_verts.last();
for (const int vert : poly_verts) {
/* Can only be the same when the mesh data is invalid. */
if (vert_prev != vert) {
OrderedEdge ordered_edge{vert_prev, vert};
/* Only add the edge when it belongs into this map. */
if (task_index == (parallel_mask & ordered_edge.hash2())) {
edge_map.lookup_or_add(ordered_edge, {nullptr});
}
}
vert_prev = vert;
}
}
});
}
static void serialize_and_initialize_deduplicated_edges(MutableSpan<EdgeMap> edge_maps,
MutableSpan<int2> new_edges)
{
/* All edges are distributed in the hash tables now. They have to be serialized into a single
* array below. To be able to parallelize this, we have to compute edge index offsets for each
* map. */
Array<int> edge_index_offsets(edge_maps.size());
edge_index_offsets[0] = 0;
for (const int i : IndexRange(edge_maps.size() - 1)) {
edge_index_offsets[i + 1] = edge_index_offsets[i] + edge_maps[i].size();
}
threading::parallel_for_each(edge_maps, [&](EdgeMap &edge_map) {
const int task_index = &edge_map - edge_maps.data();
int new_edge_index = edge_index_offsets[task_index];
for (EdgeMap::MutableItem item : edge_map.items()) {
int2 &new_edge = new_edges[new_edge_index];
const int2 *orig_edge = item.value.original_edge;
if (orig_edge != nullptr) {
/* Copy values from original edge. */
new_edge = *orig_edge;
}
else {
/* Initialize new edge. */
new_edge[0] = item.key.v_low;
new_edge[1] = item.key.v_high;
}
item.value.index = new_edge_index;
new_edge_index++;
}
});
}
static void update_edge_indices_in_poly_loops(const OffsetIndices<int> polys,
const Span<int> corner_verts,
const Span<EdgeMap> edge_maps,
const uint32_t parallel_mask,
MutableSpan<int> corner_edges)
{
threading::parallel_for(polys.index_range(), 100, [&](IndexRange range) {
for (const int poly_index : range) {
const IndexRange poly = polys[poly_index];
int prev_corner = poly.last();
for (const int next_corner : poly) {
const int vert = corner_verts[next_corner];
const int vert_prev = corner_verts[prev_corner];
int edge_index;
if (vert_prev != vert) {
OrderedEdge ordered_edge{vert_prev, vert};
/* Double lookup: First find the map that contains the edge, then lookup the edge. */
const EdgeMap &edge_map = edge_maps[parallel_mask & ordered_edge.hash2()];
edge_index = edge_map.lookup(ordered_edge).index;
}
else {
/* This is an invalid edge; normally this does not happen in Blender,
* but it can be part of an imported mesh with invalid geometry. See
* #76514. */
edge_index = 0;
}
corner_edges[prev_corner] = edge_index;
prev_corner = next_corner;
}
}
});
}
static int get_parallel_maps_count(const Mesh *mesh)
{
/* Don't use parallelization when the mesh is small. */
if (mesh->totpoly < 1000) {
return 1;
}
/* Use at most 8 separate hash tables. Using more threads has diminishing returns. These threads
* can better do something more useful instead. */
const int system_thread_count = BLI_system_thread_count();
return power_of_2_min_i(std::min(8, system_thread_count));
}
static void clear_hash_tables(MutableSpan<EdgeMap> edge_maps)
{
threading::parallel_for_each(edge_maps, [](EdgeMap &edge_map) { edge_map.clear(); });
}
} // namespace blender::bke::calc_edges
void BKE_mesh_calc_edges(Mesh *mesh, bool keep_existing_edges, const bool select_new_edges)
{
using namespace blender;
using namespace blender::bke;
using namespace blender::bke::calc_edges;
/* Parallelization is achieved by having multiple hash tables for different subsets of edges.
* Each edge is assigned to one of the hash maps based on the lower bits of a hash value. */
const int parallel_maps = get_parallel_maps_count(mesh);
BLI_assert(is_power_of_2_i(parallel_maps));
const uint32_t parallel_mask = uint32_t(parallel_maps) - 1;
Array<EdgeMap> edge_maps(parallel_maps);
reserve_hash_maps(mesh, keep_existing_edges, edge_maps);
/* Add all edges. */
if (keep_existing_edges) {
calc_edges::add_existing_edges_to_hash_maps(mesh, edge_maps, parallel_mask);
}
calc_edges::add_polygon_edges_to_hash_maps(mesh, edge_maps, parallel_mask);
/* Compute total number of edges. */
int new_totedge = 0;
for (EdgeMap &edge_map : edge_maps) {
new_totedge += edge_map.size();
}
/* Create new edges. */
if (!CustomData_has_layer_named(&mesh->ldata, CD_PROP_INT32, ".corner_edge")) {
CustomData_add_layer_named(
&mesh->ldata, CD_PROP_INT32, CD_CONSTRUCT, mesh->totloop, ".corner_edge");
}
MutableSpan<int2> new_edges{
static_cast<int2 *>(MEM_calloc_arrayN(new_totedge, sizeof(int2), __func__)), new_totedge};
calc_edges::serialize_and_initialize_deduplicated_edges(edge_maps, new_edges);
calc_edges::update_edge_indices_in_poly_loops(mesh->polys(),
mesh->corner_verts(),
edge_maps,
parallel_mask,
mesh->corner_edges_for_write());
/* Free old CustomData and assign new one. */
CustomData_free(&mesh->edata, mesh->totedge);
CustomData_reset(&mesh->edata);
CustomData_add_layer_named_with_data(
&mesh->edata, CD_PROP_INT32_2D, new_edges.data(), new_totedge, ".edge_verts", nullptr);
mesh->totedge = new_totedge;
if (select_new_edges) {
MutableAttributeAccessor attributes = mesh->attributes_for_write();
SpanAttributeWriter<bool> select_edge = attributes.lookup_or_add_for_write_span<bool>(
".select_edge", ATTR_DOMAIN_EDGE);
if (select_edge) {
int new_edge_index = 0;
for (const EdgeMap &edge_map : edge_maps) {
for (EdgeMap::Item item : edge_map.items()) {
if (item.value.original_edge == nullptr) {
select_edge.span[new_edge_index] = true;
}
new_edge_index++;
}
}
select_edge.finish();
}
}
if (!keep_existing_edges) {
/* All edges are rebuilt from the faces, so there are no loose edges. */
mesh->tag_loose_edges_none();
}
/* Explicitly clear edge maps, because that way it can be parallelized. */
clear_hash_tables(edge_maps);
}