Add three cached topology maps to `Mesh`, to avoid computations when mesh data isn't changed. Choosing the right maps to cache is a bit arbitrary, but generally we have to start somewhere. The limiting factor is memory usage (all the new caches combined have a comparable footprint to a UV map). For now, the caches added are: - Vertex to face corner - Vertex to face - Face corner to face These caches are used in quite a few places already; - Face corner normal calculation - UV value merging - Setting sharp edges from face angles - Data transfer modifier - Voxel remesh attribute remapping - Sculpt mode painting - Sculpt mode normal calculation - Vertex paint mode - Split edges geometry node - Mesh topology geometry nodes Caching topology maps means they don't have to be rebuilt every time they're used. Meshes copied but without topology changes can share the cache, further reducing re-computations. For example, FPS with a large mesh using the "Corners of Vertex" node went from 1.8 to 2.3. Entering sculpt mode is slightly faster too. There is some obvious work for future commits: - Use caches in attribute domain interpolation - More multithreading of second phase of map building - Update/build caches eagerly in some geometry nodes Pull Request: https://projects.blender.org/blender/blender/pulls/107816
480 lines
14 KiB
C++
480 lines
14 KiB
C++
/* SPDX-FileCopyrightText: 2005 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup bke
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*/
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#include "atomic_ops.h"
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#include "MEM_guardedalloc.h"
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#include "DNA_mesh_types.h"
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#include "DNA_meshdata_types.h"
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#include "DNA_object_types.h"
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#include "BLI_array_utils.hh"
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#include "BLI_math_geom.h"
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#include "BLI_task.hh"
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#include "BLI_timeit.hh"
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#include "BKE_bvhutils.h"
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#include "BKE_editmesh_cache.hh"
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#include "BKE_lib_id.h"
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#include "BKE_mesh.hh"
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#include "BKE_mesh_mapping.hh"
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#include "BKE_mesh_runtime.hh"
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#include "BKE_shrinkwrap.h"
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#include "BKE_subdiv_ccg.hh"
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using blender::float3;
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using blender::MutableSpan;
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using blender::Span;
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/* -------------------------------------------------------------------- */
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/** \name Mesh Runtime Struct Utils
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* \{ */
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namespace blender::bke {
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static void free_mesh_eval(MeshRuntime &mesh_runtime)
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{
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if (mesh_runtime.mesh_eval != nullptr) {
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mesh_runtime.mesh_eval->edit_mesh = nullptr;
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BKE_id_free(nullptr, mesh_runtime.mesh_eval);
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mesh_runtime.mesh_eval = nullptr;
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}
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}
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static void free_subdiv_ccg(MeshRuntime &mesh_runtime)
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{
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/* TODO(sergey): Does this really belong here? */
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if (mesh_runtime.subdiv_ccg != nullptr) {
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BKE_subdiv_ccg_destroy(mesh_runtime.subdiv_ccg);
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mesh_runtime.subdiv_ccg = nullptr;
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}
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}
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static void free_bvh_cache(MeshRuntime &mesh_runtime)
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{
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if (mesh_runtime.bvh_cache) {
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bvhcache_free(mesh_runtime.bvh_cache);
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mesh_runtime.bvh_cache = nullptr;
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}
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}
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static void free_batch_cache(MeshRuntime &mesh_runtime)
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{
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if (mesh_runtime.batch_cache) {
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BKE_mesh_batch_cache_free(mesh_runtime.batch_cache);
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mesh_runtime.batch_cache = nullptr;
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}
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}
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MeshRuntime::~MeshRuntime()
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{
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free_mesh_eval(*this);
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free_subdiv_ccg(*this);
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free_bvh_cache(*this);
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free_batch_cache(*this);
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if (this->shrinkwrap_data) {
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BKE_shrinkwrap_boundary_data_free(this->shrinkwrap_data);
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}
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}
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static int reset_bits_and_count(MutableBitSpan bits, const Span<int> indices_to_reset)
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{
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int count = bits.size();
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for (const int vert : indices_to_reset) {
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if (bits[vert]) {
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bits[vert].reset();
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count--;
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}
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}
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return count;
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}
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static void bit_vector_with_reset_bits_or_empty(const Span<int> indices_to_reset,
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const int indexed_elems_num,
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BitVector<> &r_bits,
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int &r_count)
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{
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r_bits.resize(0);
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r_bits.resize(indexed_elems_num, true);
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r_count = reset_bits_and_count(r_bits, indices_to_reset);
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if (r_count == 0) {
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r_bits.clear_and_shrink();
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}
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}
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/**
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* If there are no loose edges and no loose vertices, all vertices are used by faces.
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*/
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static void try_tag_verts_no_face_none(const Mesh &mesh)
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{
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if (!mesh.runtime->loose_edges_cache.is_cached() || mesh.loose_edges().count > 0) {
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return;
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}
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if (!mesh.runtime->loose_verts_cache.is_cached() || mesh.loose_verts().count > 0) {
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return;
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}
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mesh.runtime->verts_no_face_cache.ensure([&](LooseVertCache &r_data) {
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r_data.is_loose_bits.clear_and_shrink();
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r_data.count = 0;
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});
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}
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} // namespace blender::bke
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blender::Span<int> Mesh::corner_to_face_map() const
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{
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using namespace blender;
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this->runtime->corner_to_face_map_cache.ensure([&](Array<int> &r_data) {
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const OffsetIndices faces = this->faces();
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r_data = bke::mesh::build_loop_to_face_map(faces);
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});
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return this->runtime->corner_to_face_map_cache.data();
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}
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blender::OffsetIndices<int> Mesh::vert_to_face_map_offsets() const
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{
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using namespace blender;
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this->runtime->vert_to_face_offset_cache.ensure([&](Array<int> &r_data) {
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r_data = Array<int>(this->totvert + 1, 0);
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offset_indices::build_reverse_offsets(this->corner_verts(), r_data);
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});
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return OffsetIndices<int>(this->runtime->vert_to_face_offset_cache.data());
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}
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blender::GroupedSpan<int> Mesh::vert_to_face_map() const
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{
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using namespace blender;
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const OffsetIndices offsets = this->vert_to_face_map_offsets();
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this->runtime->vert_to_face_map_cache.ensure([&](Array<int> &r_data) {
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r_data.reinitialize(this->totloop);
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if (this->runtime->vert_to_corner_map_cache.is_cached() &&
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this->runtime->corner_to_face_map_cache.is_cached())
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{
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/* The vertex to face cache can be built from the vertex to face corner
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* and face corner to face maps if they are both already cached. */
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array_utils::gather(this->runtime->vert_to_corner_map_cache.data().as_span(),
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this->runtime->corner_to_face_map_cache.data().as_span(),
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r_data.as_mutable_span());
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}
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else {
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bke::mesh::build_vert_to_face_indices(this->faces(), this->corner_verts(), offsets, r_data);
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}
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});
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return {offsets, this->runtime->vert_to_face_map_cache.data()};
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}
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blender::GroupedSpan<int> Mesh::vert_to_corner_map() const
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{
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using namespace blender;
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const OffsetIndices offsets = this->vert_to_face_map_offsets();
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this->runtime->vert_to_corner_map_cache.ensure([&](Array<int> &r_data) {
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r_data = bke::mesh::build_vert_to_corner_indices(this->corner_verts(), offsets);
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});
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return {offsets, this->runtime->vert_to_corner_map_cache.data()};
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}
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const blender::bke::LooseVertCache &Mesh::loose_verts() const
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{
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using namespace blender::bke;
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this->runtime->loose_verts_cache.ensure([&](LooseVertCache &r_data) {
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const Span<int> verts = this->edges().cast<int>();
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bit_vector_with_reset_bits_or_empty(verts, this->totvert, r_data.is_loose_bits, r_data.count);
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});
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return this->runtime->loose_verts_cache.data();
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}
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const blender::bke::LooseVertCache &Mesh::verts_no_face() const
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{
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using namespace blender::bke;
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this->runtime->verts_no_face_cache.ensure([&](LooseVertCache &r_data) {
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const Span<int> verts = this->corner_verts();
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bit_vector_with_reset_bits_or_empty(verts, this->totvert, r_data.is_loose_bits, r_data.count);
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});
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return this->runtime->verts_no_face_cache.data();
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}
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const blender::bke::LooseEdgeCache &Mesh::loose_edges() const
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{
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using namespace blender::bke;
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this->runtime->loose_edges_cache.ensure([&](LooseEdgeCache &r_data) {
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const Span<int> edges = this->corner_edges();
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bit_vector_with_reset_bits_or_empty(edges, this->totedge, r_data.is_loose_bits, r_data.count);
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});
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return this->runtime->loose_edges_cache.data();
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}
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void Mesh::tag_loose_verts_none() const
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{
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using namespace blender::bke;
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this->runtime->loose_verts_cache.ensure([&](LooseVertCache &r_data) {
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r_data.is_loose_bits.clear_and_shrink();
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r_data.count = 0;
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});
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try_tag_verts_no_face_none(*this);
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}
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void Mesh::tag_loose_edges_none() const
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{
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using namespace blender::bke;
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this->runtime->loose_edges_cache.ensure([&](LooseEdgeCache &r_data) {
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r_data.is_loose_bits.clear_and_shrink();
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r_data.count = 0;
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});
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try_tag_verts_no_face_none(*this);
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}
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blender::Span<MLoopTri> Mesh::looptris() const
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{
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this->runtime->looptris_cache.ensure([&](blender::Array<MLoopTri> &r_data) {
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const Span<float3> positions = this->vert_positions();
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const blender::OffsetIndices faces = this->faces();
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const Span<int> corner_verts = this->corner_verts();
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r_data.reinitialize(poly_to_tri_count(faces.size(), corner_verts.size()));
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if (BKE_mesh_face_normals_are_dirty(this)) {
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blender::bke::mesh::looptris_calc(positions, faces, corner_verts, r_data);
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}
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else {
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blender::bke::mesh::looptris_calc_with_normals(
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positions, faces, corner_verts, this->face_normals(), r_data);
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}
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});
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return this->runtime->looptris_cache.data();
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}
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blender::Span<int> Mesh::looptri_faces() const
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{
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using namespace blender;
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this->runtime->looptri_faces_cache.ensure([&](blender::Array<int> &r_data) {
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const OffsetIndices faces = this->faces();
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r_data.reinitialize(poly_to_tri_count(faces.size(), this->totloop));
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bke::mesh::looptris_calc_face_indices(faces, r_data);
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});
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return this->runtime->looptri_faces_cache.data();
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}
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int BKE_mesh_runtime_looptri_len(const Mesh *mesh)
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{
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/* Allow returning the size without calculating the cache. */
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return poly_to_tri_count(mesh->faces_num, mesh->totloop);
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}
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void BKE_mesh_runtime_verttri_from_looptri(MVertTri *r_verttri,
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const int *corner_verts,
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const MLoopTri *looptri,
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int looptri_num)
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{
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for (int i = 0; i < looptri_num; i++) {
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r_verttri[i].tri[0] = corner_verts[looptri[i].tri[0]];
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r_verttri[i].tri[1] = corner_verts[looptri[i].tri[1]];
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r_verttri[i].tri[2] = corner_verts[looptri[i].tri[2]];
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}
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}
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bool BKE_mesh_runtime_ensure_edit_data(Mesh *mesh)
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{
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if (mesh->runtime->edit_data != nullptr) {
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return false;
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}
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mesh->runtime->edit_data = MEM_new<blender::bke::EditMeshData>(__func__);
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return true;
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}
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void BKE_mesh_runtime_clear_cache(Mesh *mesh)
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{
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using namespace blender::bke;
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free_mesh_eval(*mesh->runtime);
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free_batch_cache(*mesh->runtime);
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MEM_delete(mesh->runtime->edit_data);
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mesh->runtime->edit_data = nullptr;
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BKE_mesh_runtime_clear_geometry(mesh);
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}
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void BKE_mesh_runtime_clear_geometry(Mesh *mesh)
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{
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/* Tagging shared caches dirty will free the allocated data if there is only one user. */
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free_bvh_cache(*mesh->runtime);
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free_subdiv_ccg(*mesh->runtime);
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mesh->runtime->bounds_cache.tag_dirty();
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mesh->runtime->vert_to_face_offset_cache.tag_dirty();
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mesh->runtime->vert_to_face_map_cache.tag_dirty();
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mesh->runtime->vert_to_corner_map_cache.tag_dirty();
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mesh->runtime->corner_to_face_map_cache.tag_dirty();
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mesh->runtime->vert_normals_cache.tag_dirty();
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mesh->runtime->face_normals_cache.tag_dirty();
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mesh->runtime->loose_edges_cache.tag_dirty();
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mesh->runtime->loose_verts_cache.tag_dirty();
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mesh->runtime->verts_no_face_cache.tag_dirty();
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mesh->runtime->looptris_cache.tag_dirty();
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mesh->runtime->looptri_faces_cache.tag_dirty();
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mesh->runtime->subsurf_face_dot_tags.clear_and_shrink();
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mesh->runtime->subsurf_optimal_display_edges.clear_and_shrink();
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if (mesh->runtime->shrinkwrap_data) {
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BKE_shrinkwrap_boundary_data_free(mesh->runtime->shrinkwrap_data);
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mesh->runtime->shrinkwrap_data = nullptr;
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}
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}
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void BKE_mesh_tag_edges_split(Mesh *mesh)
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{
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/* Triangulation didn't change because vertex positions and loop vertex indices didn't change. */
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free_bvh_cache(*mesh->runtime);
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mesh->runtime->vert_normals_cache.tag_dirty();
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free_subdiv_ccg(*mesh->runtime);
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mesh->runtime->vert_to_face_offset_cache.tag_dirty();
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mesh->runtime->vert_to_face_map_cache.tag_dirty();
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mesh->runtime->vert_to_corner_map_cache.tag_dirty();
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if (mesh->runtime->loose_edges_cache.is_cached() &&
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mesh->runtime->loose_edges_cache.data().count != 0)
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{
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mesh->runtime->loose_edges_cache.tag_dirty();
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}
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if (mesh->runtime->loose_verts_cache.is_cached() &&
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mesh->runtime->loose_verts_cache.data().count != 0)
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{
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mesh->runtime->loose_verts_cache.tag_dirty();
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}
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if (mesh->runtime->verts_no_face_cache.is_cached() &&
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mesh->runtime->verts_no_face_cache.data().count != 0)
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{
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mesh->runtime->verts_no_face_cache.tag_dirty();
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}
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mesh->runtime->subsurf_face_dot_tags.clear_and_shrink();
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mesh->runtime->subsurf_optimal_display_edges.clear_and_shrink();
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if (mesh->runtime->shrinkwrap_data) {
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BKE_shrinkwrap_boundary_data_free(mesh->runtime->shrinkwrap_data);
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mesh->runtime->shrinkwrap_data = nullptr;
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}
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}
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void BKE_mesh_tag_face_winding_changed(Mesh *mesh)
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{
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mesh->runtime->vert_normals_cache.tag_dirty();
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mesh->runtime->face_normals_cache.tag_dirty();
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mesh->runtime->vert_to_corner_map_cache.tag_dirty();
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}
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void BKE_mesh_tag_positions_changed(Mesh *mesh)
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{
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mesh->runtime->vert_normals_cache.tag_dirty();
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mesh->runtime->face_normals_cache.tag_dirty();
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BKE_mesh_tag_positions_changed_no_normals(mesh);
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}
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void BKE_mesh_tag_positions_changed_no_normals(Mesh *mesh)
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{
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free_bvh_cache(*mesh->runtime);
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mesh->runtime->looptris_cache.tag_dirty();
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mesh->runtime->bounds_cache.tag_dirty();
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}
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void BKE_mesh_tag_positions_changed_uniformly(Mesh *mesh)
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{
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/* The normals and triangulation didn't change, since all verts moved by the same amount. */
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free_bvh_cache(*mesh->runtime);
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mesh->runtime->bounds_cache.tag_dirty();
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}
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void BKE_mesh_tag_topology_changed(Mesh *mesh)
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{
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BKE_mesh_runtime_clear_geometry(mesh);
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Mesh Batch Cache Callbacks
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* \{ */
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/* Draw Engine */
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void (*BKE_mesh_batch_cache_dirty_tag_cb)(Mesh *me, eMeshBatchDirtyMode mode) = nullptr;
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void (*BKE_mesh_batch_cache_free_cb)(void *batch_cache) = nullptr;
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void BKE_mesh_batch_cache_dirty_tag(Mesh *me, eMeshBatchDirtyMode mode)
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{
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if (me->runtime->batch_cache) {
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BKE_mesh_batch_cache_dirty_tag_cb(me, mode);
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}
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}
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void BKE_mesh_batch_cache_free(void *batch_cache)
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{
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BKE_mesh_batch_cache_free_cb(batch_cache);
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Mesh Runtime Validation
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* \{ */
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#ifndef NDEBUG
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bool BKE_mesh_runtime_is_valid(Mesh *me_eval)
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{
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const bool do_verbose = true;
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const bool do_fixes = false;
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bool is_valid = true;
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bool changed = true;
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if (do_verbose) {
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printf("MESH: %s\n", me_eval->id.name + 2);
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}
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MutableSpan<float3> positions = me_eval->vert_positions_for_write();
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MutableSpan<blender::int2> edges = me_eval->edges_for_write();
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MutableSpan<int> face_offsets = me_eval->face_offsets_for_write();
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MutableSpan<int> corner_verts = me_eval->corner_verts_for_write();
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MutableSpan<int> corner_edges = me_eval->corner_edges_for_write();
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is_valid &= BKE_mesh_validate_all_customdata(
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&me_eval->vert_data,
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me_eval->totvert,
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&me_eval->edge_data,
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me_eval->totedge,
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&me_eval->loop_data,
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me_eval->totloop,
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&me_eval->face_data,
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me_eval->faces_num,
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false, /* setting mask here isn't useful, gives false positives */
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do_verbose,
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do_fixes,
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&changed);
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is_valid &= BKE_mesh_validate_arrays(
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me_eval,
|
|
reinterpret_cast<float(*)[3]>(positions.data()),
|
|
positions.size(),
|
|
edges.data(),
|
|
edges.size(),
|
|
static_cast<MFace *>(CustomData_get_layer_for_write(
|
|
&me_eval->fdata_legacy, CD_MFACE, me_eval->totface_legacy)),
|
|
me_eval->totface_legacy,
|
|
corner_verts.data(),
|
|
corner_edges.data(),
|
|
corner_verts.size(),
|
|
face_offsets.data(),
|
|
me_eval->faces_num,
|
|
me_eval->deform_verts_for_write().data(),
|
|
do_verbose,
|
|
do_fixes,
|
|
&changed);
|
|
|
|
BLI_assert(changed == false);
|
|
|
|
return is_valid;
|
|
}
|
|
|
|
#endif /* NDEBUG */
|
|
|
|
/** \} */
|