Files
test2/source/blender/nodes/NOD_geometry_nodes_execute.hh
Hans Goudey 2663c840df Geometry Nodes: Improve performance with many inputs
Resolves #136183

To avoid quadratic worst case runtime when gathering values from
the modifier properties, build a temporary VectorSet of the modifier's
IDProperties. In the file from #136183, this change improves playback
performance by 1.4x for me, from 50 to 70ms.

Ideally IDProperty groups would have constant time lookup on their
own, but that's a much larger change, and this smaller change for just
Geometry Nodes is not so invasive.

Pull Request: https://projects.blender.org/blender/blender/pulls/136463
2025-03-25 15:40:32 +01:00

95 lines
3.6 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
#include "BLI_compute_context.hh"
#include "BLI_generic_pointer.hh"
#include "BLI_resource_scope.hh"
#include "DNA_node_types.h"
#include "BKE_idprop.hh"
struct bNodeTree;
struct bNodeTreeInterfaceSocket;
namespace blender::bke {
struct GeometrySet;
}
struct IDProperty;
namespace blender::nodes {
struct GeoNodesCallData;
namespace geo_eval_log {
class GeoModifierLog;
} // namespace geo_eval_log
} // namespace blender::nodes
namespace blender::nodes {
constexpr StringRef input_use_attribute_suffix = "_use_attribute";
constexpr StringRef input_attribute_name_suffix = "_attribute_name";
struct IDPropNameGetter {
StringRef operator()(const IDProperty *value) const
{
return StringRef(value->name);
}
};
/**
* Use a #VectorSet to store properties for constant time lookup, to avoid slowdown with many
* inputs.
*/
using PropertiesVectorSet = CustomIDVectorSet<IDProperty *, IDPropNameGetter>;
PropertiesVectorSet build_properties_vector_set(const IDProperty *properties);
std::optional<StringRef> input_attribute_name_get(const PropertiesVectorSet &properties,
const bNodeTreeInterfaceSocket &io_input);
/**
* \return Whether using an attribute to input values of this type is supported.
*/
bool socket_type_has_attribute_toggle(eNodeSocketDatatype type);
/**
* \return Whether using an attribute to input values of this type is supported, and the node
* group's input for this socket accepts a field rather than just single values.
*/
bool input_has_attribute_toggle(const bNodeTree &node_tree, const int socket_index);
bool id_property_type_matches_socket(const bNodeTreeInterfaceSocket &socket,
const IDProperty &property,
bool use_name_for_ids = false);
std::unique_ptr<IDProperty, bke::idprop::IDPropertyDeleter> id_property_create_from_socket(
const bNodeTreeInterfaceSocket &socket, bool use_name_for_ids);
bke::GeometrySet execute_geometry_nodes_on_geometry(const bNodeTree &btree,
const PropertiesVectorSet &properties_set,
const ComputeContext &base_compute_context,
GeoNodesCallData &call_data,
bke::GeometrySet input_geometry);
void update_input_properties_from_node_tree(const bNodeTree &tree,
const IDProperty *old_properties,
IDProperty &properties,
bool use_name_for_ids = false);
void update_output_properties_from_node_tree(const bNodeTree &tree,
const IDProperty *old_properties,
IDProperty &properties);
/**
* Get the "base" input values that are passed into geometry nodes. In this context, "base" means
* that the retrieved input types are #bNodeSocketType::base_cpp_type (e.g. `float` for float
* sockets). If the input value can't be represented as base value, null is returned instead (e.g.
* for attribute inputs).
*/
void get_geometry_nodes_input_base_values(const bNodeTree &btree,
const PropertiesVectorSet &properties,
ResourceScope &scope,
MutableSpan<GPointer> r_values);
} // namespace blender::nodes