tornavis/source/blender/blenkernel/intern/cdderivedmesh.cc

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/* SPDX-FileCopyrightText: 2006 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
* \ingroup bke
* Implementation of #CDDerivedMesh.
* BKE_cdderivedmesh.h contains the function prototypes for this file.
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*/
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#include <climits>
#include <cmath>
#include <cstring>
#include "atomic_ops.h"
#include "BLI_utildefines.h"
#include "BKE_DerivedMesh.hh"
#include "BKE_cdderivedmesh.h"
#include "BKE_curve.hh"
#include "BKE_editmesh.hh"
#include "BKE_mesh.hh"
#include "BKE_mesh_mapping.hh"
#include "BKE_object.hh"
#include "BKE_paint.hh"
#include "BKE_pbvh.hh"
#include "DNA_curve_types.h" /* for Curve */
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 05:28:02 +01:00
#include "DNA_object_types.h"
#include "MEM_guardedalloc.h"
struct CDDerivedMesh {
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 05:28:02 +01:00
DerivedMesh dm;
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 05:28:02 +01:00
/* these point to data in the DerivedMesh custom data layers,
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* they are only here for efficiency and convenience */
Mesh: Move positions to a generic attribute **Changes** As described in T93602, this patch removes all use of the `MVert` struct, replacing it with a generic named attribute with the name `"position"`, consistent with other geometry types. Variable names have been changed from `verts` to `positions`, to align with the attribute name and the more generic design (positions are not vertices, they are just an attribute stored on the point domain). This change is made possible by previous commits that moved all other data out of `MVert` to runtime data or other generic attributes. What remains is mostly a simple type change. Though, the type still shows up 859 times, so the patch is quite large. One compromise is that now `CD_MASK_BAREMESH` now contains `CD_PROP_FLOAT3`. With the general move towards generic attributes over custom data types, we are removing use of these type masks anyway. **Benefits** The most obvious benefit is reduced memory usage and the benefits that brings in memory-bound situations. `float3` is only 3 bytes, in comparison to `MVert` which was 4. When there are millions of vertices this starts to matter more. The other benefits come from using a more generic type. Instead of writing algorithms specifically for `MVert`, code can just use arrays of vectors. This will allow eliminating many temporary arrays or wrappers used to extract positions. Many possible improvements aren't implemented in this patch, though I did switch simplify or remove the process of creating temporary position arrays in a few places. The design clarity that "positions are just another attribute" brings allows removing explicit copying of vertices in some procedural operations-- they are just processed like most other attributes. **Performance** This touches so many areas that it's hard to benchmark exhaustively, but I observed some areas as examples. * The mesh line node with 4 million count was 1.5x (8ms to 12ms) faster. * The Spring splash screen went from ~4.3 to ~4.5 fps. * The subdivision surface modifier/node was slightly faster RNA access through Python may be slightly slower, since now we need a name lookup instead of just a custom data type lookup for each index. **Future Improvements** * Remove uses of "vert_coords" functions: * `BKE_mesh_vert_coords_alloc` * `BKE_mesh_vert_coords_get` * `BKE_mesh_vert_coords_apply{_with_mat4}` * Remove more hidden copying of positions * General simplification now possible in many areas * Convert more code to C++ to use `float3` instead of `float[3]` * Currently `reinterpret_cast` is used for those C-API functions Differential Revision: https://developer.blender.org/D15982
2023-01-10 06:10:43 +01:00
float (*vert_positions)[3];
Mesh: Move edges to a generic attribute Implements #95966, as the final step of #95965. This commit changes the storage of mesh edge vertex indices from the `MEdge` type to the generic `int2` attribute type. This follows the general design for geometry and the attribute system, where the data storage type and the usage semantics are separated. The main benefit of the change is reduced memory usage-- the requirements of storing mesh edges is reduced by 1/3. For example, this saves 8MB on a 1 million vertex grid. This also gives performance benefits to any memory-bound mesh processing algorithm that uses edges. Another benefit is that all of the edge's vertex indices are contiguous. In a few cases, it's helpful to process all of them as `Span<int>` rather than `Span<int2>`. Similarly, the type is more likely to match a generic format used by a library, or code that shouldn't know about specific Blender `Mesh` types. Various Notes: - The `.edge_verts` name is used to reflect a mapping between domains, similar to `.corner_verts`, etc. The period means that it the data shouldn't change arbitrarily by the user or procedural operations. - `edge[0]` is now used instead of `edge.v1` - Signed integers are used instead of unsigned to reduce the mixing of signed-ness, which can be error prone. - All of the previously used core mesh data types (`MVert`, `MEdge`, `MLoop`, `MPoly` are now deprecated. Only generic types are used). - The `vec2i` DNA type is used in the few C files where necessary. Pull Request: https://projects.blender.org/blender/blender/pulls/106638
2023-04-17 13:47:41 +02:00
vec2i *medge;
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 05:28:02 +01:00
MFace *mface;
Mesh: Replace MLoop struct with generic attributes Implements #102359. Split the `MLoop` struct into two separate integer arrays called `corner_verts` and `corner_edges`, referring to the vertex each corner is attached to and the next edge around the face at each corner. These arrays can be sliced to give access to the edges or vertices in a face. Then they are often referred to as "poly_verts" or "poly_edges". The main benefits are halving the necessary memory bandwidth when only one array is used and simplifications from using regular integer indices instead of a special-purpose struct. The commit also starts a renaming from "loop" to "corner" in mesh code. Like the other mesh struct of array refactors, forward compatibility is kept by writing files with the older format. This will be done until 4.0 to ease the transition process. Looking at a small portion of the patch should give a good impression for the rest of the changes. I tried to make the changes as small as possible so it's easy to tell the correctness from the diff. Though I found Blender developers have been very inventive over the last decade when finding different ways to loop over the corners in a face. For performance, nearly every piece of code that deals with `Mesh` is slightly impacted. Any algorithm that is memory bottle-necked should see an improvement. For example, here is a comparison of interpolating a vertex float attribute to face corners (Ryzen 3700x): **Before** (Average: 3.7 ms, Min: 3.4 ms) ``` threading::parallel_for(loops.index_range(), 4096, [&](IndexRange range) { for (const int64_t i : range) { dst[i] = src[loops[i].v]; } }); ``` **After** (Average: 2.9 ms, Min: 2.6 ms) ``` array_utils::gather(src, corner_verts, dst); ``` That's an improvement of 28% to the average timings, and it's also a simplification, since an index-based routine can be used instead. For more examples using the new arrays, see the design task. Pull Request: https://projects.blender.org/blender/blender/pulls/104424
2023-03-20 15:55:13 +01:00
int *corner_verts;
int *corner_edges;
/* Cached */
PBVH *pbvh;
bool pbvh_draw;
/* Mesh connectivity */
MeshElemMap *pmap;
int *pmap_mem;
};
/**************** DerivedMesh interface functions ****************/
static int cdDM_getNumVerts(DerivedMesh *dm)
{
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 05:28:02 +01:00
return dm->numVertData;
}
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 05:28:02 +01:00
static int cdDM_getNumEdges(DerivedMesh *dm)
{
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 05:28:02 +01:00
return dm->numEdgeData;
}
static int cdDM_getNumLoops(DerivedMesh *dm)
{
return dm->numLoopData;
}
static int cdDM_getNumPolys(DerivedMesh *dm)
{
return dm->numPolyData;
}
Mesh: Move positions to a generic attribute **Changes** As described in T93602, this patch removes all use of the `MVert` struct, replacing it with a generic named attribute with the name `"position"`, consistent with other geometry types. Variable names have been changed from `verts` to `positions`, to align with the attribute name and the more generic design (positions are not vertices, they are just an attribute stored on the point domain). This change is made possible by previous commits that moved all other data out of `MVert` to runtime data or other generic attributes. What remains is mostly a simple type change. Though, the type still shows up 859 times, so the patch is quite large. One compromise is that now `CD_MASK_BAREMESH` now contains `CD_PROP_FLOAT3`. With the general move towards generic attributes over custom data types, we are removing use of these type masks anyway. **Benefits** The most obvious benefit is reduced memory usage and the benefits that brings in memory-bound situations. `float3` is only 3 bytes, in comparison to `MVert` which was 4. When there are millions of vertices this starts to matter more. The other benefits come from using a more generic type. Instead of writing algorithms specifically for `MVert`, code can just use arrays of vectors. This will allow eliminating many temporary arrays or wrappers used to extract positions. Many possible improvements aren't implemented in this patch, though I did switch simplify or remove the process of creating temporary position arrays in a few places. The design clarity that "positions are just another attribute" brings allows removing explicit copying of vertices in some procedural operations-- they are just processed like most other attributes. **Performance** This touches so many areas that it's hard to benchmark exhaustively, but I observed some areas as examples. * The mesh line node with 4 million count was 1.5x (8ms to 12ms) faster. * The Spring splash screen went from ~4.3 to ~4.5 fps. * The subdivision surface modifier/node was slightly faster RNA access through Python may be slightly slower, since now we need a name lookup instead of just a custom data type lookup for each index. **Future Improvements** * Remove uses of "vert_coords" functions: * `BKE_mesh_vert_coords_alloc` * `BKE_mesh_vert_coords_get` * `BKE_mesh_vert_coords_apply{_with_mat4}` * Remove more hidden copying of positions * General simplification now possible in many areas * Convert more code to C++ to use `float3` instead of `float[3]` * Currently `reinterpret_cast` is used for those C-API functions Differential Revision: https://developer.blender.org/D15982
2023-01-10 06:10:43 +01:00
static void cdDM_copyVertArray(DerivedMesh *dm, float (*r_positions)[3])
{
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 05:28:02 +01:00
CDDerivedMesh *cddm = (CDDerivedMesh *)dm;
Mesh: Move positions to a generic attribute **Changes** As described in T93602, this patch removes all use of the `MVert` struct, replacing it with a generic named attribute with the name `"position"`, consistent with other geometry types. Variable names have been changed from `verts` to `positions`, to align with the attribute name and the more generic design (positions are not vertices, they are just an attribute stored on the point domain). This change is made possible by previous commits that moved all other data out of `MVert` to runtime data or other generic attributes. What remains is mostly a simple type change. Though, the type still shows up 859 times, so the patch is quite large. One compromise is that now `CD_MASK_BAREMESH` now contains `CD_PROP_FLOAT3`. With the general move towards generic attributes over custom data types, we are removing use of these type masks anyway. **Benefits** The most obvious benefit is reduced memory usage and the benefits that brings in memory-bound situations. `float3` is only 3 bytes, in comparison to `MVert` which was 4. When there are millions of vertices this starts to matter more. The other benefits come from using a more generic type. Instead of writing algorithms specifically for `MVert`, code can just use arrays of vectors. This will allow eliminating many temporary arrays or wrappers used to extract positions. Many possible improvements aren't implemented in this patch, though I did switch simplify or remove the process of creating temporary position arrays in a few places. The design clarity that "positions are just another attribute" brings allows removing explicit copying of vertices in some procedural operations-- they are just processed like most other attributes. **Performance** This touches so many areas that it's hard to benchmark exhaustively, but I observed some areas as examples. * The mesh line node with 4 million count was 1.5x (8ms to 12ms) faster. * The Spring splash screen went from ~4.3 to ~4.5 fps. * The subdivision surface modifier/node was slightly faster RNA access through Python may be slightly slower, since now we need a name lookup instead of just a custom data type lookup for each index. **Future Improvements** * Remove uses of "vert_coords" functions: * `BKE_mesh_vert_coords_alloc` * `BKE_mesh_vert_coords_get` * `BKE_mesh_vert_coords_apply{_with_mat4}` * Remove more hidden copying of positions * General simplification now possible in many areas * Convert more code to C++ to use `float3` instead of `float[3]` * Currently `reinterpret_cast` is used for those C-API functions Differential Revision: https://developer.blender.org/D15982
2023-01-10 06:10:43 +01:00
memcpy(r_positions, cddm->vert_positions, sizeof(float[3]) * dm->numVertData);
}
Mesh: Move edges to a generic attribute Implements #95966, as the final step of #95965. This commit changes the storage of mesh edge vertex indices from the `MEdge` type to the generic `int2` attribute type. This follows the general design for geometry and the attribute system, where the data storage type and the usage semantics are separated. The main benefit of the change is reduced memory usage-- the requirements of storing mesh edges is reduced by 1/3. For example, this saves 8MB on a 1 million vertex grid. This also gives performance benefits to any memory-bound mesh processing algorithm that uses edges. Another benefit is that all of the edge's vertex indices are contiguous. In a few cases, it's helpful to process all of them as `Span<int>` rather than `Span<int2>`. Similarly, the type is more likely to match a generic format used by a library, or code that shouldn't know about specific Blender `Mesh` types. Various Notes: - The `.edge_verts` name is used to reflect a mapping between domains, similar to `.corner_verts`, etc. The period means that it the data shouldn't change arbitrarily by the user or procedural operations. - `edge[0]` is now used instead of `edge.v1` - Signed integers are used instead of unsigned to reduce the mixing of signed-ness, which can be error prone. - All of the previously used core mesh data types (`MVert`, `MEdge`, `MLoop`, `MPoly` are now deprecated. Only generic types are used). - The `vec2i` DNA type is used in the few C files where necessary. Pull Request: https://projects.blender.org/blender/blender/pulls/106638
2023-04-17 13:47:41 +02:00
static void cdDM_copyEdgeArray(DerivedMesh *dm, vec2i *r_edge)
{
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 05:28:02 +01:00
CDDerivedMesh *cddm = (CDDerivedMesh *)dm;
memcpy(r_edge, cddm->medge, sizeof(*r_edge) * dm->numEdgeData);
}
Mesh: Replace MLoop struct with generic attributes Implements #102359. Split the `MLoop` struct into two separate integer arrays called `corner_verts` and `corner_edges`, referring to the vertex each corner is attached to and the next edge around the face at each corner. These arrays can be sliced to give access to the edges or vertices in a face. Then they are often referred to as "poly_verts" or "poly_edges". The main benefits are halving the necessary memory bandwidth when only one array is used and simplifications from using regular integer indices instead of a special-purpose struct. The commit also starts a renaming from "loop" to "corner" in mesh code. Like the other mesh struct of array refactors, forward compatibility is kept by writing files with the older format. This will be done until 4.0 to ease the transition process. Looking at a small portion of the patch should give a good impression for the rest of the changes. I tried to make the changes as small as possible so it's easy to tell the correctness from the diff. Though I found Blender developers have been very inventive over the last decade when finding different ways to loop over the corners in a face. For performance, nearly every piece of code that deals with `Mesh` is slightly impacted. Any algorithm that is memory bottle-necked should see an improvement. For example, here is a comparison of interpolating a vertex float attribute to face corners (Ryzen 3700x): **Before** (Average: 3.7 ms, Min: 3.4 ms) ``` threading::parallel_for(loops.index_range(), 4096, [&](IndexRange range) { for (const int64_t i : range) { dst[i] = src[loops[i].v]; } }); ``` **After** (Average: 2.9 ms, Min: 2.6 ms) ``` array_utils::gather(src, corner_verts, dst); ``` That's an improvement of 28% to the average timings, and it's also a simplification, since an index-based routine can be used instead. For more examples using the new arrays, see the design task. Pull Request: https://projects.blender.org/blender/blender/pulls/104424
2023-03-20 15:55:13 +01:00
static void cdDM_copyCornerVertArray(DerivedMesh *dm, int *r_corner_verts)
{
CDDerivedMesh *cddm = (CDDerivedMesh *)dm;
Mesh: Replace MLoop struct with generic attributes Implements #102359. Split the `MLoop` struct into two separate integer arrays called `corner_verts` and `corner_edges`, referring to the vertex each corner is attached to and the next edge around the face at each corner. These arrays can be sliced to give access to the edges or vertices in a face. Then they are often referred to as "poly_verts" or "poly_edges". The main benefits are halving the necessary memory bandwidth when only one array is used and simplifications from using regular integer indices instead of a special-purpose struct. The commit also starts a renaming from "loop" to "corner" in mesh code. Like the other mesh struct of array refactors, forward compatibility is kept by writing files with the older format. This will be done until 4.0 to ease the transition process. Looking at a small portion of the patch should give a good impression for the rest of the changes. I tried to make the changes as small as possible so it's easy to tell the correctness from the diff. Though I found Blender developers have been very inventive over the last decade when finding different ways to loop over the corners in a face. For performance, nearly every piece of code that deals with `Mesh` is slightly impacted. Any algorithm that is memory bottle-necked should see an improvement. For example, here is a comparison of interpolating a vertex float attribute to face corners (Ryzen 3700x): **Before** (Average: 3.7 ms, Min: 3.4 ms) ``` threading::parallel_for(loops.index_range(), 4096, [&](IndexRange range) { for (const int64_t i : range) { dst[i] = src[loops[i].v]; } }); ``` **After** (Average: 2.9 ms, Min: 2.6 ms) ``` array_utils::gather(src, corner_verts, dst); ``` That's an improvement of 28% to the average timings, and it's also a simplification, since an index-based routine can be used instead. For more examples using the new arrays, see the design task. Pull Request: https://projects.blender.org/blender/blender/pulls/104424
2023-03-20 15:55:13 +01:00
memcpy(r_corner_verts, cddm->corner_verts, sizeof(*r_corner_verts) * dm->numLoopData);
}
static void cdDM_copyCornerEdgeArray(DerivedMesh *dm, int *r_corner_edges)
{
CDDerivedMesh *cddm = (CDDerivedMesh *)dm;
memcpy(r_corner_edges, cddm->corner_edges, sizeof(*r_corner_edges) * dm->numLoopData);
}
static void cdDM_copyPolyArray(DerivedMesh *dm, int *r_face_offsets)
{
memcpy(r_face_offsets, dm->face_offsets, sizeof(int) * (dm->numPolyData + 1));
}
static void cdDM_free_internal(CDDerivedMesh *cddm)
{
if (cddm->pmap) {
MEM_freeN(cddm->pmap);
}
if (cddm->pmap_mem) {
MEM_freeN(cddm->pmap_mem);
}
}
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 05:28:02 +01:00
static void cdDM_release(DerivedMesh *dm)
{
2012-05-06 19:22:54 +02:00
CDDerivedMesh *cddm = (CDDerivedMesh *)dm;
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 05:28:02 +01:00
DM_release(dm);
cdDM_free_internal(cddm);
MEM_freeN(cddm);
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 05:28:02 +01:00
}
/**************** CDDM interface functions ****************/
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 05:28:02 +01:00
static CDDerivedMesh *cdDM_create(const char *desc)
{
CDDerivedMesh *cddm = MEM_cnew<CDDerivedMesh>(desc);
DerivedMesh *dm = &cddm->dm;
dm->getNumVerts = cdDM_getNumVerts;
dm->getNumEdges = cdDM_getNumEdges;
dm->getNumLoops = cdDM_getNumLoops;
dm->getNumPolys = cdDM_getNumPolys;
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 05:28:02 +01:00
dm->copyVertArray = cdDM_copyVertArray;
dm->copyEdgeArray = cdDM_copyEdgeArray;
Mesh: Replace MLoop struct with generic attributes Implements #102359. Split the `MLoop` struct into two separate integer arrays called `corner_verts` and `corner_edges`, referring to the vertex each corner is attached to and the next edge around the face at each corner. These arrays can be sliced to give access to the edges or vertices in a face. Then they are often referred to as "poly_verts" or "poly_edges". The main benefits are halving the necessary memory bandwidth when only one array is used and simplifications from using regular integer indices instead of a special-purpose struct. The commit also starts a renaming from "loop" to "corner" in mesh code. Like the other mesh struct of array refactors, forward compatibility is kept by writing files with the older format. This will be done until 4.0 to ease the transition process. Looking at a small portion of the patch should give a good impression for the rest of the changes. I tried to make the changes as small as possible so it's easy to tell the correctness from the diff. Though I found Blender developers have been very inventive over the last decade when finding different ways to loop over the corners in a face. For performance, nearly every piece of code that deals with `Mesh` is slightly impacted. Any algorithm that is memory bottle-necked should see an improvement. For example, here is a comparison of interpolating a vertex float attribute to face corners (Ryzen 3700x): **Before** (Average: 3.7 ms, Min: 3.4 ms) ``` threading::parallel_for(loops.index_range(), 4096, [&](IndexRange range) { for (const int64_t i : range) { dst[i] = src[loops[i].v]; } }); ``` **After** (Average: 2.9 ms, Min: 2.6 ms) ``` array_utils::gather(src, corner_verts, dst); ``` That's an improvement of 28% to the average timings, and it's also a simplification, since an index-based routine can be used instead. For more examples using the new arrays, see the design task. Pull Request: https://projects.blender.org/blender/blender/pulls/104424
2023-03-20 15:55:13 +01:00
dm->copyCornerVertArray = cdDM_copyCornerVertArray;
dm->copyCornerEdgeArray = cdDM_copyCornerEdgeArray;
dm->copyPolyArray = cdDM_copyPolyArray;
dm->getVertDataArray = DM_get_vert_data_layer;
dm->getEdgeDataArray = DM_get_edge_data_layer;
dm->release = cdDM_release;
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 05:28:02 +01:00
return cddm;
}
Custom Data: support implicit sharing for custom data layers This integrates the new implicit-sharing system (from fbcddfcd68adc72f) with `CustomData`. Now the potentially long arrays referenced by custom data layers can be shared between different systems but most importantly between different geometries. This makes e.g. copying a mesh much cheaper because none of the attributes has to be copied. Only when an attribute is modified does it have to be copied. Also see the original design task: #95845. This reduces memory and improves performance by avoiding unnecessary data copies. For example, the used memory after loading a highly subdivided mesh is reduced from 2.4GB to 1.79GB. This is about 25% less which is the expected amount because in `main` there are 4 copies of the data: 1. The original data which is allocated when the file is loaded. 2. The copy for the depsgraph allocated during depsgraph evaluation. 3. The copy for the undo system allocated when the first undo step is created right after loading the file. 4. GPU buffers allocated for drawing. This patch only gets rid of copy number 2 for the depsgraph. In theory the other copies can be removed as part of follow up PRs as well though. ----- The patch has three main components: * Slightly modified `CustomData` API to make it work better with implicit sharing: * `CD_REFERENCE` and `CD_DUPLICATE` have been removed because they are meaningless when implicit-sharing is used. * `CD_ASSIGN` has been removed as well because it's not an allocation type anyway. The functionality of using existing arrays as custom data layers has not been removed though. * This can still be done with `CustomData_add_layer_with_data` which also has a new argument that allows passing in information about whether the array is shared. * `CD_FLAG_NOFREE` has been removed because it's no longer necessary. It only existed because of `CD_REFERENCE`. * `CustomData_copy` and `CustomData_merge` have been split up into a functions that do copy the actual attribute values and those that do not. The latter functions now have the `_layout` suffix (e.g. `CustomData_copy_layout`). * Changes in `customdata.cc` to make it actually use implicit-sharing. * Changes in various other files to adapt to the changes in `BKE_customdata.h`. Pull Request: https://projects.blender.org/blender/blender/pulls/106228
2023-04-13 14:57:57 +02:00
static DerivedMesh *cdDM_from_mesh_ex(Mesh *mesh, const CustomData_MeshMasks *mask)
{
CDDerivedMesh *cddm = cdDM_create(__func__);
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 05:28:02 +01:00
DerivedMesh *dm = &cddm->dm;
CustomData_MeshMasks cddata_masks = *mask;
cddata_masks.lmask &= ~CD_MASK_MDISPS;
/* this does a referenced copy, with an exception for fluidsim */
DM_init(dm,
DM_TYPE_CDDM,
mesh->totvert,
mesh->totedge,
2022-10-07 01:32:02 +02:00
0 /* `mesh->totface` */,
2012-05-06 19:22:54 +02:00
mesh->totloop,
mesh->faces_num);
CustomData_merge(&mesh->vert_data, &dm->vertData, cddata_masks.vmask, mesh->totvert);
CustomData_merge(&mesh->edge_data, &dm->edgeData, cddata_masks.emask, mesh->totedge);
CustomData_merge(&mesh->fdata_legacy,
&dm->faceData,
cddata_masks.fmask | CD_MASK_ORIGINDEX,
2022-10-07 01:32:02 +02:00
0 /* `mesh->totface` */);
CustomData_merge(&mesh->loop_data, &dm->loopData, cddata_masks.lmask, mesh->totloop);
CustomData_merge(&mesh->face_data, &dm->polyData, cddata_masks.pmask, mesh->faces_num);
cddm->vert_positions = static_cast<float(*)[3]>(CustomData_get_layer_named_for_write(
&dm->vertData, CD_PROP_FLOAT3, "position", mesh->totvert));
Mesh: Move edges to a generic attribute Implements #95966, as the final step of #95965. This commit changes the storage of mesh edge vertex indices from the `MEdge` type to the generic `int2` attribute type. This follows the general design for geometry and the attribute system, where the data storage type and the usage semantics are separated. The main benefit of the change is reduced memory usage-- the requirements of storing mesh edges is reduced by 1/3. For example, this saves 8MB on a 1 million vertex grid. This also gives performance benefits to any memory-bound mesh processing algorithm that uses edges. Another benefit is that all of the edge's vertex indices are contiguous. In a few cases, it's helpful to process all of them as `Span<int>` rather than `Span<int2>`. Similarly, the type is more likely to match a generic format used by a library, or code that shouldn't know about specific Blender `Mesh` types. Various Notes: - The `.edge_verts` name is used to reflect a mapping between domains, similar to `.corner_verts`, etc. The period means that it the data shouldn't change arbitrarily by the user or procedural operations. - `edge[0]` is now used instead of `edge.v1` - Signed integers are used instead of unsigned to reduce the mixing of signed-ness, which can be error prone. - All of the previously used core mesh data types (`MVert`, `MEdge`, `MLoop`, `MPoly` are now deprecated. Only generic types are used). - The `vec2i` DNA type is used in the few C files where necessary. Pull Request: https://projects.blender.org/blender/blender/pulls/106638
2023-04-17 13:47:41 +02:00
cddm->medge = static_cast<vec2i *>(CustomData_get_layer_named_for_write(
&dm->edgeData, CD_PROP_INT32_2D, ".edge_verts", mesh->totedge));
Mesh: Replace MLoop struct with generic attributes Implements #102359. Split the `MLoop` struct into two separate integer arrays called `corner_verts` and `corner_edges`, referring to the vertex each corner is attached to and the next edge around the face at each corner. These arrays can be sliced to give access to the edges or vertices in a face. Then they are often referred to as "poly_verts" or "poly_edges". The main benefits are halving the necessary memory bandwidth when only one array is used and simplifications from using regular integer indices instead of a special-purpose struct. The commit also starts a renaming from "loop" to "corner" in mesh code. Like the other mesh struct of array refactors, forward compatibility is kept by writing files with the older format. This will be done until 4.0 to ease the transition process. Looking at a small portion of the patch should give a good impression for the rest of the changes. I tried to make the changes as small as possible so it's easy to tell the correctness from the diff. Though I found Blender developers have been very inventive over the last decade when finding different ways to loop over the corners in a face. For performance, nearly every piece of code that deals with `Mesh` is slightly impacted. Any algorithm that is memory bottle-necked should see an improvement. For example, here is a comparison of interpolating a vertex float attribute to face corners (Ryzen 3700x): **Before** (Average: 3.7 ms, Min: 3.4 ms) ``` threading::parallel_for(loops.index_range(), 4096, [&](IndexRange range) { for (const int64_t i : range) { dst[i] = src[loops[i].v]; } }); ``` **After** (Average: 2.9 ms, Min: 2.6 ms) ``` array_utils::gather(src, corner_verts, dst); ``` That's an improvement of 28% to the average timings, and it's also a simplification, since an index-based routine can be used instead. For more examples using the new arrays, see the design task. Pull Request: https://projects.blender.org/blender/blender/pulls/104424
2023-03-20 15:55:13 +01:00
cddm->corner_verts = static_cast<int *>(CustomData_get_layer_named_for_write(
&dm->loopData, CD_PROP_INT32, ".corner_vert", mesh->totloop));
cddm->corner_edges = static_cast<int *>(CustomData_get_layer_named_for_write(
&dm->loopData, CD_PROP_INT32, ".corner_edge", mesh->totloop));
dm->face_offsets = static_cast<int *>(MEM_dupallocN(mesh->face_offset_indices));
#if 0
cddm->mface = CustomData_get_layer(&dm->faceData, CD_MFACE);
#else
2023-02-06 02:46:53 +01:00
cddm->mface = nullptr;
#endif
/* commented since even when CD_ORIGINDEX was first added this line fails
* on the default cube, (after editmode toggle too) - campbell */
#if 0
BLI_assert(CustomData_has_layer(&cddm->dm.faceData, CD_ORIGINDEX));
#endif
return dm;
}
DerivedMesh *CDDM_from_mesh(Mesh *mesh)
{
Custom Data: support implicit sharing for custom data layers This integrates the new implicit-sharing system (from fbcddfcd68adc72f) with `CustomData`. Now the potentially long arrays referenced by custom data layers can be shared between different systems but most importantly between different geometries. This makes e.g. copying a mesh much cheaper because none of the attributes has to be copied. Only when an attribute is modified does it have to be copied. Also see the original design task: #95845. This reduces memory and improves performance by avoiding unnecessary data copies. For example, the used memory after loading a highly subdivided mesh is reduced from 2.4GB to 1.79GB. This is about 25% less which is the expected amount because in `main` there are 4 copies of the data: 1. The original data which is allocated when the file is loaded. 2. The copy for the depsgraph allocated during depsgraph evaluation. 3. The copy for the undo system allocated when the first undo step is created right after loading the file. 4. GPU buffers allocated for drawing. This patch only gets rid of copy number 2 for the depsgraph. In theory the other copies can be removed as part of follow up PRs as well though. ----- The patch has three main components: * Slightly modified `CustomData` API to make it work better with implicit sharing: * `CD_REFERENCE` and `CD_DUPLICATE` have been removed because they are meaningless when implicit-sharing is used. * `CD_ASSIGN` has been removed as well because it's not an allocation type anyway. The functionality of using existing arrays as custom data layers has not been removed though. * This can still be done with `CustomData_add_layer_with_data` which also has a new argument that allows passing in information about whether the array is shared. * `CD_FLAG_NOFREE` has been removed because it's no longer necessary. It only existed because of `CD_REFERENCE`. * `CustomData_copy` and `CustomData_merge` have been split up into a functions that do copy the actual attribute values and those that do not. The latter functions now have the `_layout` suffix (e.g. `CustomData_copy_layout`). * Changes in `customdata.cc` to make it actually use implicit-sharing. * Changes in various other files to adapt to the changes in `BKE_customdata.h`. Pull Request: https://projects.blender.org/blender/blender/pulls/106228
2023-04-13 14:57:57 +02:00
return cdDM_from_mesh_ex(mesh, &CD_MASK_MESH);
}