IO: speed up import of large Alembic/USD/OBJ scenes by optimizing material assignment

The importer parts that were doing assignment of materials to the
imported objects/meshes were essentially having a quadratic complexity
in terms of scene object count. For each material assigned to each
object, they were scanning the whole scene, checking which other
Objects use the same Mesh data, in order to resize their material
arrays to match the size.

Performance details (Windows, Ryzen 5950X):

- Import OBJ Blender 3.0 splash scene (24k objects): 43.0s -> 32.9s
- Import USD Disney Moana scene (260k objects): saves two hours
  (~7400s). Note that later on this crashes when trying to render the
  imported result; crashes in the same way/place both in master and
  this patch.

Implementation details:

The importers were doing "scan the world" basically twice for each
object, for each material: once when creating a new material slot
(assigns an empty material), and then again when assigning the
material.

However, all these importers (USD, Alembic, OBJ) always create one
Object for one Mesh. So that whole quadratic complexity resulting
from "scan the world for possible other users of this obdata" is
completely not needed; it just never finds anything. So add a new
dedicated function BKE_object_material_assign_single_obdata that skips
the expensive part, but should only be used when the caller knows that
the obdata has exactly one user (the passed object).

Reviewed By: Bastien Montagne, Michael Kowalski
Differential Revision: https://developer.blender.org/D15145
This commit is contained in:
Aras Pranckevicius 2022-07-06 13:29:59 +03:00
parent 4b0e7fe511
commit 94323bb427
5 changed files with 39 additions and 23 deletions

View File

@ -87,6 +87,17 @@ struct Material *BKE_object_material_get(struct Object *ob, short act);
void BKE_id_material_assign(struct Main *bmain, struct ID *id, struct Material *ma, short act);
void BKE_object_material_assign(
struct Main *bmain, struct Object *ob, struct Material *ma, short act, int assign_type);
/**
* Similar to #BKE_object_material_assign with #BKE_MAT_ASSIGN_OBDATA type,
* but does not scan whole Main for other usages of the same obdata. Only
* use in cases where you know that the object's obdata is only used by this one
* object.
*/
void BKE_object_material_assign_single_obdata(struct Main *bmain,
struct Object *ob,
struct Material *ma,
short act);
/**
* \warning this calls many more update calls per object then are needed, could be optimized.
*/

View File

@ -954,7 +954,8 @@ void BKE_id_material_assign(Main *bmain, ID *id, Material *ma, short act)
BKE_objects_materials_test_all(bmain, id);
}
void BKE_object_material_assign(Main *bmain, Object *ob, Material *ma, short act, int assign_type)
static void object_material_assign(
Main *bmain, Object *ob, Material *ma, short act, int assign_type, bool do_test_all)
{
Material *mao, **matar, ***matarar;
short *totcolp;
@ -1037,7 +1038,10 @@ void BKE_object_material_assign(Main *bmain, Object *ob, Material *ma, short act
id_us_min(&mao->id);
}
(*matarar)[act - 1] = ma;
BKE_objects_materials_test_all(bmain, ob->data); /* Data may be used by several objects... */
/* Data may be used by several objects. */
if (do_test_all) {
BKE_objects_materials_test_all(bmain, ob->data);
}
}
if (ma) {
@ -1045,6 +1049,19 @@ void BKE_object_material_assign(Main *bmain, Object *ob, Material *ma, short act
}
}
void BKE_object_material_assign(Main *bmain, Object *ob, Material *ma, short act, int assign_type)
{
object_material_assign(bmain, ob, ma, act, assign_type, true);
}
void BKE_object_material_assign_single_obdata(struct Main *bmain,
struct Object *ob,
struct Material *ma,
short act)
{
object_material_assign(bmain, ob, ma, act, BKE_MAT_ASSIGN_OBDATA, false);
}
void BKE_object_material_remap(Object *ob, const unsigned int *remap)
{
Material ***matar = BKE_object_material_array_p(ob);

View File

@ -77,10 +77,8 @@ static void assign_materials(Main *bmain,
const std::map<std::string, int> &mat_index_map)
{
std::map<std::string, int>::const_iterator it;
for (it = mat_index_map.begin(); it != mat_index_map.end(); ++it) {
if (!BKE_object_material_slot_add(bmain, ob)) {
return;
}
if (mat_index_map.size() > MAXMAT) {
return;
}
std::map<std::string, Material *> matname_to_material = build_material_map(bmain);
@ -100,7 +98,7 @@ static void assign_materials(Main *bmain,
assigned_mat = mat_iter->second;
}
BKE_object_material_assign(bmain, ob, assigned_mat, mat_index, BKE_MAT_ASSIGN_OBDATA);
BKE_object_material_assign_single_obdata(bmain, ob, assigned_mat, mat_index);
}
}

View File

@ -116,24 +116,15 @@ static void assign_materials(Main *bmain,
return;
}
bool can_assign = true;
std::map<pxr::SdfPath, int>::const_iterator it = mat_index_map.begin();
int matcount = 0;
for (; it != mat_index_map.end(); ++it, matcount++) {
if (!BKE_object_material_slot_add(bmain, ob)) {
can_assign = false;
break;
}
}
if (!can_assign) {
if (mat_index_map.size() > MAXMAT) {
return;
}
blender::io::usd::USDMaterialReader mat_reader(params, bmain);
for (it = mat_index_map.begin(); it != mat_index_map.end(); ++it) {
for (std::map<pxr::SdfPath, int>::const_iterator it = mat_index_map.begin();
it != mat_index_map.end();
++it) {
Material *assigned_mat = find_existing_material(
it->first, params, mat_name_to_mat, usd_path_to_mat_name);
@ -170,7 +161,7 @@ static void assign_materials(Main *bmain,
}
if (assigned_mat) {
BKE_object_material_assign(bmain, ob, assigned_mat, it->second, BKE_MAT_ASSIGN_OBDATA);
BKE_object_material_assign_single_obdata(bmain, ob, assigned_mat, it->second);
}
else {
/* This shouldn't happen. */

View File

@ -306,8 +306,7 @@ void MeshFromGeometry::create_materials(Main *bmain,
if (mat == nullptr) {
continue;
}
BKE_object_material_slot_add(bmain, obj);
BKE_object_material_assign(bmain, obj, mat, obj->totcol, BKE_MAT_ASSIGN_USERPREF);
BKE_object_material_assign_single_obdata(bmain, obj, mat, obj->totcol + 1);
}
}