The same logic from D17025 is used in other places in the curve code.
This patch uses the class for the evaluated point offsets and the Bezier
control point offsets. This helps to standardize the behavior and make
it easier to read.
Previously the Bezier control point offsets used a slightly different standard
where the first point was the first offset, just so they could have the same
size as the number of points. However two nodes used a helper function
to use the same `OffsetIndices` system, so switch to that there too.
That requires removing the subtraction by one to find the actual offset.
Also add const when accessing data arrays from curves, for consistency.
Differential Revision: https://developer.blender.org/D17038
These warnings can reveal errors in logic, so quiet them by checking
if the features are enabled before using variables or by assigning
empty strings in some cases.
- Check CMAKE_THREAD_LIBS_INIT is set before use as CMake docs
note that this may be left unset if it's not needed.
- Remove BOOST/OPENVDB/VULKAN references when disable.
- Define INC_SYS even when empty.
- Remove PNG_INC from freetype (not defined anywhere).
There is a utility method on `CurvesGeometry` to build a map of the
curve for each point. Use that in two more places and make sure its
implementation is multithreaded, which gives a slight speedup
in a simple test file.
This abstraction is rarely used. It could be replaced by some more
general "query" API in the future. For now it's easier to just compare
pointers in the Set Position node where this was used.
This is possible now, because mesh positions are stored as flat `float3`
arrays (previously, they were stored as `MVert` with some other data
interleaved).
This changes how we access the points that correspond to each curve in a `CurvesGeometry`.
Previously, `CurvesGeometry::points_for_curve(int curve_index) -> IndexRange`
was called for every curve in many loops. Now one has to call
`CurvesGeometry::points_by_curve() -> OffsetIndices` before the
loop and use the returned value inside the loop.
While this is a little bit more verbose in general, it has some benefits:
* Better standardization of how "offset indices" are used. The new data
structure can be used independent of curves.
* Allows for better data oriented design. Generally, we want to retrieve
all the arrays we need for a loop first and then do the processing.
Accessing the old `CurvesGeometry::points_for_curve(...)` did not follow
that design because it hid the underlying offset array.
* Makes it easier to pass the offsets to a function without having to
pass the entire `CurvesGeometry`.
* Can improve performance in theory due to one less memory access
because `this` does not have to be dereferenced every time.
This likely doesn't have a noticable impact in practice.
Differential Revision: https://developer.blender.org/D17025
Give the "Value" input a higher search weight than the "Index"
input, since it's more likely that users will want to connect to
that. Based on feedback from Simon Thommes.
Previously, the node would always evaluate the input field on the
entire geometry domain. This is good when most indices will be
accessed afterwards. However, it is quite a bad when only a single
index is used. Now the field is only evaluated for that one index.
Since a year and a half ago we've been switching to a new way to
represent what sockets a node should have called "declarations"
that's easier to use, clearer, and more flexible for upcoming
features like dynamic socket counts or generic type sockets.
All builtin nodes with a static set of sockets have switched, but one
missing area has been group nodes and group input/output nodes. These
nodes have **dynamic** declarations which change based on their
properties or the group they're inside of. This patch addresses that,
in preparation for using the same dynamic declaration feature for
simulation nodes.
Generally there shouldn't be user-visible differences, but one benefit
is that user-created socket descriptions are now visible directly in
the node editor for group nodes and group input/output nodes.
The commit contains a few changes:
- Add a node type callback for building dynamic declarations with
different arguments
- Add an `Extend` socket declaration for the "virtual" sockets used
for connecting new links
- A similar `Custom` socket declaration is used for addon-defined socket
- Simplify the node update loop to use the declaration to build update
sockets
- Replace the "group update" functions with the declaration building
- Move the node group input/output link creation to link drag operator
- Make the field status part of group node declarations
(not for group input/output nodes though)
- Some fixes for declarations to make them update and build properly
Differential Revision: https://developer.blender.org/D16850
Previously transforming and translating meshes (used by the object info
and transform geometry nodes) was single threaded. Now use the same
code path as other geometry types which already includes multithreading.
I observed a 5x performance improvement for a 4 million vert mesh on a
Ryzen 7950x.
Previously, `ParamsBuilder` lazily allocated an array for an
output when it was unused, but the called multi-function
wanted to access it. Now, whether the multi-function supports
an output to be unused is part of the signature. This way, the
allocation can happen earlier when the parameters are build.
The benefit is that this makes all methods of `MFParams`
thread-safe again, removing the need for a mutex.
Currently you can retrieve a mutable array from a const CustomData.
That makes code unsafe since the compiler can't check for correctness
itself. Fix that by introducing a separate function to retrieve mutable
arrays from CustomData. The new functions have the `_for_write`
suffix that make the code's intention clearer.
Because it makes retrieving write access an explicit step, this change
also makes proper copy-on-write possible for attributes.
Notes:
- The previous "duplicate referenced layer" functions are redundant
with retrieving layers with write access
- The custom data functions that give a specific index only have
`for_write` to simplify the API
Differential Revision: https://developer.blender.org/D14140
Avoid using components that can contain null pointer.
Getting attibute should avoid trying to do it for a null mesh.
This fix bypasses working with components.
Differential Revision: https://developer.blender.org/D16997
The crease custom data layer was added to a mutable version of the mesh,
but that wasn't used in the rest of the operation. Also the layer wasn't
retrieved properly with write access from the custom data API (fixed
separately as part of D14140). Also clean up a bit by retrieving
attributes from the mesh directly and by tweaking naming a bit.
- `Interpolate Domain` -> `Evaluate on Domain`
- `Field at Index` -> `Evaluate at Index`
These names, discussed in recent geometry nodes submodule meetings,
describe actions rather than nouns, which is generally how nodes are
supposed to be named. The names are consistent, which is helpful
because they're similar conceptually. They also don't require knowledge
of the field concept, which we generally try to keep out of the UI in
favor of more beginner-friendly concepts.
We hope to add the ability to search for nodes with multiple
names for 3.5, so the old names can still have search items.
This patch is a response to T101313.
Adds a selection to the Store Named Attribute node.
If the attribute does not exist unselected parts
are filled with zero values. Otherwise, only the
selected parts are filled.
Differential Revision: https://developer.blender.org/D16237
The mesh positions are now a span, but the convex hull didn't copy
the custom data layout to the new mesh since it assumed it didn't
need to. Moving UV maps to a generic attribute triggers this difference
in the test results.
It doesn't really make sense for the convex hull node to copy the
source mesh custom data layout at all anyway, but do it anyway
to avoid having to change the tests right now.
Currently the `MLoopUV` struct stores UV coordinates and flags related
to editing UV maps in the UV editor. This patch changes the coordinates
to use the generic 2D vector type, and moves the flags into three
separate boolean attributes. This follows the design in T95965, with
the ultimate intention of simplifying code and improving performance.
Importantly, the change allows exporters and renderers to use UVs
"touched" by geometry nodes, which only creates generic attributes.
It also allows geometry nodes to create "proper" UV maps from scratch,
though only with the Store Named Attribute node for now.
The new design considers any 2D vector attribute on the corner domain
to be a UV map. In the future, they might be distinguished from regular
2D vectors with attribute metadata, which may be helpful because they
are often interpolated differently.
Most of the code changes deal with passing around UV BMesh custom data
offsets and tracking the boolean "sublayers". The boolean layers are
use the following prefixes for attribute names: vert selection: `.vs.`,
edge selection: `.es.`, pinning: `.pn.`. Currently these are short to
avoid using up the maximum length of attribute names. To accommodate
for these 4 extra characters, the name length limit is enlarged to 68
bytes, while the maximum user settable name length is still 64 bytes.
Unfortunately Python/RNA API access to the UV flag data becomes slower.
Accessing the boolean layers directly is be better for performance in
general.
Like the other mesh SoA refactors, backward and forward compatibility
aren't affected, and won't be changed until 4.0. We pay for that by
making mesh reading and writing more expensive with conversions.
Resolves T85962
Differential Revision: https://developer.blender.org/D14365
**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
Since internal links are only runtime data, we have the flexibility to
allocating every link individually. Instead we can store links directly
in the node runtime vector. This allows avoiding many small allocations
when copying and changing node trees.
In the future we could use a smaller type like a pair of sockets
instead of `bNodeLink` to save memory.
Differential Revision: https://developer.blender.org/D16960
This moves all multi-function related code in the `functions` module
into a new `multi_function` namespace. This is similar to how there
is a `lazy_function` namespace.
The main benefit of this is that many types names that were prefixed
with `MF` (for "multi function") can be simplified.
There is also a common shorthand for the `multi_function` namespace: `mf`.
This is also similar to lazy-functions where the shortened namespace
is called `lf`.
This avoids a move of the signature after building it. Tthe value had
to be moved out of `MFSignatureBuilder` in the `build` method.
This also makes the naming a bit less confusing where sometimes
both the `MFSignature` and `MFSignatureBuilder` were referred
to as "signature".
* New `build_mf` namespace for the multi-function builders.
* The type name of the created multi-functions is now "private",
i.e. the caller has to use `auto`. This has the benefit that the
implementation can change more freely without affecting
the caller.
* `CustomMF` does not use `std::function` internally anymore.
This reduces some overhead during code generation and at
run-time.
* `CustomMF` now supports single-mutable parameters.
This refactors how devirtualization is done in general and how
multi-functions use it.
* The old `Devirtualizer` class has been removed in favor of a simpler
solution. It is also more general in the sense that it is not coupled
with `IndexMask` and `VArray`. Instead there is a function that has
inputs which control how different types are devirtualized. The
new implementation is currently less general with regard to the number
of parameters it supports. This can be changed in the future, but
does not seem necessary now and would make the code less obvious.
* Devirtualizers for different types are now defined in their respective
headers.
* The multi-function builder works with the `GVArray` stored in `MFParams`
directly now, instead of first converting it to a `VArray<T>`. This reduces
some constant overhead, which makes the multi-function slightly
faster. This is only noticable when very few elements are processed though.
No functional changes or performance regressions are expected.
Caused by f1c0249f34, which filled the wrong value.
I have noticed several problems:
- Using a full array as single result.
- Checking single material index for 0. If we have a list of all slots,
then we must check this in the list.
- The result was filled false. Simple fix.
- Fixed problem with incorrect recording by mask indices, not polygons.
- Added domain specifics to names to avoid confusion.
Differential Revision: https://developer.blender.org/D16926
Improve animation playback performance in EEVEE for materials using Mix
nodes. Socket availability was being set and reset on every evaluation
of Mix nodes, during animation playback, this was causing the graph to
be marked dirty, and the whole graph being re-evaluated on every frame,
causing performance issues during playback.
Additionally, do a bit of cleanup, traversing the node sockets with
the next link to improve clarity and reduce errors. Also refactoring
`nodeSetSocketAvailability` to early out and increase clarity on no-op.
Differential Revision: https://developer.blender.org/D16929
This patch allows the realtime compositor to be limited to a specific
compositing region that is a subset of the full render region. In the
context of the viewport compositor, when the viewport is in camera view
and has a completely opaque passepartout, the compositing region will be
limited to the visible camera region.
On the user-level, this gives the user the ability to make the result of
the compositor invariant of the aspect ratio, shift, and zoom of the
viewport, making the result in the viewport identical to the final
render compositor assuming size relative operations.
It should be noted that compositing region is the *visible* camera
region, that is, the result of the intersection of the camera region and
the render region. So the user should be careful not to shift or zoom
the view such that the camera border extends outside of the viewport to
have the aforementioned benefits. While we could implement logic to fill
the areas outside of the render region with zeros in some cases, there
are many other ambiguous cases where such a solution wouldn't work,
including the problematic case where the user zooms in very close,
making the camera region much bigger than that of the render region.
Differential Revision: https://developer.blender.org/D16899
Reviewed By: Clement Foucault
Previously, the lifetimes of anonymous attributes were determined by
reference counts which were non-deterministic when multiple threads
are used. Now the lifetimes of anonymous attributes are handled
more explicitly and deterministically. This is a prerequisite for any kind
of caching, because caching the output of nodes that do things
non-deterministically and have "invisible inputs" (reference counts)
doesn't really work.
For more details for how deterministic lifetimes are achieved, see D16858.
No functional changes are expected. Small performance changes are expected
as well (within few percent, anything larger regressions should be reported as
bugs).
Differential Revision: https://developer.blender.org/D16858