Commit Graph

63 Commits

Author SHA1 Message Date
0f89bcdbeb Fix depsgraphs sharing IDs via evaluated edit mesh
The evaluated mesh is a result of evaluated modifiers, and referencing
other evaluated IDs such as materials.
It can not be stored in the EditMesh structure which is intended to be
re-used by many areas. Such sharing was causing ownership errors causing
bugs like

  T93855: Cycles crash with edit mode and simultaneous viewport and final render

The proposed solution is to store the evaluated edit mesh and its cage in
the object's runtime field. The motivation goes as following:

- It allows to avoid ownership problems like the ones in the linked report.
- Object level is chosen over mesh level is because the evaluated mesh
  is affected by modifiers, which are on the object level.

This patch allows to have modifier stack of an object which shares mesh with
an object which is in edit mode to be properly taken into account (before
the change the modifier stack from the active object will be used for all
objects which share the mesh).

There is a change in the way how copy-on-write is handled in the edit mode to
allow proper state update when changing active scene (or having two windows
with different scenes). Previously, the copt-on-write would have been ignored
by skipping tagging CoW component. Now it is ignored from within the CoW
operation callback. This allows to update edit pointers for objects which are
not from the current depsgraph and where the edit_mesh was never assigned in
the case when the depsgraph was evaluated prior the active depsgraph.

There is no user level changes changes expected with the CoW handling changes:
should not affect on neither performance, nor memory consumption.

Tested scenarios:

- Various modifiers configurations of objects sharing mesh and be part of the
  same scene.

- Steps from the reports: T93855, T82952, T77359

This also fixes T76609, T72733 and perhaps other reports.

Differential Revision: https://developer.blender.org/D13824
2022-01-25 14:32:23 +01:00
cfa53e0fbe Refactor: Move normals out of MVert, lazy calculation
As described in T91186, this commit moves mesh vertex normals into a
contiguous array of float vectors in a custom data layer, how face
normals are currently stored.

The main interface is documented in `BKE_mesh.h`. Vertex and face
normals are now calculated on-demand and cached, retrieved with an
"ensure" function. Since the logical state of a mesh is now "has
normals when necessary", they can be retrieved from a `const` mesh.

The goal is to use on-demand calculation for all derived data, but
leave room for eager calculation for performance purposes (modifier
evaluation is threaded, but viewport data generation is not).

**Benefits**
This moves us closer to a SoA approach rather than the current AoS
paradigm. Accessing a contiguous `float3` is much more efficient than
retrieving data from a larger struct. The memory requirements for
accessing only normals or vertex locations are smaller, and at the
cost of more memory usage for just normals, they now don't have to
be converted between float and short, which also simplifies code

In the future, the remaining items can be removed from `MVert`,
leaving only `float3`, which has similar benefits (see T93602).

Removing the combination of derived and original data makes it
conceptually simpler to only calculate normals when necessary.
This is especially important now that we have more opportunities
for temporary meshes in geometry nodes.

**Performance**
In addition to the theoretical future performance improvements by
making `MVert == float3`, I've done some basic performance testing
on this patch directly. The data is fairly rough, but it gives an idea
about where things stand generally.
 - Mesh line primitive 4m Verts: 1.16x faster (36 -> 31 ms),
   showing that accessing just `MVert` is now more efficient.
 - Spring Splash Screen: 1.03-1.06 -> 1.06-1.11 FPS, a very slight
   change that at least shows there is no regression.
 - Sprite Fright Snail Smoosh: 3.30-3.40 -> 3.42-3.50 FPS, a small
   but observable speedup.
 - Set Position Node with Scaled Normal: 1.36x faster (53 -> 39 ms),
   shows that using normals in geometry nodes is faster.
 - Normal Calculation 1.6m Vert Cube: 1.19x faster (25 -> 21 ms),
   shows that calculating normals is slightly faster now.
 - File Size of 1.6m Vert Cube: 1.03x smaller (214.7 -> 208.4 MB),
   Normals are not saved in files, which can help with large meshes.

As for memory usage, it may be slightly more in some cases, but
I didn't observe any difference in the production files I tested.

**Tests**
Some modifiers and cycles test results need to be updated with this
commit, for two reasons:
 - The subdivision surface modifier is not responsible for calculating
   normals anymore. In master, the modifier creates different normals
   than the result of the `Mesh` normal calculation, so this is a bug
   fix.
 - There are small differences in the results of some modifiers that
   use normals because they are not converted to and from `short`
   anymore.

**Future improvements**
 - Remove `ModifierTypeInfo::dependsOnNormals`. Code in each modifier
   already retrieves normals if they are needed anyway.
 - Copy normals as part of a better CoW system for attributes.
 - Make more areas use lazy instead of eager normal calculation.
 - Remove `BKE_mesh_normals_tag_dirty` in more places since that is
   now the default state of a new mesh.
 - Possibly apply a similar change to derived face corner normals.

Differential Revision: https://developer.blender.org/D12770
2022-01-13 14:38:25 -06:00
ffc4c126f5 Cleanup: move public doc-strings into headers for 'blenkernel'
- Added space below non doc-string comments to make it clear
  these aren't comments for the symbols directly below them.
- Use doxy sections for some headers.
- Minor improvements to doc-strings.

Ref T92709
2021-12-07 17:38:48 +11:00
a8739ae6c2 Fix regression in recent change 0708733c46
Adding a mirror modifier in edit-mode crashed.

Freeing meshes that hold a shallow copy happens in multiple places
while calculating modifiers, making it impractical to clear the
edit-mode pointer before freeing the mesh (as done in
BKE_editmesh_free_derived_caches).

Add a struct member to the edit-mesh struct so evaluated copies
don't free the edit-mesh contents.
2021-09-02 16:12:24 +10:00
a2f3aca647 Cleanup: remove redundant edit-mesh memory allocation
This memory was only duplicated to satisfy mesh_data_free
which was incorrectly freeing the pointer (but nothing else).
2021-09-02 15:30:54 +10:00
0708733c46 Fix T91123: Freeing meshes in edit-mode leaks memory
Freeing the edit-mesh pointer wasn't free the edit-mesh data it's self.

Unlinking from the outliner or through the Python API leaked memory.

This didn't often cause leaks in practice since ED_editors_exit
exits edit-mode for all objects.

Now freeing mesh data frees the edit-mode data as well,
this matches the behavior of other object types that support edit-mode.
2021-09-02 15:30:54 +10:00
ced94bc11c Cleanup: code comments punctuation / spacing 2021-07-23 17:03:51 +10:00
7a084c2eee Cleanup: minor changes to edit-mesh API calls
Rename:

- EDBM_mesh_free -> EDBM_mesh_free_data
  BKE_editmesh_free -> BKE_editmesh_free_data

  Since this doesn't free the edit-mesh pointer.

- BKE_editmesh_free_derivedmesh -> BKE_editmesh_free_derived_caches

  Since this no longer uses derived-mesh, match naming for the related
  object function BKE_object_free_derived_caches.

Also remove `do_tessellate` argument from BKE_editmesh_create,
since the caller can explicitly do this if it's needed,
with the advantage that it can be combined with normal calculation
which is faster on high-poly meshes.
2021-07-13 15:13:33 +10:00
9b89de2571 Cleanup: consistent use of tags: NOTE/TODO/FIXME/XXX
Also use doxy style function reference `#` prefix chars when
referencing identifiers.
2021-07-04 00:43:40 +10:00
f1e4903854 Cleanup: full sentences in comments, improve comment formatting 2021-06-26 21:50:48 +10:00
a9d5c8f97f Fix error passing in false as instead of a struct
Error in 8a1860bd9a.
2021-06-18 23:40:28 +10:00
8a1860bd9a BMesh: support face-normal calculation in normal & looptri functions
Support calculating face normals when tessellating. When this is done
before updating vertex normals it gives ~20% performance improvement.

Now vertex normal calculation only needs to perform a single pass on the
mesh vertices when called after tessellation.

Extended versions of normal & looptri update functions have been added:

- BM_mesh_calc_tessellation_ex
- BM_mesh_normals_update_ex

Most callers don't need to be aware of this detail by using:

- BKE_editmesh_looptri_and_normals_calc
- BKE_editmesh_looptri_and_normals_calc_with_partial

- EDBM_update also takes advantage of this,
  where calling EDBM_update with calc_looptri & calc_normals
  enabled uses the faster normal updating logic.
2021-06-14 23:01:19 +10:00
c2fa36999f Edit Mesh: partial updates for normal and face tessellation
This patch exposes functionality for performing partial mesh updates
for normal calculation and face tessellation while transforming a mesh.

The partial update data only needs to be generated once,
afterwards the cached connectivity information can be reused
(with the exception of changing proportional editing radius).

Currently this is only used for transform, in the future it could be
used for other operators as well as the transform panel.

The best-case overall speedup while transforming geometry is about
1.45x since the time to update a small number of normals and faces is
negligible.

For an additional speedup partial face tessellation is multi-threaded,
this gives ~15x speedup on my system (timing tessellation alone).
Exact results depend on the number of CPU cores available.

Ref D11494

Reviewed By: mano-wii
2021-06-05 08:35:31 +10:00
5e7fb77dc4 BMesh: remove checks for tessellating 2 sided faces
2 sided faces aren't supported and will cause problems in many areas
of Blender's code.

Removing (implied) support for faces with fewer than 3 sides
means the total number of triangles is known ahead of time.

This simplifies adding support for multi-threading and partial updates
to an existing tessellation - as the face and loop indices can be used
to access the range of triangles associated with a face.

Also correct outdated comments.
2021-06-01 13:25:00 +10:00
863b38d708 Cleanup: commented includes 2020-10-14 15:12:40 +11:00
862b5b1842 Fix T81511: Loop-cut overlay doesn't follow deformed cage
With constructive + deform modifiers, loop-cut visualization
wasn't following the displayed mesh.

This now gets the coordinates from the cage when available.
2020-10-14 14:49:22 +11:00
36d6aa428f Cleanup: spelling 2020-07-01 13:12:24 +10:00
0ca0ad5318 Cleanup: move BKE_mesh_wrapper functions into own header 2020-06-10 22:34:11 +10:00
deaff945d0 Mesh: skip conversion from edit-mesh to mesh in edit-mode
This resolves a performance regression in 2.8x where every edit-mode
update performed an edit-mesh to mesh conversion.

Now the conversion will be lazily initialized if/when it's required.

New BKE_mesh_wrapper_* functions abstract over mesh data access.
Currently only edit-mesh and regular meshes are supported.
In the future sub-surface meshes may be supported too.
2020-05-25 23:07:30 +10:00
35861a49ee Fix T67098: Inset causes shape keys to reset exiting edit-mode
Edit-mesh interactive redo reset the meshes shape-key index.

Also copy the selection mode when copying meshes.
2020-04-08 16:26:54 +10:00
2d1cce8331 Cleanup: make format after SortedIncludes change 2020-03-19 09:33:58 +01:00
c8d31807d2 Cleanup: reduce CDDM use, remove unused function calls 2020-02-26 15:22:46 +11:00
56116bbdf4 Cleanup/refactor: Rename BKE_library files to BKE_lib.
Note that `BKE_library.h`/`library.c` were renamed to
`BKE_lib_id.h`/`lib_id.c` to avoid having a too generic name here.

Part of T72604.
2020-02-10 13:00:42 +01:00
e95c0fba09 BMesh: remove BMEditMesh.ob use BKE_editmesh_lnorspace_* API
Note that this is a bit clumsy having both edit-mesh and mesh,
BKE_editmesh_ensure_autosmooth & BKE_editmesh_lnorspace_update
are often called together, these could be made into a single functions.
2020-01-07 14:27:59 +11:00
a8d11995bf BMesh: remove BMEditMesh.ob use for vert coord access, projection 2020-01-07 13:53:03 +11:00
2ba9572d9e Cleanup: remove unused statvis code & struct members
This code has been moved into the draw manager.
2019-12-24 22:40:07 +11:00
20620afc33 Object: edit-mode data support for object vertex coordinate access
Allows to access/transform/restore edit-mode
coordinates in a generic way.
2019-11-21 22:45:15 +11:00
5c89c689db Fix selection and snapping misusing texture space as boundbox
This fixes the regression from T70103 introduced by the fix for T70103.
2019-09-23 16:27:03 +02:00
5572986aad Cleanup: rename mesh looptri/tessface functions
Use consistent terminology.
2019-08-25 16:45:47 +10:00
189aa32a3a Cleanup: vertex coordinate access, naming & minor changes
This also splits vertex access and allocation so it's possible
to copy coordinates into an existing array without allocating it.
2019-08-22 06:48:10 +10:00
2790740813 Cleanup: spelling 2019-08-17 00:57:05 +10:00
dfb2db10a0 Cleanup: clang-format, sort structs 2019-05-22 00:59:43 +10:00
9efe117535 Normal UI: for all ops needing autosmooth on, enable it if needed.
Now Normal menu operations and rotate normals (r n) do not need
manual enabling of autosmooth first.
See T64324 for discussion of Normal UI changes.
2019-05-20 12:16:34 -04:00
aa42da0385 Cleanup: comments (long lines) in blenkernel 2019-04-27 12:07:07 +10:00
735515a3f9 Cleanup: style, use braces for blenkernel 2019-04-22 19:48:17 +10:00
e12c08e8d1 ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211.

For details on usage and instructions for migrating branches
without conflicts, see:

https://wiki.blender.org/wiki/Tools/ClangFormat
2019-04-17 06:21:24 +02:00
de13d0a80c doxygen: add newline after \file
While \file doesn't need an argument, it can't have another doxy
command after it.
2019-02-18 08:22:12 +11:00
e0e6229176 Cleanup: rename Mesh.edit_btmesh -> edit_mesh
When bmesh was in a branch we had both edit_mesh and edit_btmesh,
now there is no reason to use this odd name.
2019-02-17 18:05:18 +11:00
eef4077f18 Cleanup: remove redundant doxygen \file argument
Move \ingroup onto same line to be more compact and
make it clear the file is in the group.
2019-02-06 15:45:22 +11:00
65ec7ec524 Cleanup: remove redundant, invalid info from headers
BF-admins agree to remove header information that isn't useful,
to reduce noise.

- BEGIN/END license blocks

  Developers should add non license comments as separate comment blocks.
  No need for separator text.

- Contributors

  This is often invalid, outdated or misleading
  especially when splitting files.

  It's more useful to git-blame to find out who has developed the code.

See P901 for script to perform these edits.
2019-02-02 01:36:28 +11:00
21744217ce Cleanup: remove some #if 0 blocks
Reviewers: brecht, campbellbarton

Differential Revision: https://developer.blender.org/D3802
2018-10-17 12:43:41 +02:00
2deeca4fb0 Cleanup: remove references to DerivedMesh 2018-10-15 16:06:42 +11:00
1b910082a0 Edit Mesh: replace DerivedMesh w/ Mesh
DerivedMesh is now removed from edit-mesh modifier evaluation.
2018-10-09 17:48:28 +11:00
a3bb385ca0 Edit Mesh: Move Edit Mesh display settings to overlay's
This makes the Edit Mesh display settings common to all objects. They can
also be set differently per viewport.

Modifying extra data (seams, sharp edges etc...) will no longer set them
automaticaly visible.

Bumping version because we need to force set all extra draw options for
older files.
2018-09-25 22:51:54 +02:00
7170ff429f Cleanup: trailing space 2018-08-21 17:18:42 +10:00
e8748e5ae7 Fixed comment formatting in editmesh.c 2018-08-04 22:11:57 +05:30
cc004fd13c Some more minor typo fixes in comments. 2018-08-01 14:37:24 +02:00
5d2d36b068 Applied soc-2017-normal-tools 2018-05-25 22:24:24 +05:30
bfc9d426bb Multi-Object Editing
This adds initial multi-object editing support.

- Selected objects are used when entering edit & pose modes.
- Selection & tools work on all objects however many tools need porting
  See: T54641 for remaining tasks.

Indentation will be done separately.

See patch: D3101
2018-04-16 17:56:50 +02:00
bdbf4471a6 TexFace removal part 3
- MTexPoly structure & layer type.
- The 'Mesh.uv_textures' layers.
- DerivedMesh TexFace drawing.
- Scripts & UI.
2017-05-25 15:19:58 +10:00