Tests on my system with ~1200 objects with 128 shadow casting lamps (current max) show a significant perf improvment (cache timing : 22ms -> 9ms)
With a baseline with no shadow casting light at 6ms this give a reduction of the overhead from 16ms to 3ms.
This remove pretty much all allocations during the cache phase. Leading to a big improvement for scene with a large number of lights & shadowcasters.
The lamps storage has been replace by a union to remove the need to free/allocate everyframe (also reducing memory fragmentation).
We replaced the linked list system used to track shadow casters by a huge bitflag.
We gather the lights shadows bounds as well as the shadow casters AABB during the cache populate phase and put them in big arrays cache friendly.
Then in the cache finish phase, it's easier to iterate over the lamps shadow SphereBounds and test for intersection.
We use a double buffer system for the shadow casters arrays to detect deleted shadow casters.
Unfortunatly, it seems that deleting an object trigger an update for all other objects (thus tagging most shadow casting lamps to update), defeating the purpose of this tracking.
This needs further investigation.
Gives about 40% speedup of object which has simple-ish deformation applied
on top of subdivided mesh.
This might easily happen with single character animation.
Helps in cases of not very complex scenes and lots of system threads available.
A bit hard to measure change on it's own, it works best with the upcoming
changes and gives measurable improvements.
Mutex is now local to particular CCGDM, and guarding edge hash which is only
used by a single function only. There is no need to acquire read lock after
edge hash was created.
Unfortunately, we cannot perform set/unset checks on 'resolved'
properties (i.e. from actual IDProperties pointers, and not virtual RNA
placeholders)... IDProps in RNA are rather challenging topic. :|
This should fully fix T53715: 2.8: Removing keymap items no longer works
With factory settings, steps to reproduce were:
* Select "Collection 1" (in "RenderLayer")
* Delete
It might crash at this point, although maybe this crash is ASAN only.
However, this was also doing some weird things that I've corrected now. It
called outliner_build_tree in an operator callback. This should only be
called in the main redraw function or so, not in regular handlers.
Instead, we manually cleanup the tree to keep it valid.
This is quite common to have 64GB memory now, and even 128. There is no reason
to add any artificial caps on the cache and undo memory here. We can not protect
against using too much memory in one cases and allow use of full computer
potential in others.
Now 32 bit will use 2GB max (as it used to be), but 64bit will use whatever
number of megabytes fits into integer.
Reviewers: campbellbarton, mont29
Subscribers: sebastian_k
Differential Revision: https://developer.blender.org/D2972
This reverts change to BKE_brush_add,
callers now remove the extra user.
Note this isn't very convenient for callers but
is consistent with other ID types.
In the future we will probably remove this and have new
ID's created with zero users.
When using a tablet, detecting absolute motion only worked
when activating a tool with the tablet.
Pressing Enter to run a tool for e.g. would use relative motion.
Now store is_motion_absolute in the event,
set for new events based on the most recent motion events.