In the draw module, it's not easy to identify what its header is, and
where the shared functions are.
So move `draw_cache_extract_mesh_extractors.c` and
`draw_cache_extract_mesh_private.h` to the same folder as the extractors
and rename these files to make them more identifiable.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D11991
The `ibo.tris` extraction in multithread is currently only done if the
mesh has only 1 material.
Now we cache a map indicating the index of each polygon after sort and
thus allow the extraction of tris with materials in multithreaded.
As caching is a heavy operation and was already being performed in
multi-thread for triangle offsets, no significant improvements are
expected.
The benefit will be much greater when we can skip updating the cache
while transforming a geometry.
**Profiling:**
||master:|PATCH:
|---|---|---|
|large_mesh_editing_materials:|Average: 13.855380 FPS|Average: 15.525684 FPS
||rdata 9ms iter 36ms (frame 71ms)|rdata 9ms iter 29ms (frame 64ms)
|subdiv_mesh_final_only_materials:|Average: 28.113742 FPS|Average: 28.633599 FPS
||rdata 0ms iter 1ms (frame 36ms)|rdata 0ms iter 1ms (frame 35ms)
1.1x overall speedup
Differential Revision: https://developer.blender.org/D11445
This commit moves the storage of `bDeformGroup` and the active index
to `Mesh`, `Lattice`, and `bGPdata` instead of `Object`. Utility
functions are added to allow easy access to the vertex groups given
an object or an ID.
As explained in T88951, the list of vertex group names is currently
stored separately per object, even though vertex group data is stored
on the geometry. This tends to complicate code and cause bugs,
especially as geometry is created procedurally and tied less closely
to an object.
The "Copy Vertex Groups to Linked" operator is removed, since they
are stored on the geometry anyway.
This patch leaves the object-level python API for vertex groups in
place. Creating a geometry-level RNA API can be a separate step;
the changes in this commit are invasive enough as it is.
Note that opening a file saved in 3.0 in an earlier version means
the vertex groups will not be available.
Differential Revision: https://developer.blender.org/D11689
During a mesh transformation in edit mode (Move, Rotate...), only part of
the batch cache needs to be updated.
This commit allows only update only the drawn batches seen in
`BKE_object_data_eval_batch_cache_deform_tag` if the new
`ID_RECALC_GEOMETRY_DEFORM` flag is used.
This new flag is used in the transforms operation for edit-mesh and
results in 1.6x overall speedup in heavy subdiv cube.
Differential Revision: https://developer.blender.org/D11599
Generally the evaluated mesh should not be changed, since that is the
job of the modifier stack. Current code is far from const correct in
that regard. This commit uses a const variable for the reult of
`BKE_object_get_evaluated_mesh` in some cases. The most common
remaining case is retrieving a BVH tree from the mesh.
This patch fixes many minor spelling mistakes, all in comments or
console output. Mostly contractions like can't, won't, don't, its/it's,
etc.
Differential Revision: https://developer.blender.org/D11663
Reviewed by Harley Acheson
- Multi-thread BKE_mesh_recalc_looptri.
- Add BKE_mesh_recalc_looptri_with_normals,
this skips having to calculate normals for ngons.
Exact performance depends on number of faces, size of ngons and
available CPU cores.
For high poly meshes the isolated improvement to BKE_mesh_recalc_looptri
in my tests was between 6.7x .. 25.0x, with the largest gains seen in
meshes containing ngons with many sides.
The overall speedup for high poly meshes containing quads and triangles
is only ~20% although ngon heavy meshes can be much faster.
When having multiple materials in a mesh the triangles are sorted based
on material index. This sorting is done single threaded, but needs two
loops over the data. One to count the bucket size and the second one to
add the triangles to the right position in the buckets.
This patch will do the counting in a multithreaded approach that would
speed up the cache creation. It has been measured that this part is the
most blocking part of the cache creation.
Reviewed By: mano-wii
Differential Revision: https://developer.blender.org/D11615
Create maps that specify which batches have vbo or ibo as a reference
and use these maps to discard batches along with buffers.
Differential Revision: https://developer.blender.org/D11588
When using multiple materials in a single mesh the most time is spend in
counting the offsets of each material for the sorting.
This patch moves the counting of the offsets to render mesh data and
caches it as long as the geometry doesn't change.
This patch doesn't include multithreading of this code.
Reviewed By: mano-wii
Differential Revision: https://developer.blender.org/D11612