Commit Graph

108 Commits

Author SHA1 Message Date
5613c61275 Functions: Add materialize methods for generic mutable virtual array
Similar to how `GVArray_For_VArray` implements `materialize_impl` to
forward the work to its non-generic virtual array, we can do the same
thing for the mutable version, `GVMutableArray_For_VMutableArray`.

This commit should have no visible changes, since as far as I can tell
the only user of this class does not implement special materialize
methods anyway.
2021-05-10 19:12:04 -05:00
0061150e4c Functions: support materialize virtual array to initialized span 2021-05-10 10:28:24 +02:00
3182844914 Fix: missing return 2021-04-30 13:11:49 +02:00
4225a18b35 Function: add method to create shallow copy of virtual array
Creating a shallow copy is sometimes useful to get a unique ptr
for a virtual array when one only has a reference. It shouldn't
be used usually, but sometimes its the fastest way to do correct
ownership handling.
2021-04-29 15:42:32 +02:00
4e10b196ac Functions: make copying virtual arrays to span more efficient
Sometimes functions expect a span instead of a virtual array.
If the virtual array is a span internally already, great. But if it is
not (e.g. the position attribute on a mesh), the elements have
to be copied over to a span.

This patch makes the copying process more efficient by giving
the compiler more opportunity for optimization.
2021-04-29 12:59:44 +02:00
908bb03630 Geometry Nodes: improve geometry nodes evaluator internal api
This is a first step towards T87620.
It should not have any functional changes.

Goals of this refactor:
* Move the evaluator out of `MOD_nodes.cc`. That makes it easier to
  improve it in isolation.
* Extract core input/out parameter management out of `GeoNodeExecParams`.
  Managing this is the responsibility of the evaluator. This separation of
  concerns will be useful once we have lazy evaluation of certain inputs/outputs.

Differential Revision: https://developer.blender.org/D11085
2021-04-27 13:03:40 +02:00
d5309bf4cf Functions: add slice method for generic spans 2021-04-21 16:59:22 +02:00
5cf6f570c6 Geometry Nodes: use virtual arrays in internal attribute api
A virtual array is a data structure that is similar to a normal array
in that its elements can be accessed by an index. However, a virtual
array does not have to be a contiguous array internally. Instead, its
elements can be layed out arbitrarily while element access happens
through a virtual function call. However, the virtual array data
structures are designed so that the virtual function call can be avoided
in cases where it could become a bottleneck.

Most commonly, a virtual array is backed by an actual array/span or
is a single value internally, that is the same for every index.
Besides those, there are many more specialized virtual arrays like the
ones that provides vertex positions based on the `MVert` struct or
vertex group weights.

Not all attributes used by geometry nodes are stored in simple contiguous
arrays. To provide uniform access to all kinds of attributes, the attribute
API has to provide virtual array functionality that hides the implementation
details of attributes.

Before this refactor, the attribute API provided its own virtual array
implementation as part of the `ReadAttribute` and `WriteAttribute` types.
That resulted in unnecessary code duplication with the virtual array system.
Even worse, it bound many algorithms used by geometry nodes to the specifics
of the attribute API, even though they could also use different data sources
(such as data from sockets, default values, later results of expressions, ...).

This refactor removes the `ReadAttribute` and `WriteAttribute` types and
replaces them with `GVArray` and `GVMutableArray` respectively. The `GV`
stands for "generic virtual". The "generic" means that the data type contained
in those virtual arrays is only known at run-time. There are the corresponding
statically typed types `VArray<T>` and `VMutableArray<T>` as well.

No regressions are expected from this refactor. It does come with one
improvement for users. The attribute API can convert the data type
on write now. This is especially useful when writing to builtin attributes
like `material_index` with e.g. the Attribute Math node (which usually
just writes to float attributes, while `material_index` is an integer attribute).

Differential Revision: https://developer.blender.org/D10994
2021-04-17 16:41:39 +02:00
3608891282 Functions: extend virtual array functionality
This adds support for mutable virtual arrays and provides many utilities
for creating virtual arrays for various kinds of data. This commit is
preparation for D10994.
2021-04-17 15:13:20 +02:00
b5c2c3aba8 BLI: rename resource collector to resource scope
Differential Revision: https://developer.blender.org/D10857
2021-04-01 15:55:23 +02:00
9289c358fb Cleanup: use parentheses in macro 2021-03-28 12:50:14 +02:00
1d7adb6d8a BLI: simplify using DefaultHash 2021-03-25 16:01:41 +01:00
21268ad20a Functions: devirtualize virtual arrays in simple functions
In some multi-functions (such as a simple add function), the virtual method
call overhead to access array elements adds significant overhead. For these
simple functions it makes sense to generate optimized versions for different
types of virtual arrays. This is done by giving the compiler all the information
it needs to devirtualize virtual arrays.

In my benchmark this speeds up processing a lot of data with small function 2-3x.

This devirtualization should not be done for larger functions, because it increases
compile time and binary size, while providing a negilible performance benefit.
2021-03-22 17:06:27 +01:00
3e44221b57 Fix build error on macOS/clang 2021-03-22 16:05:10 +01:00
01b6c4b32b Functions: make multi functions smaller and cheaper to construct in many cases
Previously, the signature of a `MultiFunction` was always embedded into the function.
There are two issues with that. First, `MFSignature` is relatively large, because it contains
multiple strings and vectors. Secondly, constructing it can add overhead that should not
be necessary, because often the same signature can be reused.

The solution is to only keep a pointer to a signature in `MultiFunction` that is set during
construction. Child classes are responsible for making sure that the signature lives
long enough. In most cases, the signature is either embedded into the child class or
it is allocated statically (and is only created once).
2021-03-22 12:01:07 +01:00
54bbaa26de Cleanup: compile errors on macos 2021-03-21 19:49:29 +01:00
4fe8d0419c Functions: refactor virtual array data structures
When a function is executed for many elements (e.g. per point) it is often the case
that some parameters are different for every element and other parameters are
the same (there are some more less common cases). To simplify writing such
functions one can use a "virtual array". This is a data structure that has a value
for every index, but might not be stored as an actual array internally. Instead, it
might be just a single value or is computed on the fly. There are various tradeoffs
involved when using this data structure which are mentioned in `BLI_virtual_array.hh`.
It is called "virtual", because it uses inheritance and virtual methods.

Furthermore, there is a new virtual vector array data structure, which is an array
of vectors. Both these types have corresponding generic variants, which can be used
when the data type is not known at compile time. This is typically the case when
building a somewhat generic execution system. The function system used these virtual
data structures before, but now they are more versatile.

I've done this refactor in preparation for the attribute processor and other features of
geometry nodes. I moved the typed virtual arrays to blenlib, so that they can be used
independent of the function system.

One open question for me is whether all the generic data structures (and `CPPType`)
should be moved to blenlib as well. They are well isolated and don't really contain
any business logic. That can be done later if necessary.
2021-03-21 19:33:13 +01:00
2ddbb2c64f Functions: move CPPType creation related code to separate header
This does not need to be included everywhere, because it is only
needed in very few translation units that actually define CPPType's.
2021-03-21 15:33:30 +01:00
6d97f9a5c1 Cleanup: use static local variables 2021-03-21 14:00:40 +11:00
Leon Leno
e12ad2bce0 Geometry Nodes: support Vector Rotate node
Differential Revision: https://developer.blender.org/D10410
2021-03-08 11:37:37 +01:00
74979459cb Geometry Nodes: simplify allocating dynamically sized buffer on stack 2021-03-07 17:53:05 +01:00
111a77e818 Cleanup: remove dead code 2021-03-07 17:03:20 +01:00
e72dc1e6c6 Cleanup: compiler warnings 2021-03-07 14:46:48 +01:00
649916f098 BLI: make it harder to forget to destruct a value
Instead of returning a raw pointer, `LinearAllocator.construct(...)` now returns
a `destruct_ptr`, which is similar to `unique_ptr`, but does not deallocate
the memory and only calls the destructor instead.
2021-03-07 14:24:52 +01:00
7bb2b910c0 Cleanup: doxygen sections 2021-02-20 15:35:00 +11:00
0fe5be3525 Cleanup: return const reference instead of copy
There isn't really a reason for why this has to return a copy of
the data instead of a reference.
2021-02-18 12:40:27 +01:00
e7af04db07 Geometry Nodes: new Is Viewport node
This node outputs true when geometry nodes is currently evaluated
for the viewport and false for final renders.

Ref T85277.

Differential Revision: https://developer.blender.org/D10302
2021-02-04 16:36:34 +01:00
e5ee7e9a2d Geometry Nodes: don't delete existing attribute before new attribute is computed
This fixes the behavior of some nodes when the same attribute
name is used for input and output. If both attributes have a
different type, they can't exist at the same time. Therefore,
the input attribute has to be removed in order to create the
output attribute.

Previously, the input attribute was remove before it was used
in any computations. Now, the output is written to a temporary
buffer and only later saved in the geometry component. This
allows both attributes to coexist within the node.

The temporary attribute is only create when necessary. The
normal case without name collisions still works the same
as before.

Differential Revision: https://developer.blender.org/D10109

Ref T83793.
2021-01-14 15:52:08 +01:00
79d6bd9a22 Functions: add generic pointer class for const pointers
This adds a GPointer class, which is mostly the same as GMutablePointer.
The main difference is that GPointer references const data, while GMutablePointer
references non-const data.
2020-12-18 13:28:55 +01:00
6be56c13e9 Geometry Nodes: initial scattering and geometry nodes
This is the initial merge from the geometry-nodes branch.
Nodes:
* Attribute Math
* Boolean
* Edge Split
* Float Compare
* Object Info
* Point Distribute
* Point Instance
* Random Attribute
* Random Float
* Subdivision Surface
* Transform
* Triangulate

It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier.

Notes on the Generic attribute access API

The API adds an indirection for attribute access. That has the following benefits:
* Most code does not have to care about how an attribute is stored internally.
  This is mainly necessary, because we have to deal with "legacy" attributes
  such as vertex weights and attributes that are embedded into other structs
  such as vertex positions.
* When reading from an attribute, we generally don't care what domain the
  attribute is stored on. So we want to abstract away the interpolation that
  that adapts attributes from one domain to another domain (this is not
  actually implemented yet).

Other possible improvements for later iterations include:
* Actually implement interpolation between domains.
* Don't use inheritance for the different attribute types. A single class for read
  access and one for write access might be enough, because we know all the ways
  in which attributes are stored internally. We don't want more different internal
  structures in the future. On the contrary, ideally we can consolidate the different
  storage formats in the future to reduce the need for this indirection.
* Remove the need for heap allocations when creating attribute accessors.

It includes commits from:
* Dalai Felinto
* Hans Goudey
* Jacques Lucke
* Léo Depoix
2020-12-02 15:38:47 +01:00
d65628466a Functions: add float2 cpp type
This also adds a hash function for `float2`, because `CPPType`
expects that currently.
2020-12-02 15:38:47 +01:00
1d6284a6d5 Functions: add generic pointer class
This class represents a pointer whose type is only known at runtime.
2020-12-02 15:38:47 +01:00
c7f518fe35 Functions: add move operations to CPPType
Those are sometimes needed when dealing with c++ types in a generic way.
2020-12-02 15:38:47 +01:00
3a7fd309fc Spelling: It's Versus Its
Corrects incorrect usage of contraction for 'it is', when possessive 'its' was required.

Differential Revision: https://developer.blender.org/D9250

Reviewed by Campbell Barton
2020-10-19 08:12:33 -07:00
dd25d47e8a Cleanup: add missing headers to CMake, formatting 2020-09-15 22:53:44 +10:00
fccb38cf19 Fix warning from narrowing conversion 2020-08-19 16:56:36 +02:00
c50e5fcc34 Cleanup: use C++ style casts in various places 2020-08-07 18:42:21 +02:00
c04088fed1 Cleanup: Clang-Tidy else-after-return fixes
This addresses warnings from Clang-Tidy's `readability-else-after-return`
rule. This should be the final commit of the series of commits that
addresses this particular rule.

No functional changes.
2020-08-07 13:38:07 +02:00
7283e6fb73 Merge branch 'blender-v2.90-release' into master 2020-08-07 10:04:57 +02:00
91694b9b58 Code Style: use "#pragma once" in source directory
This replaces header include guards with `#pragma once`.
A couple of include guards are not removed yet (e.g. `__RNA_TYPES_H__`),
because they are used in other places.

This patch has been generated by P1561 followed by `make format`.

Differential Revision: https://developer.blender.org/D8466
2020-08-07 09:50:34 +02:00
f3acfc97d9 Functions: fix multi function test
There were two issues. First, I made a mistake when I switched from unsigned
to signed integers. Second, two classes with the same name were defined in
separate files. Those classes are in an anonymus namespace now, so that they
don't leak into other files.
2020-08-05 17:19:02 +02:00
396d0b5cd0 Particles: new Age Reached Event, Kill Particle and Random Float node
The hardcoded age limit is now gone. The behavior can be implemented
with an Age Reached Event and Kill Particle node. Other utility nodes
to handle age limits of particles can be added later. Adding an
Age Limit attribute to particles on birth will be useful for some effects,
e.g. when you want to control the color or size of a particle over its
life time.

The Random Float node takes a seed currently. Different nodes will
produce different values even with the same seed. However, the same
node will generate the same random number for the same seed every
time. The "Hash" of a particle can be used as seed. Later, we'd want
to have more modes in the node to make it more user friendly.
Modes could be: Per Particle, Per Time, Per Particle Per Time,
Per Node Instance, ...
Also a Random Vector node will be useful, as it currently has to be
build using three Random Float nodes.
2020-08-02 22:10:47 +02:00
6f5d01779a Functions: add some tests for virtual spans 2020-07-27 16:35:54 +02:00
38e65331a8 Particles: initial support for events and actions
The following nodes work now (although things can still be improved of course):
Particle Birth Event, Praticle Time Step Event, Set Particle Attribute and Execute Condition.

Multiple Set Particle Attribute nodes can be chained using the "Execute" sockets.
They will be executed from left to right.
2020-07-27 16:26:43 +02:00
6cecdf2ade Functions: move tests closer to code 2020-07-26 12:19:11 +02:00
50ff450202 Cleanup: can use guarded instead of raw allocator now 2020-07-24 13:47:57 +02:00
b53c46d760 BLI: add MultiValueMap
This is a convenience wrapper for `Map<Key, Vector<Value>>`.
It does not provide any performance benefits (yet). I need this
kind of map in a couple of places and before I was duplicating
the lookup logic in many places.
2020-07-24 12:15:13 +02:00
149bb0c26d Cleanup: unify naming between different spans 2020-07-23 18:07:44 +02:00
766edbdf1f Particles: improve mesh emitter
Particles are now emitted from vertices of the mesh.
2020-07-23 17:57:11 +02:00
83cb4f5f8f Cleanup: spelling 2020-07-22 11:57:04 +10:00