Whenever a node group is entered during evaluation, a new compute context is entered which has a corresponding hash. When node groups are entered and exited a lot, this can have some overhead. In my test file with ~100.000 node group invocations, this patch improves performance by about 7%. The speedup is achieved in two ways: * Avoid computing the same hash twice by caching it. * Invoke the hashing algorithm (md5 currently) only once instead of twice.
64 lines
1.9 KiB
C++
64 lines
1.9 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later */
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#include "DNA_node_types.h"
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#include "BKE_compute_contexts.hh"
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namespace blender::bke {
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ModifierComputeContext::ModifierComputeContext(const ComputeContext *parent,
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std::string modifier_name)
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: ComputeContext(s_static_type, parent), modifier_name_(std::move(modifier_name))
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{
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hash_.mix_in(s_static_type, strlen(s_static_type));
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hash_.mix_in(modifier_name_.data(), modifier_name_.size());
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}
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void ModifierComputeContext::print_current_in_line(std::ostream &stream) const
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{
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stream << "Modifier: " << modifier_name_;
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}
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NodeGroupComputeContext::NodeGroupComputeContext(
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const ComputeContext *parent,
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const int node_id,
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const std::optional<ComputeContextHash> &cached_hash)
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: ComputeContext(s_static_type, parent), node_id_(node_id)
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{
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if (cached_hash.has_value()) {
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hash_ = *cached_hash;
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}
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else {
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/* Mix static type and node id into a single buffer so that only a single call to #mix_in is
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* necessary. */
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const int type_size = strlen(s_static_type);
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const int buffer_size = type_size + 1 + sizeof(int32_t);
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DynamicStackBuffer<64, 8> buffer_owner(buffer_size, 8);
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char *buffer = static_cast<char *>(buffer_owner.buffer());
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memcpy(buffer, s_static_type, type_size + 1);
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memcpy(buffer + type_size + 1, &node_id_, sizeof(int32_t));
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hash_.mix_in(buffer, buffer_size);
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}
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}
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NodeGroupComputeContext::NodeGroupComputeContext(const ComputeContext *parent, const bNode &node)
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: NodeGroupComputeContext(parent, node.identifier)
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{
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#ifdef DEBUG
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debug_node_name_ = node.name;
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#endif
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}
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void NodeGroupComputeContext::print_current_in_line(std::ostream &stream) const
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{
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#ifdef DEBUG
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if (!debug_node_name_.empty()) {
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stream << "Node: " << debug_node_name_;
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return;
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}
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#endif
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stream << "Node ID: " << node_id_;
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}
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} // namespace blender::bke
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