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blender-archive/source/blender/blenkernel/intern/instances.cc
Jacques Lucke 2ffd08e952 Geometry Nodes: deterministic anonymous attribute lifetimes
Previously, the lifetimes of anonymous attributes were determined by
reference counts which were non-deterministic when multiple threads
are used. Now the lifetimes of anonymous attributes are handled
more explicitly and deterministically. This is a prerequisite for any kind
of caching, because caching the output of nodes that do things
non-deterministically and have "invisible inputs" (reference counts)
doesn't really work.

For more details for how deterministic lifetimes are achieved, see D16858.

No functional changes are expected. Small performance changes are expected
as well (within few percent, anything larger regressions should be reported as
bugs).

Differential Revision: https://developer.blender.org/D16858
2023-01-05 14:05:30 +01:00

336 lines
10 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later */
#include "BLI_array_utils.hh"
#include "BLI_rand.hh"
#include "BLI_task.hh"
#include "BKE_attribute_math.hh"
#include "BKE_geometry_set.hh"
#include "BKE_instances.hh"
namespace blender::bke {
InstanceReference::InstanceReference(GeometrySet geometry_set)
: type_(Type::GeometrySet),
geometry_set_(std::make_unique<GeometrySet>(std::move(geometry_set)))
{
}
void InstanceReference::ensure_owns_direct_data()
{
if (type_ != Type::GeometrySet) {
return;
}
geometry_set_->ensure_owns_direct_data();
}
bool InstanceReference::owns_direct_data() const
{
if (type_ != Type::GeometrySet) {
/* The object and collection instances are not direct data. */
return true;
}
return geometry_set_->owns_direct_data();
}
Instances::Instances(const Instances &other)
: references_(other.references_),
reference_handles_(other.reference_handles_),
transforms_(other.transforms_),
almost_unique_ids_(other.almost_unique_ids_),
attributes_(other.attributes_)
{
}
void Instances::reserve(int min_capacity)
{
reference_handles_.reserve(min_capacity);
transforms_.reserve(min_capacity);
attributes_.reallocate(min_capacity);
}
void Instances::resize(int capacity)
{
reference_handles_.resize(capacity);
transforms_.resize(capacity);
attributes_.reallocate(capacity);
}
void Instances::add_instance(const int instance_handle, const float4x4 &transform)
{
BLI_assert(instance_handle >= 0);
BLI_assert(instance_handle < references_.size());
reference_handles_.append(instance_handle);
transforms_.append(transform);
attributes_.reallocate(this->instances_num());
}
blender::Span<int> Instances::reference_handles() const
{
return reference_handles_;
}
blender::MutableSpan<int> Instances::reference_handles()
{
return reference_handles_;
}
blender::MutableSpan<blender::float4x4> Instances::transforms()
{
return transforms_;
}
blender::Span<blender::float4x4> Instances::transforms() const
{
return transforms_;
}
GeometrySet &Instances::geometry_set_from_reference(const int reference_index)
{
/* If this assert fails, it means #ensure_geometry_instances must be called first or that the
* reference can't be converted to a geometry set. */
BLI_assert(references_[reference_index].type() == InstanceReference::Type::GeometrySet);
/* The const cast is okay because the instance's hash in the set
* is not changed by adjusting the data inside the geometry set. */
return const_cast<GeometrySet &>(references_[reference_index].geometry_set());
}
int Instances::add_reference(const InstanceReference &reference)
{
return references_.index_of_or_add_as(reference);
}
blender::Span<InstanceReference> Instances::references() const
{
return references_;
}
void Instances::remove(const IndexMask mask,
const AnonymousAttributePropagationInfo &propagation_info)
{
using namespace blender;
if (mask.is_range() && mask.as_range().start() == 0) {
/* Deleting from the end of the array can be much faster since no data has to be shifted. */
this->resize(mask.size());
this->remove_unused_references();
return;
}
const Span<int> old_handles = this->reference_handles();
Vector<int> new_handles(mask.size());
array_utils::gather(old_handles, mask.indices(), new_handles.as_mutable_span());
reference_handles_ = std::move(new_handles);
const Span<float4x4> old_tansforms = this->transforms();
Vector<float4x4> new_transforms(mask.size());
array_utils::gather(old_tansforms, mask.indices(), new_transforms.as_mutable_span());
transforms_ = std::move(new_transforms);
const bke::CustomDataAttributes &src_attributes = attributes_;
bke::CustomDataAttributes dst_attributes;
dst_attributes.reallocate(mask.size());
src_attributes.foreach_attribute(
[&](const bke::AttributeIDRef &id, const bke::AttributeMetaData &meta_data) {
if (id.is_anonymous() && !propagation_info.propagate(id.anonymous_id())) {
return true;
}
GSpan src = *src_attributes.get_for_read(id);
dst_attributes.create(id, meta_data.data_type);
GMutableSpan dst = *dst_attributes.get_for_write(id);
array_utils::gather(src, mask.indices(), dst);
return true;
},
ATTR_DOMAIN_INSTANCE);
attributes_ = std::move(dst_attributes);
this->remove_unused_references();
}
void Instances::remove_unused_references()
{
using namespace blender;
using namespace blender::bke;
const int tot_instances = this->instances_num();
const int tot_references_before = references_.size();
if (tot_instances == 0) {
/* If there are no instances, no reference is needed. */
references_.clear();
return;
}
if (tot_references_before == 1) {
/* There is only one reference and at least one instance. So the only existing reference is
* used. Nothing to do here. */
return;
}
Array<bool> usage_by_handle(tot_references_before, false);
std::mutex mutex;
/* Loop over all instances to see which references are used. */
threading::parallel_for(IndexRange(tot_instances), 1000, [&](IndexRange range) {
/* Use local counter to avoid lock contention. */
Array<bool> local_usage_by_handle(tot_references_before, false);
for (const int i : range) {
const int handle = reference_handles_[i];
BLI_assert(handle >= 0 && handle < tot_references_before);
local_usage_by_handle[handle] = true;
}
std::lock_guard lock{mutex};
for (const int i : IndexRange(tot_references_before)) {
usage_by_handle[i] |= local_usage_by_handle[i];
}
});
if (!usage_by_handle.as_span().contains(false)) {
/* All references are used. */
return;
}
/* Create new references and a mapping for the handles. */
Vector<int> handle_mapping;
VectorSet<InstanceReference> new_references;
int next_new_handle = 0;
bool handles_have_to_be_updated = false;
for (const int old_handle : IndexRange(tot_references_before)) {
if (!usage_by_handle[old_handle]) {
/* Add some dummy value. It won't be read again. */
handle_mapping.append(-1);
}
else {
const InstanceReference &reference = references_[old_handle];
handle_mapping.append(next_new_handle);
new_references.add_new(reference);
if (old_handle != next_new_handle) {
handles_have_to_be_updated = true;
}
next_new_handle++;
}
}
references_ = new_references;
if (!handles_have_to_be_updated) {
/* All remaining handles are the same as before, so they don't have to be updated. This happens
* when unused handles are only at the end. */
return;
}
/* Update handles of instances. */
threading::parallel_for(IndexRange(tot_instances), 1000, [&](IndexRange range) {
for (const int i : range) {
reference_handles_[i] = handle_mapping[reference_handles_[i]];
}
});
}
int Instances::instances_num() const
{
return transforms_.size();
}
int Instances::references_num() const
{
return references_.size();
}
bool Instances::owns_direct_data() const
{
for (const InstanceReference &reference : references_) {
if (!reference.owns_direct_data()) {
return false;
}
}
return true;
}
void Instances::ensure_owns_direct_data()
{
for (const InstanceReference &const_reference : references_) {
/* `const` cast is fine because we are not changing anything that would change the hash of the
* reference. */
InstanceReference &reference = const_cast<InstanceReference &>(const_reference);
reference.ensure_owns_direct_data();
}
}
static blender::Array<int> generate_unique_instance_ids(Span<int> original_ids)
{
using namespace blender;
Array<int> unique_ids(original_ids.size());
Set<int> used_unique_ids;
used_unique_ids.reserve(original_ids.size());
Vector<int> instances_with_id_collision;
for (const int instance_index : original_ids.index_range()) {
const int original_id = original_ids[instance_index];
if (used_unique_ids.add(original_id)) {
/* The original id has not been used by another instance yet. */
unique_ids[instance_index] = original_id;
}
else {
/* The original id of this instance collided with a previous instance, it needs to be looked
* at again in a second pass. Don't generate a new random id here, because this might collide
* with other existing ids. */
instances_with_id_collision.append(instance_index);
}
}
Map<int, RandomNumberGenerator> generator_by_original_id;
for (const int instance_index : instances_with_id_collision) {
const int original_id = original_ids[instance_index];
RandomNumberGenerator &rng = generator_by_original_id.lookup_or_add_cb(original_id, [&]() {
RandomNumberGenerator rng;
rng.seed_random(original_id);
return rng;
});
const int max_iteration = 100;
for (int iteration = 0;; iteration++) {
/* Try generating random numbers until an unused one has been found. */
const int random_id = rng.get_int32();
if (used_unique_ids.add(random_id)) {
/* This random id is not used by another instance. */
unique_ids[instance_index] = random_id;
break;
}
if (iteration == max_iteration) {
/* It seems to be very unlikely that we ever run into this case (assuming there are less
* than 2^30 instances). However, if that happens, it's better to use an id that is not
* unique than to be stuck in an infinite loop. */
unique_ids[instance_index] = original_id;
break;
}
}
}
return unique_ids;
}
blender::Span<int> Instances::almost_unique_ids() const
{
std::lock_guard lock(almost_unique_ids_mutex_);
std::optional<GSpan> instance_ids_gspan = attributes_.get_for_read("id");
if (instance_ids_gspan) {
Span<int> instance_ids = instance_ids_gspan->typed<int>();
if (almost_unique_ids_.size() != instance_ids.size()) {
almost_unique_ids_ = generate_unique_instance_ids(instance_ids);
}
}
else {
almost_unique_ids_.reinitialize(this->instances_num());
for (const int i : almost_unique_ids_.index_range()) {
almost_unique_ids_[i] = i;
}
}
return almost_unique_ids_;
}
} // namespace blender::bke