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blender-archive/source/blender/draw/DRW_pbvh.hh
Hans Goudey 16fbadde36 Mesh: Replace MLoop struct with generic attributes
Implements #102359.

Split the `MLoop` struct into two separate integer arrays called
`corner_verts` and `corner_edges`, referring to the vertex each corner
is attached to and the next edge around the face at each corner. These
arrays can be sliced to give access to the edges or vertices in a face.
Then they are often referred to as "poly_verts" or "poly_edges".

The main benefits are halving the necessary memory bandwidth when only
one array is used and simplifications from using regular integer indices
instead of a special-purpose struct.

The commit also starts a renaming from "loop" to "corner" in mesh code.

Like the other mesh struct of array refactors, forward compatibility is
kept by writing files with the older format. This will be done until 4.0
to ease the transition process.

Looking at a small portion of the patch should give a good impression
for the rest of the changes. I tried to make the changes as small as
possible so it's easy to tell the correctness from the diff. Though I
found Blender developers have been very inventive over the last decade
when finding different ways to loop over the corners in a face.

For performance, nearly every piece of code that deals with `Mesh` is
slightly impacted. Any algorithm that is memory bottle-necked should
see an improvement. For example, here is a comparison of interpolating
a vertex float attribute to face corners (Ryzen 3700x):

**Before** (Average: 3.7 ms, Min: 3.4 ms)
```
threading::parallel_for(loops.index_range(), 4096, [&](IndexRange range) {
  for (const int64_t i : range) {
    dst[i] = src[loops[i].v];
  }
});
```

**After** (Average: 2.9 ms, Min: 2.6 ms)
```
array_utils::gather(src, corner_verts, dst);
```

That's an improvement of 28% to the average timings, and it's also a
simplification, since an index-based routine can be used instead.
For more examples using the new arrays, see the design task.

Pull Request: blender/blender#104424
2023-03-20 15:55:13 +01:00

91 lines
2.2 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2022 Blender Foundation. */
/** \file
* \ingroup draw
*/
#pragma once
/* Needed for BKE_ccg.h. */
#include "BLI_assert.h"
#include "BLI_bitmap.h"
#include "BLI_span.hh"
#include "BKE_ccg.h"
struct PBVHAttrReq;
struct GPUBatch;
struct PBVHNode;
struct PBVHBatches;
struct PBVHGPUFormat;
struct GSet;
struct DMFlagMat;
struct Mesh;
struct MLoopTri;
struct CustomData;
struct MPoly;
struct SubdivCCG;
struct BMesh;
struct PBVH_GPU_Args {
int pbvh_type;
BMesh *bm;
const Mesh *me;
const float (*vert_positions)[3];
blender::Span<int> corner_verts;
blender::Span<int> corner_edges;
const MPoly *polys;
int mesh_verts_num, mesh_faces_num, mesh_grids_num;
CustomData *vdata, *ldata, *pdata;
const float (*vert_normals)[3];
const char *active_color;
const char *render_color;
int face_sets_color_seed, face_sets_color_default;
int *face_sets; /* for PBVH_FACES and PBVH_GRIDS */
SubdivCCG *subdiv_ccg;
const DMFlagMat *grid_flag_mats;
const int *grid_indices;
CCGKey ccg_key;
CCGElem **grids;
void **gridfaces;
BLI_bitmap **grid_hidden;
int *prim_indices;
int totprim;
const bool *hide_poly;
int node_verts_num;
const MLoopTri *mlooptri;
PBVHNode *node;
/* BMesh. */
GSet *bm_unique_vert, *bm_other_verts, *bm_faces;
int cd_mask_layer;
};
void DRW_pbvh_node_update(PBVHBatches *batches, PBVH_GPU_Args *args);
void DRW_pbvh_update_pre(PBVHBatches *batches, PBVH_GPU_Args *args);
void DRW_pbvh_node_gpu_flush(PBVHBatches *batches);
PBVHBatches *DRW_pbvh_node_create(PBVH_GPU_Args *args);
void DRW_pbvh_node_free(PBVHBatches *batches);
GPUBatch *DRW_pbvh_tris_get(PBVHBatches *batches,
PBVHAttrReq *attrs,
int attrs_num,
PBVH_GPU_Args *args,
int *r_prim_count,
bool do_coarse_grids);
GPUBatch *DRW_pbvh_lines_get(PBVHBatches *batches,
PBVHAttrReq *attrs,
int attrs_num,
PBVH_GPU_Args *args,
int *r_prim_count,
bool do_coarse_grids);