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blender-archive/source/blender/blenkernel/intern/editmesh_tangent.c
Brecht Van Lommel fcc844f8fb BLI: use explicit task isolation, no longer part of parallel operations
After looking into task isolation issues with Sergey, we couldn't find the
reason behind the deadlocks that we are getting in T87938 and a Sprite Fright
file involving motion blur renders.

There is no apparent place where we adding or waiting on tasks in a task group
from different isolation regions, which is what is known to cause problems. Yet
it still hangs. Either we do not understand some limitation of TBB isolation,
or there is a bug in TBB, but we could not figure it out.

Instead the idea is to use isolation only where we know we need it: when
holding a mutex lock and then doing some multithreaded operation within that
locked region. Three places where we do this now:
* Generated images
* Cached BVH tree building
* OpenVDB lazy grid loading

Compared to the more automatic approach previously used, there is the downside
that it is easy to miss places where we need isolation. Yet doing it more
automatically is also causing unexpected issue and bugs that we found no
solution for, so this seems better.

Patch implemented by Sergey and me.

Differential Revision: https://developer.blender.org/D11603
2021-06-15 17:28:44 +02:00

455 lines
14 KiB
C

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
/** \file
* \ingroup bke
*/
#include "BLI_math.h"
#include "BLI_task.h"
#include "DNA_customdata_types.h"
#include "DNA_defs.h"
#include "DNA_meshdata_types.h"
#include "BKE_editmesh.h"
#include "BKE_editmesh_tangent.h"
#include "BKE_mesh.h"
#include "BKE_mesh_tangent.h" /* for utility functions */
#include "MEM_guardedalloc.h"
/* interface */
#include "mikktspace.h"
/* -------------------------------------------------------------------- */
/** \name Tangent Space Calculation
* \{ */
/* Necessary complexity to handle looptri's as quads for correct tangents */
#define USE_LOOPTRI_DETECT_QUADS
typedef struct {
const float (*precomputedFaceNormals)[3];
const float (*precomputedLoopNormals)[3];
const BMLoop *(*looptris)[3];
int cd_loop_uv_offset; /* texture coordinates */
const float (*orco)[3];
float (*tangent)[4]; /* destination */
int numTessFaces;
#ifdef USE_LOOPTRI_DETECT_QUADS
/* map from 'fake' face index to looptri,
* quads will point to the first looptri of the quad */
const int *face_as_quad_map;
int num_face_as_quad_map;
#endif
} SGLSLEditMeshToTangent;
#ifdef USE_LOOPTRI_DETECT_QUADS
/* seems weak but only used on quads */
static const BMLoop *bm_loop_at_face_index(const BMFace *f, int vert_index)
{
const BMLoop *l = BM_FACE_FIRST_LOOP(f);
while (vert_index--) {
l = l->next;
}
return l;
}
#endif
static int emdm_ts_GetNumFaces(const SMikkTSpaceContext *pContext)
{
SGLSLEditMeshToTangent *pMesh = pContext->m_pUserData;
#ifdef USE_LOOPTRI_DETECT_QUADS
return pMesh->num_face_as_quad_map;
#else
return pMesh->numTessFaces;
#endif
}
static int emdm_ts_GetNumVertsOfFace(const SMikkTSpaceContext *pContext, const int face_num)
{
#ifdef USE_LOOPTRI_DETECT_QUADS
SGLSLEditMeshToTangent *pMesh = pContext->m_pUserData;
if (pMesh->face_as_quad_map) {
const BMLoop **lt = pMesh->looptris[pMesh->face_as_quad_map[face_num]];
if (lt[0]->f->len == 4) {
return 4;
}
}
return 3;
#else
UNUSED_VARS(pContext, face_num);
return 3;
#endif
}
static void emdm_ts_GetPosition(const SMikkTSpaceContext *pContext,
float r_co[3],
const int face_num,
const int vert_index)
{
// BLI_assert(vert_index >= 0 && vert_index < 4);
SGLSLEditMeshToTangent *pMesh = pContext->m_pUserData;
const BMLoop **lt;
const BMLoop *l;
#ifdef USE_LOOPTRI_DETECT_QUADS
if (pMesh->face_as_quad_map) {
lt = pMesh->looptris[pMesh->face_as_quad_map[face_num]];
if (lt[0]->f->len == 4) {
l = bm_loop_at_face_index(lt[0]->f, vert_index);
goto finally;
}
/* fall through to regular triangle */
}
else {
lt = pMesh->looptris[face_num];
}
#else
lt = pMesh->looptris[face_num];
#endif
l = lt[vert_index];
const float *co;
finally:
co = l->v->co;
copy_v3_v3(r_co, co);
}
static void emdm_ts_GetTextureCoordinate(const SMikkTSpaceContext *pContext,
float r_uv[2],
const int face_num,
const int vert_index)
{
// BLI_assert(vert_index >= 0 && vert_index < 4);
SGLSLEditMeshToTangent *pMesh = pContext->m_pUserData;
const BMLoop **lt;
const BMLoop *l;
#ifdef USE_LOOPTRI_DETECT_QUADS
if (pMesh->face_as_quad_map) {
lt = pMesh->looptris[pMesh->face_as_quad_map[face_num]];
if (lt[0]->f->len == 4) {
l = bm_loop_at_face_index(lt[0]->f, vert_index);
goto finally;
}
/* fall through to regular triangle */
}
else {
lt = pMesh->looptris[face_num];
}
#else
lt = pMesh->looptris[face_num];
#endif
l = lt[vert_index];
finally:
if (pMesh->cd_loop_uv_offset != -1) {
const float *uv = BM_ELEM_CD_GET_VOID_P(l, pMesh->cd_loop_uv_offset);
copy_v2_v2(r_uv, uv);
}
else {
const float *orco = pMesh->orco[BM_elem_index_get(l->v)];
map_to_sphere(&r_uv[0], &r_uv[1], orco[0], orco[1], orco[2]);
}
}
static void emdm_ts_GetNormal(const SMikkTSpaceContext *pContext,
float r_no[3],
const int face_num,
const int vert_index)
{
// BLI_assert(vert_index >= 0 && vert_index < 4);
SGLSLEditMeshToTangent *pMesh = pContext->m_pUserData;
const BMLoop **lt;
const BMLoop *l;
#ifdef USE_LOOPTRI_DETECT_QUADS
if (pMesh->face_as_quad_map) {
lt = pMesh->looptris[pMesh->face_as_quad_map[face_num]];
if (lt[0]->f->len == 4) {
l = bm_loop_at_face_index(lt[0]->f, vert_index);
goto finally;
}
/* fall through to regular triangle */
}
else {
lt = pMesh->looptris[face_num];
}
#else
lt = pMesh->looptris[face_num];
#endif
l = lt[vert_index];
finally:
if (pMesh->precomputedLoopNormals) {
copy_v3_v3(r_no, pMesh->precomputedLoopNormals[BM_elem_index_get(l)]);
}
else if (BM_elem_flag_test(l->f, BM_ELEM_SMOOTH) == 0) { /* flat */
if (pMesh->precomputedFaceNormals) {
copy_v3_v3(r_no, pMesh->precomputedFaceNormals[BM_elem_index_get(l->f)]);
}
else {
copy_v3_v3(r_no, l->f->no);
}
}
else {
copy_v3_v3(r_no, l->v->no);
}
}
static void emdm_ts_SetTSpace(const SMikkTSpaceContext *pContext,
const float fvTangent[3],
const float fSign,
const int face_num,
const int vert_index)
{
// BLI_assert(vert_index >= 0 && vert_index < 4);
SGLSLEditMeshToTangent *pMesh = pContext->m_pUserData;
const BMLoop **lt;
const BMLoop *l;
#ifdef USE_LOOPTRI_DETECT_QUADS
if (pMesh->face_as_quad_map) {
lt = pMesh->looptris[pMesh->face_as_quad_map[face_num]];
if (lt[0]->f->len == 4) {
l = bm_loop_at_face_index(lt[0]->f, vert_index);
goto finally;
}
/* fall through to regular triangle */
}
else {
lt = pMesh->looptris[face_num];
}
#else
lt = pMesh->looptris[face_num];
#endif
l = lt[vert_index];
float *pRes;
finally:
pRes = pMesh->tangent[BM_elem_index_get(l)];
copy_v3_v3(pRes, fvTangent);
pRes[3] = fSign;
}
static void emDM_calc_loop_tangents_thread(TaskPool *__restrict UNUSED(pool), void *taskdata)
{
struct SGLSLEditMeshToTangent *mesh2tangent = taskdata;
/* new computation method */
{
SMikkTSpaceContext sContext = {NULL};
SMikkTSpaceInterface sInterface = {NULL};
sContext.m_pUserData = mesh2tangent;
sContext.m_pInterface = &sInterface;
sInterface.m_getNumFaces = emdm_ts_GetNumFaces;
sInterface.m_getNumVerticesOfFace = emdm_ts_GetNumVertsOfFace;
sInterface.m_getPosition = emdm_ts_GetPosition;
sInterface.m_getTexCoord = emdm_ts_GetTextureCoordinate;
sInterface.m_getNormal = emdm_ts_GetNormal;
sInterface.m_setTSpaceBasic = emdm_ts_SetTSpace;
/* 0 if failed */
genTangSpaceDefault(&sContext);
}
}
/**
* \see #BKE_mesh_calc_loop_tangent, same logic but used arrays instead of #BMesh data.
*
* \note This function is not so normal, its using #BMesh.ldata as input,
* but output's to #Mesh.ldata.
* This is done because #CD_TANGENT is cache data used only for drawing.
*/
void BKE_editmesh_loop_tangent_calc(BMEditMesh *em,
bool calc_active_tangent,
const char (*tangent_names)[MAX_NAME],
int tangent_names_len,
const float (*poly_normals)[3],
const float (*loop_normals)[3],
const float (*vert_orco)[3],
/* result */
CustomData *loopdata_out,
const uint loopdata_out_len,
short *tangent_mask_curr_p)
{
BMesh *bm = em->bm;
int act_uv_n = -1;
int ren_uv_n = -1;
bool calc_act = false;
bool calc_ren = false;
char act_uv_name[MAX_NAME];
char ren_uv_name[MAX_NAME];
short tangent_mask = 0;
short tangent_mask_curr = *tangent_mask_curr_p;
BKE_mesh_calc_loop_tangent_step_0(&bm->ldata,
calc_active_tangent,
tangent_names,
tangent_names_len,
&calc_act,
&calc_ren,
&act_uv_n,
&ren_uv_n,
act_uv_name,
ren_uv_name,
&tangent_mask);
if ((tangent_mask_curr | tangent_mask) != tangent_mask_curr) {
for (int i = 0; i < tangent_names_len; i++) {
if (tangent_names[i][0]) {
BKE_mesh_add_loop_tangent_named_layer_for_uv(
&bm->ldata, loopdata_out, (int)loopdata_out_len, tangent_names[i]);
}
}
if ((tangent_mask & DM_TANGENT_MASK_ORCO) &&
CustomData_get_named_layer_index(loopdata_out, CD_TANGENT, "") == -1) {
CustomData_add_layer_named(
loopdata_out, CD_TANGENT, CD_CALLOC, NULL, (int)loopdata_out_len, "");
}
if (calc_act && act_uv_name[0]) {
BKE_mesh_add_loop_tangent_named_layer_for_uv(
&bm->ldata, loopdata_out, (int)loopdata_out_len, act_uv_name);
}
if (calc_ren && ren_uv_name[0]) {
BKE_mesh_add_loop_tangent_named_layer_for_uv(
&bm->ldata, loopdata_out, (int)loopdata_out_len, ren_uv_name);
}
int totface = em->tottri;
#ifdef USE_LOOPTRI_DETECT_QUADS
int num_face_as_quad_map;
int *face_as_quad_map = NULL;
/* map faces to quads */
if (em->tottri != bm->totface) {
/* Over allocate, since we don't know how many ngon or quads we have. */
/* map fake face index to looptri */
face_as_quad_map = MEM_mallocN(sizeof(int) * totface, __func__);
int i, j;
for (i = 0, j = 0; j < totface; i++, j++) {
face_as_quad_map[i] = j;
/* step over all quads */
if (em->looptris[j][0]->f->len == 4) {
j++; /* skips the nest looptri */
}
}
num_face_as_quad_map = i;
}
else {
num_face_as_quad_map = totface;
}
#endif
/* Calculation */
if (em->tottri != 0) {
TaskPool *task_pool;
task_pool = BLI_task_pool_create(NULL, TASK_PRIORITY_LOW);
tangent_mask_curr = 0;
/* Calculate tangent layers */
SGLSLEditMeshToTangent data_array[MAX_MTFACE];
int index = 0;
int n = 0;
CustomData_update_typemap(loopdata_out);
const int tangent_layer_num = CustomData_number_of_layers(loopdata_out, CD_TANGENT);
for (n = 0; n < tangent_layer_num; n++) {
index = CustomData_get_layer_index_n(loopdata_out, CD_TANGENT, n);
BLI_assert(n < MAX_MTFACE);
SGLSLEditMeshToTangent *mesh2tangent = &data_array[n];
mesh2tangent->numTessFaces = em->tottri;
#ifdef USE_LOOPTRI_DETECT_QUADS
mesh2tangent->face_as_quad_map = face_as_quad_map;
mesh2tangent->num_face_as_quad_map = num_face_as_quad_map;
#endif
mesh2tangent->precomputedFaceNormals = poly_normals;
/* Note, we assume we do have tessellated loop normals at this point
* (in case it is object-enabled), have to check this is valid. */
mesh2tangent->precomputedLoopNormals = loop_normals;
mesh2tangent->cd_loop_uv_offset = CustomData_get_n_offset(&bm->ldata, CD_MLOOPUV, n);
/* needed for indexing loop-tangents */
int htype_index = BM_LOOP;
if (mesh2tangent->cd_loop_uv_offset == -1) {
mesh2tangent->orco = vert_orco;
if (!mesh2tangent->orco) {
continue;
}
/* needed for orco lookups */
htype_index |= BM_VERT;
tangent_mask_curr |= DM_TANGENT_MASK_ORCO;
}
else {
/* Fill the resulting tangent_mask */
int uv_ind = CustomData_get_named_layer_index(
&bm->ldata, CD_MLOOPUV, loopdata_out->layers[index].name);
int uv_start = CustomData_get_layer_index(&bm->ldata, CD_MLOOPUV);
BLI_assert(uv_ind != -1 && uv_start != -1);
BLI_assert(uv_ind - uv_start < MAX_MTFACE);
tangent_mask_curr |= 1 << (uv_ind - uv_start);
}
if (mesh2tangent->precomputedFaceNormals) {
/* needed for face normal lookups */
htype_index |= BM_FACE;
}
BM_mesh_elem_index_ensure(bm, htype_index);
mesh2tangent->looptris = (const BMLoop *(*)[3])em->looptris;
mesh2tangent->tangent = loopdata_out->layers[index].data;
BLI_task_pool_push(task_pool, emDM_calc_loop_tangents_thread, mesh2tangent, false, NULL);
}
BLI_assert(tangent_mask_curr == tangent_mask);
BLI_task_pool_work_and_wait(task_pool);
BLI_task_pool_free(task_pool);
}
else {
tangent_mask_curr = tangent_mask;
}
#ifdef USE_LOOPTRI_DETECT_QUADS
if (face_as_quad_map) {
MEM_freeN(face_as_quad_map);
}
# undef USE_LOOPTRI_DETECT_QUADS
#endif
}
*tangent_mask_curr_p = tangent_mask_curr;
int act_uv_index = CustomData_get_layer_index_n(&bm->ldata, CD_MLOOPUV, act_uv_n);
if (act_uv_index >= 0) {
int tan_index = CustomData_get_named_layer_index(
loopdata_out, CD_TANGENT, bm->ldata.layers[act_uv_index].name);
CustomData_set_layer_active_index(loopdata_out, CD_TANGENT, tan_index);
} /* else tangent has been built from orco */
/* Update render layer index */
int ren_uv_index = CustomData_get_layer_index_n(&bm->ldata, CD_MLOOPUV, ren_uv_n);
if (ren_uv_index >= 0) {
int tan_index = CustomData_get_named_layer_index(
loopdata_out, CD_TANGENT, bm->ldata.layers[ren_uv_index].name);
CustomData_set_layer_render_index(loopdata_out, CD_TANGENT, tan_index);
} /* else tangent has been built from orco */
}
/** \} */