Fix #104915: Race condition writing subsurf optimal display edges #105156
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Reference: blender/blender#105156
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Delete Branch "HooglyBoogly/blender:fix-subdiv-optimal-edges-threadsafety"
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Writing to a bitmap from multiple threads causes races when writing to
bits within the same integer. Instead, write to a separate boolean array
while subdividing, and move that to the final mesh bit vector after.
Notes:
copy_from(Span<bool>)
call in the future.BitVector
with anArray<bool>
, but 1/8 the memory use for edges is likely worth it.A few reviewers here since I'm using the new Bit map classes and want Jacques to see this, and Sergey because subdiv is his area, and Jeroen because he investigated the bug already. I don't think you all need to look into this, but I want to make it an option at least. Thanks.
Just quickly looked over it. Some thoughts:
Normally an
blender::Array<bool>
stores a a bool in an uint32_t. Stdlib does some trickery here, but not sure that we also added that. If this is the case this solution just over-allocates memory. It just feels like it makes the race condition less likely to happen.Considerations:
@Jeroen-Bakker Isn't it important for the race condition what type of data is read/written, and not how the size is rounded during allocation (
uint8_t
oruint32_t
)?sizeof(bool)
is 1 on any platform/compiler we support, andblender::Array
stores it as such. Multiple threads writing to different individual bytes in an array is safe, as they are at separate memory locations and the C++ standard guarantees that works.Performance may not be great, but there should be no race condition.