Cycles: Avoid overhead from RNA when extracting mesh data #106275

Merged
Hans Goudey merged 14 commits from HooglyBoogly/blender:cycles-mesh-cleanup into main 2023-04-03 17:05:10 +02:00
3 changed files with 235 additions and 96 deletions

View File

@ -412,43 +412,58 @@ static void attr_create_generic(Scene *scene,
switch (b_data_type) {
case BL::Attribute::data_type_FLOAT: {
BL::FloatAttribute b_float_attribute{b_attribute};
if (b_float_attribute.data.length() == 0) {
HooglyBoogly marked this conversation as resolved Outdated

Is this safe when the number of elements is 0? It seems fragile regardless, seems better to use:

if (b_float_attribute.data.length()) {
  const float *src = static_cast<const float *>(b_float_attribute.data[0].ptr.data);
  fill_generic_attribute(b_mesh, data, b_domain, subdivision, [&](int i) { return src[i]; });
}
Is this safe when the number of elements is 0? It seems fragile regardless, seems better to use: ``` if (b_float_attribute.data.length()) { const float *src = static_cast<const float *>(b_float_attribute.data[0].ptr.data); fill_generic_attribute(b_mesh, data, b_domain, subdivision, [&](int i) { return src[i]; }); } ```
continue;
}
const float *src = static_cast<const float *>(b_float_attribute.data[0].ptr.data);
Attribute *attr = attributes.add(name, TypeFloat, element);
float *data = attr->data_float();
fill_generic_attribute(b_mesh, data, b_domain, subdivision, [&](int i) {
return b_float_attribute.data[i].value();
});
fill_generic_attribute(b_mesh, data, b_domain, subdivision, [&](int i) { return src[i]; });
break;
}
case BL::Attribute::data_type_BOOLEAN: {
BL::BoolAttribute b_bool_attribute{b_attribute};
if (b_bool_attribute.data.length() == 0) {
continue;
}
const bool *src = static_cast<const bool *>(b_bool_attribute.data[0].ptr.data);
Attribute *attr = attributes.add(name, TypeFloat, element);
float *data = attr->data_float();
fill_generic_attribute(b_mesh, data, b_domain, subdivision, [&](int i) {
return (float)b_bool_attribute.data[i].value();
});
fill_generic_attribute(
b_mesh, data, b_domain, subdivision, [&](int i) { return (float)src[i]; });
break;
}
case BL::Attribute::data_type_INT: {
BL::IntAttribute b_int_attribute{b_attribute};
if (b_int_attribute.data.length() == 0) {
continue;
}
const int *src = static_cast<const int *>(b_int_attribute.data[0].ptr.data);
Attribute *attr = attributes.add(name, TypeFloat, element);
float *data = attr->data_float();
fill_generic_attribute(b_mesh, data, b_domain, subdivision, [&](int i) {
return (float)b_int_attribute.data[i].value();
});
fill_generic_attribute(
b_mesh, data, b_domain, subdivision, [&](int i) { return (float)src[i]; });
break;
}
case BL::Attribute::data_type_FLOAT_VECTOR: {
BL::FloatVectorAttribute b_vector_attribute{b_attribute};
if (b_vector_attribute.data.length() == 0) {
continue;
}
const float(*src)[3] = static_cast<const float(*)[3]>(b_vector_attribute.data[0].ptr.data);
Attribute *attr = attributes.add(name, TypeVector, element);
float3 *data = attr->data_float3();
fill_generic_attribute(b_mesh, data, b_domain, subdivision, [&](int i) {
BL::Array<float, 3> v = b_vector_attribute.data[i].vector();
return make_float3(v[0], v[1], v[2]);
return make_float3(src[i][0], src[i][1], src[i][2]);
});
break;
}
case BL::Attribute::data_type_BYTE_COLOR: {
BL::ByteColorAttribute b_color_attribute{b_attribute};
if (b_color_attribute.data.length() == 0) {
continue;
}
const uchar(*src)[4] = static_cast<const uchar(*)[4]>(b_color_attribute.data[0].ptr.data);
if (element == ATTR_ELEMENT_CORNER) {
element = ATTR_ELEMENT_CORNER_BYTE;
@ -462,21 +477,26 @@ static void attr_create_generic(Scene *scene,
uchar4 *data = attr->data_uchar4();
fill_generic_attribute(b_mesh, data, b_domain, subdivision, [&](int i) {
/* Compress/encode vertex color using the sRGB curve. */
const float4 c = get_float4(b_color_attribute.data[i].color());
return color_float4_to_uchar4(color_linear_to_srgb_v4(c));
return make_uchar4(src[i][0], src[i][1], src[i][2], src[i][3]);
});
}
else {
float4 *data = attr->data_float4();
fill_generic_attribute(b_mesh, data, b_domain, subdivision, [&](int i) {
BL::Array<float, 4> v = b_color_attribute.data[i].color();
return make_float4(v[0], v[1], v[2], v[3]);
return make_float4(color_srgb_to_linear(byte_to_float(src[i][0])),
color_srgb_to_linear(byte_to_float(src[i][1])),
color_srgb_to_linear(byte_to_float(src[i][2])),
color_srgb_to_linear(byte_to_float(src[i][3])));
});
}
break;
}
case BL::Attribute::data_type_FLOAT_COLOR: {
BL::FloatColorAttribute b_color_attribute{b_attribute};
if (b_color_attribute.data.length() == 0) {
continue;
}
const float(*src)[4] = static_cast<const float(*)[4]>(b_color_attribute.data[0].ptr.data);
Attribute *attr = attributes.add(name, TypeRGBA, element);
if (is_render_color) {
@ -485,18 +505,20 @@ static void attr_create_generic(Scene *scene,
float4 *data = attr->data_float4();
fill_generic_attribute(b_mesh, data, b_domain, subdivision, [&](int i) {
BL::Array<float, 4> v = b_color_attribute.data[i].color();
return make_float4(v[0], v[1], v[2], v[3]);
return make_float4(src[i][0], src[i][1], src[i][2], src[i][3]);
});
break;
}
case BL::Attribute::data_type_FLOAT2: {
BL::Float2Attribute b_float2_attribute{b_attribute};
if (b_float2_attribute.data.length() == 0) {
continue;
}
const float(*src)[2] = static_cast<const float(*)[2]>(b_float2_attribute.data[0].ptr.data);
Attribute *attr = attributes.add(name, TypeFloat2, element);
float2 *data = attr->data_float2();
fill_generic_attribute(b_mesh, data, b_domain, subdivision, [&](int i) {
BL::Array<float, 2> v = b_float2_attribute.data[i].vector();
return make_float2(v[0], v[1]);
return make_float2(src[i][0], src[i][1]);
});
break;
}
@ -816,7 +838,7 @@ static void attr_create_pointiness(Scene *scene, Mesh *mesh, BL::Mesh &b_mesh, b
}
}
static std::optional<BL::IntAttribute> find_corner_vert_attribute(BL::Mesh b_mesh)
static const int *find_corner_vert_attribute(BL::Mesh b_mesh)
{
for (BL::Attribute &b_attribute : b_mesh.attributes) {
if (b_attribute.domain() != BL::Attribute::domain_CORNER) {
@ -828,9 +850,13 @@ static std::optional<BL::IntAttribute> find_corner_vert_attribute(BL::Mesh b_mes
if (b_attribute.name() != ".corner_vert") {
continue;
}
return BL::IntAttribute{b_attribute};
BL::IntAttribute b_int_attribute{b_attribute};
if (b_int_attribute.data.length() == 0) {
return nullptr;
}
return static_cast<const int *>(b_int_attribute.data[0].ptr.data);
}
return std::nullopt;
return nullptr;
}
/* The Random Per Island attribute is a random float associated with each
@ -852,7 +878,6 @@ static void attr_create_random_per_island(Scene *scene,
return;
}
const int polys_num = b_mesh.polygons.length();
int number_of_vertices = b_mesh.vertices.length();
if (number_of_vertices == 0) {
return;
@ -862,6 +887,7 @@ static void attr_create_random_per_island(Scene *scene,
const MEdge *edges = static_cast<MEdge *>(b_mesh.edges[0].ptr.data);
const int edges_num = b_mesh.edges.length();
const int *corner_verts = find_corner_vert_attribute(b_mesh);
for (int i = 0; i < edges_num; i++) {
vertices_sets.join(edges[i].v1, edges[i].v2);
@ -872,17 +898,22 @@ static void attr_create_random_per_island(Scene *scene,
float *data = attribute->data_float();
if (!subdivision) {
for (BL::MeshLoopTriangle &t : b_mesh.loop_triangles) {
data[t.index()] = hash_uint_to_float(vertices_sets.find(t.vertices()[0]));
const int tris_num = b_mesh.loop_triangles.length();
if (tris_num != 0) {
const MLoopTri *looptris = static_cast<const MLoopTri *>(b_mesh.loop_triangles[0].ptr.data);
for (int i = 0; i < tris_num; i++) {
const int vert = corner_verts[looptris[i].tri[0]];
data[i] = hash_uint_to_float(vertices_sets.find(vert));
}
}
}
else {
const int polys_num = b_mesh.polygons.length();
if (polys_num != 0) {
const MPoly *polys = static_cast<const MPoly *>(b_mesh.polygons[0].ptr.data);
BL::IntAttribute corner_verts = *find_corner_vert_attribute(b_mesh);
for (int i = 0; i < polys_num; i++) {
const MPoly &b_poly = polys[i];
const int vert = corner_verts.data[b_poly.loopstart].value();
const int vert = corner_verts[b_poly.loopstart];
data[i] = hash_uint_to_float(vertices_sets.find(vert));
}
}
@ -891,7 +922,7 @@ static void attr_create_random_per_island(Scene *scene,
/* Create Mesh */
static std::optional<BL::IntAttribute> find_material_index_attribute(BL::Mesh b_mesh)
static const int *find_material_index_attribute(BL::Mesh b_mesh)
{
for (BL::Attribute &b_attribute : b_mesh.attributes) {
if (b_attribute.domain() != BL::Attribute::domain_FACE) {
@ -903,12 +934,16 @@ static std::optional<BL::IntAttribute> find_material_index_attribute(BL::Mesh b_
if (b_attribute.name() != "material_index") {
continue;
}
return BL::IntAttribute{b_attribute};
BL::IntAttribute b_int_attribute{b_attribute};
if (b_int_attribute.data.length() == 0) {
return nullptr;
}
return static_cast<const int *>(b_int_attribute.data[0].ptr.data);
}
return std::nullopt;
return nullptr;
}
static std::optional<BL::BoolAttribute> find_sharp_face_attribute(BL::Mesh b_mesh)
static const bool *find_sharp_face_attribute(BL::Mesh b_mesh)
{
for (BL::Attribute &b_attribute : b_mesh.attributes) {
if (b_attribute.domain() != BL::Attribute::domain_FACE) {
@ -920,9 +955,13 @@ static std::optional<BL::BoolAttribute> find_sharp_face_attribute(BL::Mesh b_mes
if (b_attribute.name() != "sharp_face") {
continue;
}
return BL::BoolAttribute{b_attribute};
BL::IntAttribute b_int_attribute{b_attribute};
if (b_int_attribute.data.length() == 0) {
return nullptr;
}
return static_cast<const bool *>(b_int_attribute.data[0].ptr.data);
}
return std::nullopt;
return nullptr;
}
static void create_mesh(Scene *scene,
@ -934,13 +973,10 @@ static void create_mesh(Scene *scene,
const bool subdivision = false,
const bool subdivide_uvs = true)
{
/* count vertices and faces */
int numverts = b_mesh.vertices.length();
const int numverts = b_mesh.vertices.length();
const int polys_num = b_mesh.polygons.length();
int numfaces = (!subdivision) ? b_mesh.loop_triangles.length() : b_mesh.polygons.length();
int numtris = 0;
int numcorners = 0;
int numngons = 0;
const int numcorners = b_mesh.loops.length();
bool use_loop_normals = b_mesh.use_auto_smooth() &&
(mesh->get_subdivision_type() != Mesh::SUBDIVISION_CATMULL_CLARK);
@ -950,7 +986,16 @@ static void create_mesh(Scene *scene,
}
const float(*positions)[3] = static_cast<const float(*)[3]>(b_mesh.vertices[0].ptr.data);
const int *corner_verts = find_corner_vert_attribute(b_mesh);
const int *material_indices = find_material_index_attribute(b_mesh);
const bool *sharp_faces = find_sharp_face_attribute(b_mesh);
const float(*corner_normals)[3] = nullptr;
if (use_loop_normals) {
corner_normals = static_cast<const float(*)[3]>(b_mesh.corner_normals[0].ptr.data);
}
int numngons = 0;
int numtris = 0;
if (!subdivision) {
numtris = numfaces;
}
@ -959,27 +1004,25 @@ static void create_mesh(Scene *scene,
for (int i = 0; i < polys_num; i++) {
const MPoly &b_poly = polys[i];
numngons += (b_poly.totloop == 4) ? 0 : 1;
numcorners += b_poly.totloop;
}
}
/* allocate memory */
if (subdivision) {
mesh->reserve_subd_faces(numfaces, numngons, numcorners);
mesh->resize_subd_faces(numfaces, numngons, numcorners);
}
mesh->resize_mesh(numverts, numtris);
mesh->reserve_mesh(numverts, numtris);
/* create vertex coordinates and normals */
float3 *verts = mesh->get_verts().data();
for (int i = 0; i < numverts; i++) {
mesh->add_vertex(make_float3(positions[i][0], positions[i][1], positions[i][2]));
verts[i] = make_float3(positions[i][0], positions[i][1], positions[i][2]);
}
AttributeSet &attributes = (subdivision) ? mesh->subd_attributes : mesh->attributes;
Attribute *attr_N = attributes.add(ATTR_STD_VERTEX_NORMAL);
float3 *N = attr_N->data_float3();
if (subdivision || !use_loop_normals) {
if (subdivision || !(use_loop_normals && corner_normals)) {
const float(*b_vert_normals)[3] = static_cast<const float(*)[3]>(
b_mesh.vertex_normals[0].ptr.data);
for (int i = 0; i < numverts; i++) {
@ -1007,67 +1050,105 @@ static void create_mesh(Scene *scene,
}
}
std::optional<BL::IntAttribute> material_indices = find_material_index_attribute(b_mesh);
auto get_material_index = [&](const int poly_index) -> int {
if (material_indices) {
return clamp(material_indices->data[poly_index].value(), 0, used_shaders.size() - 1);
}
return 0;
};
std::optional<BL::BoolAttribute> sharp_faces = find_sharp_face_attribute(b_mesh);
auto get_face_sharp = [&](const int poly_index) -> bool {
if (sharp_faces) {
return sharp_faces->data[poly_index].value();
}
return false;
auto clamp_material_index = [&](const int material_index) -> int {
return clamp(material_index, 0, used_shaders.size() - 1);
};
/* create faces */
if (!subdivision) {
for (BL::MeshLoopTriangle &t : b_mesh.loop_triangles) {
const int poly_index = t.polygon_index();
int3 vi = get_int3(t.vertices());
int *triangles = mesh->get_triangles().data();
bool *smooth = mesh->get_smooth().data();
int *shader = mesh->get_shader().data();
int shader = get_material_index(poly_index);
bool smooth = !get_face_sharp(poly_index) || use_loop_normals;
const MLoopTri *looptris = static_cast<const MLoopTri *>(b_mesh.loop_triangles[0].ptr.data);
for (int i = 0; i < numtris; i++) {
const MLoopTri &tri = looptris[i];
triangles[i * 3 + 0] = corner_verts[tri.tri[0]];
triangles[i * 3 + 1] = corner_verts[tri.tri[1]];
triangles[i * 3 + 2] = corner_verts[tri.tri[2]];
}
if (use_loop_normals) {
BL::Array<float, 9> loop_normals = t.split_normals();
if (material_indices) {
for (int i = 0; i < numtris; i++) {
const int poly_index = looptris[i].poly;
shader[i] = clamp_material_index(material_indices[poly_index]);
}
}
else {
std::fill(shader, shader + numtris, 0);
}
if (sharp_faces && !(use_loop_normals && corner_normals)) {
for (int i = 0; i < numtris; i++) {
const int poly_index = looptris[i].poly;
smooth[i] = !sharp_faces[poly_index];
}
}
else {
std::fill(smooth, smooth + numtris, true);
}
if (use_loop_normals && corner_normals) {
for (int i = 0; i < numtris; i++) {
const MLoopTri &tri = looptris[i];
for (int i = 0; i < 3; i++) {
N[vi[i]] = make_float3(
loop_normals[i * 3], loop_normals[i * 3 + 1], loop_normals[i * 3 + 2]);
const int corner = tri.tri[i];
const int vert = corner_verts[corner];
const float *normal = corner_normals[corner];
N[vert] = make_float3(normal[0], normal[1], normal[2]);
}
}
/* Create triangles.
*
* NOTE: Autosmooth is already taken care about.
*/
mesh->add_triangle(vi[0], vi[1], vi[2], shader, smooth);
}
mesh->tag_triangles_modified();
mesh->tag_shader_modified();
mesh->tag_smooth_modified();
}
else {
vector<int> vi;
int *subd_start_corner = mesh->get_subd_start_corner().data();
int *subd_num_corners = mesh->get_subd_num_corners().data();
int *subd_shader = mesh->get_subd_shader().data();
bool *subd_smooth = mesh->get_subd_smooth().data();
int *subd_ptex_offset = mesh->get_subd_ptex_offset().data();
int *subd_face_corners = mesh->get_subd_face_corners().data();
if (sharp_faces && !use_loop_normals) {
for (int i = 0; i < numfaces; i++) {
subd_smooth[i] = !sharp_faces[i];
}
}
else {
std::fill(subd_smooth, subd_smooth + numfaces, true);
}
if (material_indices) {
for (int i = 0; i < numfaces; i++) {
subd_shader[i] = clamp_material_index(material_indices[i]);
}
}
else {
std::fill(subd_shader, subd_shader + numfaces, 0);
}
std::copy(corner_verts, corner_verts + numcorners, subd_face_corners);
const MPoly *polys = static_cast<const MPoly *>(b_mesh.polygons[0].ptr.data);
std::optional<BL::IntAttribute> corner_verts = find_corner_vert_attribute(b_mesh);
int ptex_offset = 0;
for (int i = 0; i < numfaces; i++) {
const MPoly &b_poly = polys[i];
int n = b_poly.totloop;
int shader = get_material_index(i);
bool smooth = !get_face_sharp(i) || use_loop_normals;
vi.resize(n);
for (int i = 0; i < n; i++) {
/* NOTE: Autosmooth is already taken care about. */
vi[i] = corner_verts->data[b_poly.loopstart + i].value();
}
/* create subd faces */
mesh->add_subd_face(&vi[0], n, shader, smooth);
subd_start_corner[i] = b_poly.loopstart;
subd_num_corners[i] = b_poly.totloop;
subd_ptex_offset[i] = ptex_offset;
const int num_ptex = (b_poly.totloop == 4) ? 1 : b_poly.totloop;
ptex_offset += num_ptex;
}
mesh->tag_subd_face_corners_modified();
mesh->tag_subd_start_corner_modified();
mesh->tag_subd_num_corners_modified();
mesh->tag_subd_shader_modified();
mesh->tag_subd_smooth_modified();
mesh->tag_subd_ptex_offset_modified();
}
/* Create all needed attributes.
@ -1118,11 +1199,11 @@ static void create_subd_mesh(Scene *scene,
const int edges_num = b_mesh.edges.length();
if (edges_num != 0 && b_mesh.edge_creases.length() > 0) {
BL::MeshEdgeCreaseLayer creases = b_mesh.edge_creases[0];
const float *creases = static_cast<const float *>(b_mesh.edge_creases[0].data[0].ptr.data);
size_t num_creases = 0;
for (int i = 0; i < edges_num; i++) {
if (creases.data[i].value() != 0.0f) {
if (creases[i] != 0.0f) {
num_creases++;
}
}
@ -1131,7 +1212,7 @@ static void create_subd_mesh(Scene *scene,
const MEdge *edges = static_cast<MEdge *>(b_mesh.edges[0].ptr.data);
for (int i = 0; i < edges_num; i++) {
const float crease = creases.data[i].value();
const float crease = creases[i];
if (crease != 0.0f) {
const MEdge &b_edge = edges[i];
mesh->add_edge_crease(b_edge.v1, b_edge.v2, crease);
@ -1139,10 +1220,11 @@ static void create_subd_mesh(Scene *scene,
}
}
for (BL::MeshVertexCreaseLayer &c : b_mesh.vertex_creases) {
for (int i = 0; i < c.data.length(); ++i) {
if (c.data[i].value() != 0.0f) {
mesh->add_vertex_crease(i, c.data[i].value());
for (BL::MeshVertexCreaseLayer &layer : b_mesh.vertex_creases) {
const float *creases = static_cast<const float *>(layer.data[0].ptr.data);
for (int i = 0; i < layer.data.length(); ++i) {
if (creases[i] != 0.0f) {
mesh->add_vertex_crease(i, creases[i]);
}
}
}

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@ -19,6 +19,11 @@ ccl_device uchar float_to_byte(float val)
((val > (1.0f - 0.5f / 255.0f)) ? 255 : (uchar)((255.0f * val) + 0.5f)));
}
ccl_device float byte_to_float(uchar val)
{
return val * (1.0f / 255.0f);
}
ccl_device uchar4 color_float_to_byte(float3 c)
{
uchar r, g, b;

View File

@ -2096,6 +2096,40 @@ int rna_Mesh_poly_normals_lookup_int(PointerRNA *ptr, int index, PointerRNA *r_p
return true;
}
static void rna_Mesh_corner_normals_begin(CollectionPropertyIterator *iter, PointerRNA *ptr)
{
const Mesh *mesh = rna_mesh(ptr);
const float(*normals)[3] = CustomData_get_layer(&mesh->ldata, CD_NORMAL);
if (!normals) {
iter->valid = false;
return;
}
rna_iterator_array_begin(iter, (void *)normals, sizeof(float[3]), mesh->totloop, false, NULL);
}
static int rna_Mesh_corner_normals_length(PointerRNA *ptr)
{
const Mesh *mesh = rna_mesh(ptr);
if (!CustomData_has_layer(&mesh->ldata, CD_NORMAL)) {
return 0;
}
return mesh->totloop;
}
int rna_Mesh_corner_normals_lookup_int(PointerRNA *ptr, int index, PointerRNA *r_ptr)
{
const Mesh *mesh = rna_mesh(ptr);
const float(*normals)[3] = CustomData_get_layer(&mesh->ldata, CD_NORMAL);
if (index < 0 || index >= mesh->totloop || !normals) {
return false;
}
/* Casting away const is okay because this RNA type doesn't allow changing the value. */
r_ptr->owner_id = (ID *)&mesh->id;
r_ptr->type = &RNA_MeshNormalValue;
r_ptr->data = (float *)normals[index];
return true;
}
static char *rna_MeshUVLoop_path(const PointerRNA *ptr)
{
return rna_LoopCustomData_data_path(ptr, "uv_layers", CD_PROP_FLOAT2);
@ -4218,6 +4252,24 @@ static void rna_def_mesh(BlenderRNA *brna)
NULL,
NULL);
prop = RNA_def_property(srna, "corner_normals", PROP_COLLECTION, PROP_NONE);
RNA_def_property_struct_type(prop, "MeshNormalValue");
RNA_def_property_override_flag(prop, PROPOVERRIDE_IGNORE);
RNA_def_property_ui_text(
prop,
"Corner Normals",
"The \"slit\" normal direction of each face corner, influenced by vertex normals, "
"sharp faces, sharp edges, and custom normals. May be empty");
RNA_def_property_collection_funcs(prop,
"rna_Mesh_corner_normals_begin",
"rna_iterator_array_next",
"rna_iterator_array_end",
"rna_iterator_array_get",
"rna_Mesh_corner_normals_length",
"rna_Mesh_corner_normals_lookup_int",
NULL,
NULL);
prop = RNA_def_property(srna, "loop_triangles", PROP_COLLECTION, PROP_NONE);
RNA_def_property_collection_funcs(prop,
"rna_Mesh_loop_triangles_begin",