BLI: Add bit span operations and bounded bit spans #107408
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Reference: blender/blender#107408
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Delete Branch "HooglyBoogly/blender:bit-ops-bounded-spans"
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Most of this patch is by Jacques Lucke, from the simulation branch.
This commit adds generic expression evaluation for bit spans, helping
to generalize the optimizations that avoid processing a single bit
at a time. Operations like "for each 1 index", "or", and "and" are
already implemented in this pull request. Bits in full integers are
processed 64 at a time, then remaining bits are processed all at once.
Currently this optimized evaluation is only implemented for simpler
bounded bit spans. Bounded bit spans have constraints on their bit
ranges that make them more efficient to process. Large spans must start
at the beginning of the first int, and small spans must start and end
within the first int.
Knowing these constraints at compile time reduces the number of edge
cases in the operations, but mainly allows skipping alignment between
multiple spans with different offsets.
The operations allow implementing a
copy_from
method for bit spans.That is used to fix #106289, copying subsurf optimal display edge bit
vectors in the array modifier.
@ -0,0 +195,4 @@
}
template<typename FirstBitSpanT, typename... BitSpanT>
inline void inplace_reset_and_or(FirstBitSpanT &first_arg, const BitSpanT &...args)
Maybe call this something like
copy_from_or
. It's not really resetting anything explicitly.@ -145,0 +234,4 @@
TEST(bit_span, ForEach1)
{
std::array<uint64_t, 2> data;
This test currently fails sometimes because
data
is not zero-initialized. Just add{}
.@ -688,6 +688,36 @@ static Mesh *arrayModifier_doArray(ArrayModifierData *amd,
}
}
if (!use_merge && !mesh->runtime->subsurf_optimal_display_edges.is_empty()) {
It's a bit weird that this needs special handling here. Generally that seems like something that could be handled by normal attribute processing in the future.
Hmm, I don't think this data should be an attribute currently, but I guess attribute propagation could still handle it. A good note for when that is refactored.