EEVEE-Next: Fix DupliObject ObjectKey #112544

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Miguel Pozo merged 6 commits from pragma37/blender:pull-eevee-next-fix-ob-key into main 2023-10-02 16:53:04 +02:00
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DRW_drawdata_get reuses the same DrawData for all duplis, so they all end up using the same ObjectHandle and ObjectKey, which breaks motion vectors.

  • Don't use DRW_drawdata_get.
  • Simplify ObjectKey.

This also solves the issue of objects created "on the fly" always having the ID_RECALC_ALL flag.

`DRW_drawdata_get` reuses the same `DrawData` for all duplis, so they all end up using the same `ObjectHandle` and `ObjectKey`, which breaks motion vectors. * Don't use `DRW_drawdata_get`. * Simplify `ObjectKey`. This also solves the issue of objects created "on the fly" always having the `ID_RECALC_ALL` flag.
Miguel Pozo added 2 commits 2023-09-18 21:25:07 +02:00
Miguel Pozo added this to the EEVEE & Viewport project 2023-09-18 21:26:49 +02:00
Miguel Pozo added the
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EEVEE & Viewport
label 2023-09-18 21:27:00 +02:00
Miguel Pozo requested review from Clément Foucault 2023-09-25 12:26:24 +02:00
Clément Foucault reviewed 2023-09-26 13:12:53 +02:00
@ -49,3 +37,1 @@
ObjectKey(Object *ob_, Object *parent_, int id_[MAX_DUPLI_RECUR], int sub_key_ = 0)
: ob(ob_), parent(parent_), sub_key_(sub_key_)
uint64_t hash_value = 0;

How do you deal with hash collisions? Do we just have to pray the RNG god?

How do you deal with hash collisions? Do we just have to pray the RNG god?
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I did it under the assumption that n bits hashes are supposed to be safe for sqrt(2^n) values.
But I just realized that random_id is 32 bits, so that won't be enough.

Since the random_id has to be computed anyway, maybe we could improve it to be 64 bits?
Even if we keep everything else the same, we could at least re-use it as-is for the ObjectKey.

My main worry was that an ObjectKey is now generated for every object every frame/sample.
And that they're quite big for what they are (but that was already the case).

I did it under the assumption that n bits hashes are supposed to be safe for sqrt(2^n) values. But I just realized that `random_id` is 32 bits, so that won't be enough. Since the `random_id` has to be computed anyway, maybe we could improve it to be 64 bits? Even if we keep everything else the same, we could at least re-use it as-is for the ObjectKey. My main worry was that an ObjectKey is now generated for every object every frame/sample. And that they're quite big for what they are (but that was already the case).
pragma37 marked this conversation as resolved
Miguel Pozo added 3 commits 2023-09-28 19:02:46 +02:00
Miguel Pozo added 1 commit 2023-09-28 19:07:09 +02:00
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I've removed all the potentially unsafe changes.
We can take another look at it if we find it being a bottleneck.

I've removed all the potentially unsafe changes. We can take another look at it if we find it being a bottleneck.
Clément Foucault approved these changes 2023-09-28 21:25:30 +02:00
@ -43,3 +43,3 @@
int id_[MAX_DUPLI_RECUR];
/** Used for particle system hair. */
int sub_key_;
#ifdef DEBUG

Why remove this? It usually useful for printing the name of a deleted objects / pruned data.

Why remove this? It usually useful for printing the name of a deleted objects / pruned data.
pragma37 marked this conversation as resolved
Miguel Pozo changed title from WIP: EEVEE-Next: Fix DupliObject ObjectKey to EEVEE-Next: Fix DupliObject ObjectKey 2023-10-02 16:52:12 +02:00
Miguel Pozo merged commit 641dff8bf4 into main 2023-10-02 16:53:04 +02:00
Miguel Pozo deleted branch pull-eevee-next-fix-ob-key 2023-10-02 16:53:06 +02:00
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Reference: blender/blender#112544
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