GPv3: Multithread fill triangulation #119531
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Reference: blender/blender#119531
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Delete Branch "filedescriptor/blender:gpv3-multithreaded-triangulation"
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This became a bottleneck in one of the test files during playback.
Test file: https://gitlab.com/lfs.coop/blender/open-sequences/billie
A grease pencil object was using an array modifier which tags the triangle caches to be invalidated. Then it re compute the fills on every frame, which was slow (when single threaded).
With this patch, the playback went from ~43fps to 60+fps.
Note: this depends on !118664.
@ -336,36 +334,38 @@ Span<uint3> Drawing::triangles() const
}
r_data.resize(total_triangles);
MutableSpan<uint3> triangles = r_data.as_mutable_span();
It's probably worth explicitly reusing memory for each thread, something like this:
@ -337,1 +336,4 @@
struct LocalMemArena {
MemArena *pf_arena = nullptr;
LocalMemArena()
A bit nicer :)
It is make sence to check this with a lot of greaspencill curves with pretty arbitrary number of points and with
parallel_for_weighted
(maybe with modification to read segments of prefix sum instead of accumulate each element in a loop..)?