Mesh: Lines index buffer creation improvement #120720

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Hans Goudey merged 66 commits from HooglyBoogly/blender:mesh-extract-lines-fix into main 2024-04-30 15:55:01 +02:00
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Implements another phase of #116901, this time for the lines and lines_loose
index buffers that store indices for wireframe drawing. The key improvement is
removing loose edge's dependency on the main edge index buffer. That means
for the majority of meshes with no loose edges, edge index extraction can be
completely skipped. Even when there are loose edges, only the loose edges
need to be extracted with wireframe turned off.

Besides that improvement, there are more changes to use data-oriented code
with visible hot loops instead of the virtual function call design used for the
existing mesh extractor system. For this step I completely replaced the
extract_lines object, which is in line with the general plan for this area.

Additionally, hidden edge filtering is done ahead of time using several
IndexMask operations. This means only indices for visible edges need
to be uploaded to the GPU, and no restart index stripping needs to be
performed on macOS.

On my usual test file with 1.9 million vertices, I observed an improvement from
26 to 33 FPS with wireframe off, and from 9.15 to 9.5 FPS with wireframe on.

Implements another phase of #116901, this time for the `lines` and `lines_loose` index buffers that store indices for wireframe drawing. The key improvement is removing loose edge's dependency on the main edge index buffer. That means for the majority of meshes with no loose edges, edge index extraction can be completely skipped. Even when there are loose edges, only the loose edges need to be extracted with wireframe turned off. Besides that improvement, there are more changes to use data-oriented code with visible hot loops instead of the virtual function call design used for the existing mesh extractor system. For this step I completely replaced the `extract_lines` object, which is in line with the general plan for this area. Additionally, hidden edge filtering is done ahead of time using several `IndexMask` operations. This means only indices for visible edges need to be uploaded to the GPU, and no restart index stripping needs to be performed on macOS. On my usual test file with 1.9 million vertices, I observed an improvement from 26 to 33 FPS with wireframe off, and from 9.15 to 9.5 FPS with wireframe on.
Hans Goudey added 65 commits 2024-04-16 21:54:35 +02:00
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5da24ac53c
Simplify mesh position extraction as well
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78c75cedda
Merge branch 'main' into mesh-extract-normal-fix
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b0dfa6182a
Don't make "vnor" an alias for "pos"
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818f80aa13
Fix vertex normal overlay for GPU subdivision
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e7c969c4bd
Remove debug timing
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fadc14d2fa
Merge branch 'main' into mesh-extract-tris-fix
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13eeb9ba0e
Fix subdiv loose edges
Hans Goudey added this to the EEVEE & Viewport project 2024-04-16 21:55:10 +02:00
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Hans Goudey requested review from Clément Foucault 2024-04-16 21:55:32 +02:00
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Hans Goudey added 1 commit 2024-04-22 19:56:16 +02:00
Clément Foucault approved these changes 2024-04-30 11:18:51 +02:00
Hans Goudey merged commit 1b7e67a851 into main 2024-04-30 15:55:01 +02:00
Hans Goudey deleted branch mesh-extract-lines-fix 2024-04-30 15:55:04 +02:00
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Reference: blender/blender#120720
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