WIP: Fix #113377: Pass edit mesh pointer through modifiers #120999

Draft
Hans Goudey wants to merge 12 commits from HooglyBoogly/blender:fix-mesh-edit-mapped-extract-edit-mesh into main

When changing the target branch, be careful to rebase the branch in your fork to match. See documentation.
Member

Propagate the edit mesh pointers through copied meshes in modifiers
and geometry nodes instead of just setting the edit mesh pointer at the
end of the modifier stack. This means we have the ability to detect when
the mesh is completely replaced by the mesh from another object during
evaluation. Then we can either skip mapped data extraction or skip edit
mode drawing completely.

The other benefit is removing the need to write to the evaluated mesh,
which means it can be shared directly among evaluated objects, which
is currently the only simple way to avoid uploading duplicate data to the
GPU, which can be an important optimization. It also simplifies the mesh
modifier stack.


TODO:

  • Decide what the behavior should be. Should we try to just skip mapping with original indices, or should we use a simpler approach and just skip drawing the mesh as if it's in edit mode?
  • Figure out if accessing the original object is wrong. I heard it might be, but the edit mesh itself is all original data too. So if it's wrong, then the whole existing design is wrong too!
Propagate the edit mesh pointers through copied meshes in modifiers and geometry nodes instead of just setting the edit mesh pointer at the end of the modifier stack. This means we have the ability to detect when the mesh is completely replaced by the mesh from another object during evaluation. Then we can either skip mapped data extraction or skip edit mode drawing completely. The other benefit is removing the need to write to the evaluated mesh, which means it can be shared directly among evaluated objects, which is currently the only simple way to avoid uploading duplicate data to the GPU, which can be an important optimization. It also simplifies the mesh modifier stack. --- TODO: - Decide what the behavior should be. Should we try to just skip mapping with original indices, or should we use a simpler approach and just skip drawing the mesh as if it's in edit mode? - Figure out if accessing the original object is wrong. I heard it might be, but the edit mesh itself is all original data too. So if it's wrong, then the whole existing design is wrong too!
Hans Goudey added 12 commits 2024-04-23 22:14:19 +02:00
buildbot/vexp-code-patch-lint Build done. Details
buildbot/vexp-code-patch-linux-x86_64 Build done. Details
buildbot/vexp-code-patch-darwin-x86_64 Build done. Details
buildbot/vexp-code-patch-darwin-arm64 Build done. Details
buildbot/vexp-code-patch-windows-amd64 Build done. Details
buildbot/vexp-code-patch-coordinator Build done. Details
a2b0628521
Mesh: Store BMEditMesh in shared pointer
The main motivation for this is that it's part of a fix for #113377,
where I want to propagate the edit mesh pointers through copied mesh
in the modifier stack and geometry nodes, instead of just setting the
mesh's edit mesh pointer at the end of the modifier stack. That would
have two main benefits:
1. We avoid the need to write to the evaluated mesh, which means it
   can be shared directly among evaluated objects.
2. When an object's mesh is completely replaced by the mesh from another
   object during evaluation (with the object info node), the final edit
   mesh pointer will not be incorrect, allowing us to skip index-mapped
   GPU data extraction.

Beyond that, using a shared pointer just makes things more automatic.
Handling of edit mesh data is already complicated enough, this way some
of the worry and complexity can be handled by RAII.

One thing to keep in mind is that the edit mesh's BMesh is still freed
manually with `EDBM_mesh_free_data` when leaving edit mode. I figured
that was a more conservative approach for now. Maybe eventually that
could be handled automatically with RAII too.
Hans Goudey changed title from WIP: Fix #113377: Track edit mesh pointer through modifiers to WIP: Fix #113377: Pass edit mesh pointer through modifiers 2024-04-24 02:01:28 +02:00
This pull request is marked as a work in progress.

Checkout

From your project repository, check out a new branch and test the changes.
git fetch -u fix-mesh-edit-mapped-extract-edit-mesh:HooglyBoogly-fix-mesh-edit-mapped-extract-edit-mesh
git checkout HooglyBoogly-fix-mesh-edit-mapped-extract-edit-mesh
Sign in to join this conversation.
No reviewers
No Label
Interest
Alembic
Interest
Animation & Rigging
Interest
Asset Browser
Interest
Asset Browser Project Overview
Interest
Audio
Interest
Automated Testing
Interest
Blender Asset Bundle
Interest
BlendFile
Interest
Collada
Interest
Compatibility
Interest
Compositing
Interest
Core
Interest
Cycles
Interest
Dependency Graph
Interest
Development Management
Interest
EEVEE
Interest
EEVEE & Viewport
Interest
Freestyle
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
ID Management
Interest
Images & Movies
Interest
Import Export
Interest
Line Art
Interest
Masking
Interest
Metal
Interest
Modeling
Interest
Modifiers
Interest
Motion Tracking
Interest
Nodes & Physics
Interest
OpenGL
Interest
Overlay
Interest
Overrides
Interest
Performance
Interest
Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds & Tests
Interest
Python API
Interest
Render & Cycles
Interest
Render Pipeline
Interest
Sculpt, Paint & Texture
Interest
Text Editor
Interest
Translations
Interest
Triaging
Interest
Undo
Interest
USD
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Interest
Video Sequencer
Interest
Virtual Reality
Interest
Vulkan
Interest
Wayland
Interest
Workbench
Interest: X11
Legacy
Blender 2.8 Project
Legacy
Milestone 1: Basic, Local Asset Browser
Legacy
OpenGL Error
Meta
Good First Issue
Meta
Papercut
Meta
Retrospective
Meta
Security
Module
Animation & Rigging
Module
Core
Module
Development Management
Module
EEVEE & Viewport
Module
Grease Pencil
Module
Modeling
Module
Nodes & Physics
Module
Pipeline, Assets & IO
Module
Platforms, Builds & Tests
Module
Python API
Module
Render & Cycles
Module
Sculpt, Paint & Texture
Module
Triaging
Module
User Interface
Module
VFX & Video
Platform
FreeBSD
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
1 Participants
Notifications
Due Date
The due date is invalid or out of range. Please use the format 'yyyy-mm-dd'.

No due date set.

Dependencies

No dependencies set.

Reference: blender/blender#120999
No description provided.