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authorYiming Wu <xp8110@outlook.com>2022-06-02 15:32:31 +0300
committerYiming Wu <xp8110@outlook.com>2022-06-02 15:46:08 +0300
commit432c4c74ebe6f66b83e06ff7fca70c96d0526d6a (patch)
treec98cf1b504a6731de21a49551c1e1600636264a1
parent901791944da9cb66b68841ff8615758cec407b5a (diff)
LineArt: Speedup construction of quad trees.
Using multithread for `add_triangles` to speed up quad tree building. Each thread would lock its respective tile to work on triangle insertion, intersection calculation, tile splitting and triangle array extension. Reviewed By: Sebastian Parborg (zeddb), Sergey Sharybin (sergey) Ref D14953
-rw-r--r--source/blender/gpencil_modifiers/intern/lineart/MOD_lineart.h14
-rw-r--r--source/blender/gpencil_modifiers/intern/lineart/lineart_cpu.c901
-rw-r--r--source/blender/gpencil_modifiers/intern/lineart/lineart_intern.h6
3 files changed, 561 insertions, 360 deletions
diff --git a/source/blender/gpencil_modifiers/intern/lineart/MOD_lineart.h b/source/blender/gpencil_modifiers/intern/lineart/MOD_lineart.h
index ad3e1b5d7f2..16b9fcbbdd7 100644
--- a/source/blender/gpencil_modifiers/intern/lineart/MOD_lineart.h
+++ b/source/blender/gpencil_modifiers/intern/lineart/MOD_lineart.h
@@ -236,6 +236,9 @@ typedef struct LineartRenderBuffer {
ListBase line_buffer_pointers;
ListBase triangle_buffer_pointers;
+ LineartElementLinkNode *isect_scheduled_up_to;
+ int isect_scheduled_up_to_index;
+
/** This one's memory is not from main pool and is free()ed after culling stage. */
ListBase triangle_adjacent_pointers;
@@ -429,15 +432,18 @@ typedef struct LineartBoundingArea {
/** 1,2,3,4 quadrant */
struct LineartBoundingArea *child;
+ SpinLock lock;
+
ListBase lp;
ListBase rp;
ListBase up;
ListBase bp;
- uint16_t triangle_count;
- uint16_t max_triangle_count;
- uint16_t line_count;
- uint16_t max_line_count;
+ uint32_t triangle_count;
+ uint32_t max_triangle_count;
+ uint32_t line_count;
+ uint32_t max_line_count;
+ uint32_t user_count;
/* Use array for speeding up multiple accesses. */
struct LineartTriangle **linked_triangles;
diff --git a/source/blender/gpencil_modifiers/intern/lineart/lineart_cpu.c b/source/blender/gpencil_modifiers/intern/lineart/lineart_cpu.c
index aae439c62a2..da4d02f9ff2 100644
--- a/source/blender/gpencil_modifiers/intern/lineart/lineart_cpu.c
+++ b/source/blender/gpencil_modifiers/intern/lineart/lineart_cpu.c
@@ -52,6 +52,36 @@
#include "lineart_intern.h"
+typedef struct LineartIsecSingle {
+ float v1[3], v2[3];
+ LineartTriangle *tri1, *tri2;
+} LineartIsecSingle;
+
+typedef struct LineartIsecThread {
+ int thread_id;
+
+ /* Scheduled work range. */
+ LineartElementLinkNode *pending_from;
+ LineartElementLinkNode *pending_to;
+ int index_from;
+ int index_to;
+
+ /* Thread intersection result data. */
+ LineartIsecSingle *array;
+ int current;
+ int max;
+ int count_test;
+
+ /* For individual thread reference.*/
+ LineartRenderBuffer *rb;
+} LineartIsecThread;
+
+typedef struct LineartIsecData {
+ LineartRenderBuffer *rb;
+ LineartIsecThread *threads;
+ int thread_count;
+} LineartIsecData;
+
static LineartBoundingArea *lineart_edge_first_bounding_area(LineartRenderBuffer *rb,
LineartEdge *e);
@@ -76,14 +106,6 @@ static bool lineart_get_edge_bounding_areas(LineartRenderBuffer *rb,
int *colbegin,
int *colend);
-static void lineart_bounding_area_link_triangle(LineartRenderBuffer *rb,
- LineartBoundingArea *root_ba,
- LineartTriangle *tri,
- double *LRUB,
- int recursive,
- int recursive_level,
- bool do_intersection);
-
static bool lineart_triangle_edge_image_space_occlusion(SpinLock *spl,
const LineartTriangle *tri,
const LineartEdge *e,
@@ -99,6 +121,19 @@ static bool lineart_triangle_edge_image_space_occlusion(SpinLock *spl,
static void lineart_add_edge_to_array(LineartPendingEdges *pe, LineartEdge *e);
+static void lineart_bounding_area_link_triangle(LineartRenderBuffer *rb,
+ LineartBoundingArea *root_ba,
+ LineartTriangle *tri,
+ double *LRUB,
+ int recursive,
+ int recursive_level,
+ bool do_intersection,
+ struct LineartIsecThread *th);
+
+static void lineart_free_bounding_area_memory(LineartBoundingArea *ba, bool recursive);
+
+static void lineart_free_bounding_area_memories(LineartRenderBuffer *rb);
+
static LineartCache *lineart_init_cache(void);
static void lineart_discard_segment(LineartRenderBuffer *rb, LineartEdgeSegment *es)
@@ -312,29 +347,14 @@ BLI_INLINE bool lineart_occlusion_is_adjacent_intersection(LineartEdge *e, Linea
(v2->base.flag && v2->intersecting_with == tri));
}
-static void lineart_bounding_area_triangle_add(LineartRenderBuffer *rb,
- LineartBoundingArea *ba,
- LineartTriangle *tri)
-{ /* In case of too many triangles concentrating in one point, do not add anymore, these triangles
- * will be either narrower than a single pixel, or will still be added into the list of other
- * less dense areas. */
- if (ba->triangle_count >= 65535) {
- return;
- }
- if (ba->triangle_count >= ba->max_triangle_count) {
- LineartTriangle **new_array = lineart_mem_acquire(
- &rb->render_data_pool, sizeof(LineartTriangle *) * ba->max_triangle_count * 2);
- memcpy(new_array, ba->linked_triangles, sizeof(LineartTriangle *) * ba->max_triangle_count);
- ba->max_triangle_count *= 2;
- ba->linked_triangles = new_array;
- }
- ba->linked_triangles[ba->triangle_count] = tri;
- ba->triangle_count++;
+static void lineart_bounding_area_triangle_reallocate(LineartBoundingArea *ba)
+{
+ ba->max_triangle_count *= 2;
+ ba->linked_triangles = MEM_recallocN(ba->linked_triangles,
+ sizeof(LineartTriangle *) * ba->max_triangle_count);
}
-static void lineart_bounding_area_line_add(LineartRenderBuffer *rb,
- LineartBoundingArea *ba,
- LineartEdge *e)
+static void lineart_bounding_area_line_add(LineartBoundingArea *ba, LineartEdge *e)
{
/* In case of too many lines concentrating in one point, do not add anymore, these lines will
* be either shorter than a single pixel, or will still be added into the list of other less
@@ -343,10 +363,11 @@ static void lineart_bounding_area_line_add(LineartRenderBuffer *rb,
return;
}
if (ba->line_count >= ba->max_line_count) {
- LineartEdge **new_array = lineart_mem_acquire(&rb->render_data_pool,
- sizeof(LineartEdge *) * ba->max_line_count * 2);
+ LineartEdge **new_array = MEM_mallocN(sizeof(LineartEdge *) * ba->max_line_count * 2,
+ "new ba_line_array");
memcpy(new_array, ba->linked_lines, sizeof(LineartEdge *) * ba->max_line_count);
ba->max_line_count *= 2;
+ MEM_freeN(ba->linked_lines);
ba->linked_lines = new_array;
}
ba->linked_lines[ba->line_count] = e;
@@ -1679,6 +1700,7 @@ static void lineart_join_loose_edge_arr(LooseEdgeData *loose_data, LooseEdgeData
sizeof(MEdge *) * to_be_joined->loose_count);
loose_data->loose_count += to_be_joined->loose_count;
MEM_freeN(to_be_joined->loose_array);
+ to_be_joined->loose_array = NULL;
}
static void lineart_add_loose_edge(LooseEdgeData *loose_data, MEdge *e)
@@ -2104,7 +2126,7 @@ static void lineart_geometry_object_load(LineartObjectInfo *ob_info, LineartRend
elem_link_node->element_count = allocate_la_e;
elem_link_node->object_ref = orig_ob;
- // Start of the edge/seg arr
+ /* Start of the edge/seg arr */
LineartEdge *la_edge;
LineartEdgeSegment *la_seg;
la_edge = la_edge_arr;
@@ -3001,60 +3023,23 @@ static LineartVert *lineart_triangle_share_point(const LineartTriangle *l,
return NULL;
}
-/**
- * To save time and prevent overlapping lines when computing intersection lines.
- */
-static bool lineart_vert_already_intersected_2v(LineartVertIntersection *vt,
- LineartVertIntersection *v1,
- LineartVertIntersection *v2)
-{
- return ((vt->isec1 == v1->base.index && vt->isec2 == v2->base.index) ||
- (vt->isec2 == v2->base.index && vt->isec1 == v1->base.index));
-}
-
-static void lineart_vert_set_intersection_2v(LineartVert *vt, LineartVert *v1, LineartVert *v2)
-{
- LineartVertIntersection *irv = (LineartVertIntersection *)vt;
- irv->isec1 = v1->index;
- irv->isec2 = v2->index;
-}
-
-/**
- * This tests a triangle against a virtual line represented by `v1---v2`.
- * The vertices returned after repeated calls to this function
- * is then used to create a triangle/triangle intersection line.
- */
-static LineartVert *lineart_triangle_2v_intersection_test(LineartRenderBuffer *rb,
- LineartVert *v1,
- LineartVert *v2,
- LineartTriangle *tri,
- LineartTriangle *testing,
- LineartVert *last)
+static bool lineart_triangle_2v_intersection_math(
+ LineartVert *v1, LineartVert *v2, LineartTriangle *t2, double *last, double *rv)
{
double Lv[3];
double Rv[3];
double dot_l, dot_r;
- LineartVert *result;
double gloc[3];
LineartVert *l = v1, *r = v2;
- for (LinkNode *ln = (void *)testing->intersecting_verts; ln; ln = ln->next) {
- LineartVertIntersection *vt = ln->link;
- if (vt->intersecting_with == tri &&
- lineart_vert_already_intersected_2v(
- vt, (LineartVertIntersection *)l, (LineartVertIntersection *)r)) {
- return (LineartVert *)vt;
- }
- }
-
- sub_v3_v3v3_db(Lv, l->gloc, testing->v[0]->gloc);
- sub_v3_v3v3_db(Rv, r->gloc, testing->v[0]->gloc);
+ sub_v3_v3v3_db(Lv, l->gloc, t2->v[0]->gloc);
+ sub_v3_v3v3_db(Rv, r->gloc, t2->v[0]->gloc);
- dot_l = dot_v3v3_db(Lv, testing->gn);
- dot_r = dot_v3v3_db(Rv, testing->gn);
+ dot_l = dot_v3v3_db(Lv, t2->gn);
+ dot_r = dot_v3v3_db(Rv, t2->gn);
if (dot_l * dot_r > 0 || (!dot_l && !dot_r)) {
- return 0;
+ return false;
}
dot_l = fabs(dot_l);
@@ -3064,209 +3049,213 @@ static LineartVert *lineart_triangle_2v_intersection_test(LineartRenderBuffer *r
/* Due to precision issue, we might end up with the same point as the one we already detected.
*/
- if (last && LRT_DOUBLE_CLOSE_ENOUGH(last->gloc[0], gloc[0]) &&
- LRT_DOUBLE_CLOSE_ENOUGH(last->gloc[1], gloc[1]) &&
- LRT_DOUBLE_CLOSE_ENOUGH(last->gloc[2], gloc[2])) {
- return NULL;
+ if (last && LRT_DOUBLE_CLOSE_ENOUGH(last[0], gloc[0]) &&
+ LRT_DOUBLE_CLOSE_ENOUGH(last[1], gloc[1]) && LRT_DOUBLE_CLOSE_ENOUGH(last[2], gloc[2])) {
+ return false;
}
- if (!(lineart_point_inside_triangle3d(
- gloc, testing->v[0]->gloc, testing->v[1]->gloc, testing->v[2]->gloc))) {
- return NULL;
+ if (!(lineart_point_inside_triangle3d(gloc, t2->v[0]->gloc, t2->v[1]->gloc, t2->v[2]->gloc))) {
+ return false;
}
- /* This is an intersection vert, the size is bigger than LineartVert,
- * allocated separately. */
- result = lineart_mem_acquire(&rb->render_data_pool, sizeof(LineartVertIntersection));
-
- /* Indicate the data structure difference. */
- result->flag = LRT_VERT_HAS_INTERSECTION_DATA;
+ copy_v3_v3_db(rv, gloc);
- copy_v3_v3_db(result->gloc, gloc);
-
- lineart_prepend_pool(&testing->intersecting_verts, &rb->render_data_pool, result);
-
- return result;
+ return true;
}
-/**
- * Test if two triangles intersect. Generates one intersection line if the check succeeds.
- */
-static LineartEdge *lineart_triangle_intersect(LineartRenderBuffer *rb,
- LineartTriangle *tri,
- LineartTriangle *testing)
+static bool lineart_triangle_intersect_math(LineartTriangle *tri,
+ LineartTriangle *t2,
+ double *v1,
+ double *v2)
{
- LineartVert *v1 = 0, *v2 = 0;
- LineartVert **next = &v1;
- LineartEdge *result;
- LineartVert *E0T = 0;
- LineartVert *E1T = 0;
- LineartVert *E2T = 0;
- LineartVert *TE0 = 0;
- LineartVert *TE1 = 0;
- LineartVert *TE2 = 0;
+ double *next = v1, *last = NULL;
LineartVert *sv1, *sv2;
- double cl[3];
- double ZMin, ZMax;
- ZMax = rb->far_clip;
- ZMin = rb->near_clip;
- copy_v3_v3_db(cl, rb->camera_pos);
- LineartVert *share = lineart_triangle_share_point(testing, tri);
+ LineartVert *share = lineart_triangle_share_point(t2, tri);
if (share) {
/* If triangles have sharing points like `abc` and `acd`, then we only need to detect `bc`
* against `acd` or `cd` against `abc`. */
- LineartVert *new_share;
lineart_triangle_get_other_verts(tri, share, &sv1, &sv2);
- v1 = new_share = lineart_mem_acquire(&rb->render_data_pool, (sizeof(LineartVertIntersection)));
-
- new_share->flag = LRT_VERT_HAS_INTERSECTION_DATA;
-
- copy_v3_v3_db(new_share->gloc, share->gloc);
-
- v2 = lineart_triangle_2v_intersection_test(rb, sv1, sv2, tri, testing, 0);
+ copy_v3_v3_db(v1, share->gloc);
- if (v2 == NULL) {
- lineart_triangle_get_other_verts(testing, share, &sv1, &sv2);
- v2 = lineart_triangle_2v_intersection_test(rb, sv1, sv2, testing, tri, 0);
- if (v2 == NULL) {
- return 0;
+ if (!lineart_triangle_2v_intersection_math(sv1, sv2, t2, 0, v2)) {
+ lineart_triangle_get_other_verts(t2, share, &sv1, &sv2);
+ if (lineart_triangle_2v_intersection_math(sv1, sv2, tri, 0, v2)) {
+ return true;
}
- lineart_prepend_pool(&testing->intersecting_verts, &rb->render_data_pool, new_share);
- }
- else {
- lineart_prepend_pool(&tri->intersecting_verts, &rb->render_data_pool, new_share);
}
}
else {
/* If not sharing any points, then we need to try all the possibilities. */
- E0T = lineart_triangle_2v_intersection_test(rb, tri->v[0], tri->v[1], tri, testing, 0);
- if (E0T && (!(*next))) {
- (*next) = E0T;
- lineart_vert_set_intersection_2v((*next), tri->v[0], tri->v[1]);
- next = &v2;
- }
- E1T = lineart_triangle_2v_intersection_test(rb, tri->v[1], tri->v[2], tri, testing, v1);
- if (E1T && (!(*next))) {
- (*next) = E1T;
- lineart_vert_set_intersection_2v((*next), tri->v[1], tri->v[2]);
- next = &v2;
- }
- if (!(*next)) {
- E2T = lineart_triangle_2v_intersection_test(rb, tri->v[2], tri->v[0], tri, testing, v1);
- }
- if (E2T && (!(*next))) {
- (*next) = E2T;
- lineart_vert_set_intersection_2v((*next), tri->v[2], tri->v[0]);
- next = &v2;
+ if (lineart_triangle_2v_intersection_math(tri->v[0], tri->v[1], t2, 0, v1)) {
+ next = v2;
+ last = v1;
}
- if (!(*next)) {
- TE0 = lineart_triangle_2v_intersection_test(
- rb, testing->v[0], testing->v[1], testing, tri, v1);
- }
- if (TE0 && (!(*next))) {
- (*next) = TE0;
- lineart_vert_set_intersection_2v((*next), testing->v[0], testing->v[1]);
- next = &v2;
+ if (lineart_triangle_2v_intersection_math(tri->v[1], tri->v[2], t2, last, next)) {
+ if (last) {
+ return true;
+ }
+ next = v2;
+ last = v1;
}
- if (!(*next)) {
- TE1 = lineart_triangle_2v_intersection_test(
- rb, testing->v[1], testing->v[2], testing, tri, v1);
+ if (lineart_triangle_2v_intersection_math(tri->v[2], tri->v[0], t2, last, next)) {
+ if (last) {
+ return true;
+ }
+ next = v2;
+ last = v1;
}
- if (TE1 && (!(*next))) {
- (*next) = TE1;
- lineart_vert_set_intersection_2v((*next), testing->v[1], testing->v[2]);
- next = &v2;
+
+ if (lineart_triangle_2v_intersection_math(t2->v[0], t2->v[1], tri, last, next)) {
+ if (last) {
+ return true;
+ }
+ next = v2;
+ last = v1;
}
- if (!(*next)) {
- TE2 = lineart_triangle_2v_intersection_test(
- rb, testing->v[2], testing->v[0], testing, tri, v1);
+ if (lineart_triangle_2v_intersection_math(t2->v[1], t2->v[2], tri, last, next)) {
+ if (last) {
+ return true;
+ }
+ next = v2;
+ last = v1;
}
- if (TE2 && (!(*next))) {
- (*next) = TE2;
- lineart_vert_set_intersection_2v((*next), testing->v[2], testing->v[0]);
- next = &v2;
+ if (lineart_triangle_2v_intersection_math(t2->v[2], t2->v[0], tri, last, next)) {
+ if (last) {
+ return true;
+ }
+ next = v2;
+ last = v1;
}
+ }
+ return false;
+}
- if (!(*next)) {
- return 0;
+static void lineart_add_isec_thread(LineartIsecThread *th,
+ const double *v1,
+ const double *v2,
+ LineartTriangle *tri1,
+ LineartTriangle *tri2)
+{
+ if (th->current == th->max) {
+
+ LineartIsecSingle *new_array = MEM_mallocN(sizeof(LineartIsecSingle) * th->max * 2,
+ "LineartIsecSingle");
+ memcpy(new_array, th->array, sizeof(LineartIsecSingle) * th->max);
+ th->max *= 2;
+ MEM_freeN(th->array);
+ th->array = new_array;
+ }
+ LineartIsecSingle *is = &th->array[th->current];
+ copy_v3fl_v3db(is->v1, v1);
+ copy_v3fl_v3db(is->v2, v2);
+ is->tri1 = tri1;
+ is->tri2 = tri2;
+ th->current++;
+}
+
+#define LRT_ISECT_TRIANGLE_PER_THREAD 4096
+
+static bool lineart_schedule_new_triangle_task(LineartIsecThread *th)
+{
+ LineartRenderBuffer *rb = th->rb;
+ int remaining = LRT_ISECT_TRIANGLE_PER_THREAD;
+
+ BLI_spin_lock(&rb->lock_task);
+ LineartElementLinkNode *eln = rb->isect_scheduled_up_to;
+
+ if (!eln) {
+ BLI_spin_unlock(&rb->lock_task);
+ return false;
+ }
+
+ th->pending_from = eln;
+ th->index_from = rb->isect_scheduled_up_to_index;
+
+ while (remaining > 0 && eln) {
+ int remaining_this_eln = eln->element_count - rb->isect_scheduled_up_to_index;
+ int added_count = MIN2(remaining, remaining_this_eln);
+ remaining -= added_count;
+ if (remaining || added_count == remaining_this_eln) {
+ eln = eln->next;
+ rb->isect_scheduled_up_to = eln;
+ rb->isect_scheduled_up_to_index = 0;
+ }
+ else {
+ rb->isect_scheduled_up_to_index += added_count;
}
}
- /* The intersection line has been generated only in geometry space, so we need to transform
- * them as well. */
- mul_v4_m4v3_db(v1->fbcoord, rb->view_projection, v1->gloc);
- mul_v4_m4v3_db(v2->fbcoord, rb->view_projection, v2->gloc);
- if (rb->cam_is_persp) {
- mul_v3db_db(v1->fbcoord, (1 / v1->fbcoord[3]));
- mul_v3db_db(v2->fbcoord, (1 / v2->fbcoord[3]));
- }
- v1->fbcoord[0] -= rb->shift_x * 2;
- v1->fbcoord[1] -= rb->shift_y * 2;
- v2->fbcoord[0] -= rb->shift_x * 2;
- v2->fbcoord[1] -= rb->shift_y * 2;
-
- /* This z transformation is not the same as the rest of the part, because the data don't go
- * through normal perspective division calls in the pipeline, but this way the 3D result and
- * occlusion on the generated line is correct, and we don't really use 2D for viewport stroke
- * generation anyway. */
- v1->fbcoord[2] = ZMin * ZMax / (ZMax - fabs(v1->fbcoord[2]) * (ZMax - ZMin));
- v2->fbcoord[2] = ZMin * ZMax / (ZMax - fabs(v2->fbcoord[2]) * (ZMax - ZMin));
-
- ((LineartVertIntersection *)v1)->intersecting_with = tri;
- ((LineartVertIntersection *)v2)->intersecting_with = testing;
-
- result = lineart_mem_acquire(&rb->render_data_pool, sizeof(LineartEdge));
- result->v1 = v1;
- result->v2 = v2;
- result->t1 = tri;
- result->t2 = testing;
-
- LineartEdgeSegment *es = lineart_mem_acquire(&rb->render_data_pool, sizeof(LineartEdgeSegment));
- BLI_addtail(&result->segments, es);
- /* Don't need to OR flags right now, just a type mark. */
- result->flags = LRT_EDGE_FLAG_INTERSECTION;
- result->intersection_mask = (tri->intersection_mask | testing->intersection_mask);
-
- lineart_add_edge_to_array(&rb->pending_edges, result);
-
- return result;
+ th->pending_to = eln ? eln : rb->triangle_buffer_pointers.last;
+ th->index_to = rb->isect_scheduled_up_to_index;
+
+ BLI_spin_unlock(&rb->lock_task);
+
+ return true;
}
-static void lineart_triangle_intersect_in_bounding_area(LineartRenderBuffer *rb,
- LineartTriangle *tri,
- LineartBoundingArea *ba)
+/* This function initializes two things:
+ * 1) Triangle array scheduling info, for each worker thread to get its chunk from the scheduler.
+ * 2) Per-thread intersection result array. Does not store actual #LineartEdge, these results will
+ * be finalized by #lineart_create_edges_from_isec_data
+ */
+static void lineart_init_isec_thread(LineartIsecData *d, LineartRenderBuffer *rb, int thread_count)
{
- /* Testing_triangle->testing[0] is used to store pairing triangle reference.
- * See definition of LineartTriangleThread for more info. */
- LineartTriangle *testing_triangle;
- LineartTriangleThread *tt;
+ d->threads = MEM_callocN(sizeof(LineartIsecThread) * thread_count, "LineartIsecThread arr");
+ d->rb = rb;
+ d->thread_count = thread_count;
- double *G0 = tri->v[0]->gloc, *G1 = tri->v[1]->gloc, *G2 = tri->v[2]->gloc;
+ rb->isect_scheduled_up_to = rb->triangle_buffer_pointers.first;
+ rb->isect_scheduled_up_to_index = 0;
+
+ for (int i = 0; i < thread_count; i++) {
+ LineartIsecThread *it = &d->threads[i];
+ it->array = MEM_mallocN(sizeof(LineartIsecSingle) * 100, "LineartIsecSingle arr");
+ it->max = 100;
+ it->current = 0;
+ it->thread_id = i;
+ it->rb = rb;
+ }
+}
+
+static void lineart_destroy_isec_thread(LineartIsecData *d)
+{
+ for (int i = 0; i < d->thread_count; i++) {
+ LineartIsecThread *it = &d->threads[i];
+ MEM_freeN(it->array);
+ }
+ MEM_freeN(d->threads);
+}
+
+static void lineart_triangle_intersect_in_bounding_area(LineartTriangle *tri,
+ LineartBoundingArea *ba,
+ LineartIsecThread *th,
+ int up_to)
+{
+ BLI_assert(th != NULL);
- /* If this is not the smallest subdiv bounding area. */
- if (ba->child) {
- lineart_triangle_intersect_in_bounding_area(rb, tri, &ba->child[0]);
- lineart_triangle_intersect_in_bounding_area(rb, tri, &ba->child[1]);
- lineart_triangle_intersect_in_bounding_area(rb, tri, &ba->child[2]);
- lineart_triangle_intersect_in_bounding_area(rb, tri, &ba->child[3]);
+ if (!th) {
return;
}
+ double *G0 = tri->v[0]->gloc, *G1 = tri->v[1]->gloc, *G2 = tri->v[2]->gloc;
+
/* If this _is_ the smallest subdiv bounding area, then do the intersections there. */
- for (int i = 0; i < ba->triangle_count; i++) {
- testing_triangle = ba->linked_triangles[i];
- tt = (LineartTriangleThread *)testing_triangle;
+ for (int i = 0; i < up_to; i++) {
+ /* Testing_triangle->testing[0] is used to store pairing triangle reference.
+ * See definition of LineartTriangleThread for more info. */
+ LineartTriangle *testing_triangle = ba->linked_triangles[i];
+ LineartTriangleThread *tt = (LineartTriangleThread *)testing_triangle;
- if (testing_triangle == tri || tt->testing_e[0] == (LineartEdge *)tri) {
+ if (testing_triangle == tri || tt->testing_e[th->thread_id] == (LineartEdge *)tri) {
continue;
}
- tt->testing_e[0] = (LineartEdge *)tri;
+ tt->testing_e[th->thread_id] = (LineartEdge *)tri;
if ((testing_triangle->flags & LRT_TRIANGLE_NO_INTERSECTION) ||
((testing_triangle->flags & LRT_TRIANGLE_INTERSECTION_ONLY) &&
@@ -3289,7 +3278,11 @@ static void lineart_triangle_intersect_in_bounding_area(LineartRenderBuffer *rb,
}
/* If we do need to compute intersection, then finally do it. */
- lineart_triangle_intersect(rb, tri, testing_triangle);
+
+ double iv1[3], iv2[3];
+ if (lineart_triangle_intersect_math(tri, testing_triangle, iv1, iv2)) {
+ lineart_add_isec_thread(th, iv1, iv2, tri, testing_triangle);
+ }
}
}
@@ -3336,6 +3329,8 @@ static void lineart_destroy_render_data(LineartRenderBuffer *rb)
MEM_freeN(rb->pending_edges.array);
}
+ lineart_free_bounding_area_memories(rb);
+
lineart_mem_destroy(&rb->render_data_pool);
}
@@ -3474,14 +3469,13 @@ static LineartRenderBuffer *lineart_create_render_buffer(Scene *scene,
BLI_spin_init(&rb->lock_cuts);
BLI_spin_init(&rb->render_data_pool.lock_mem);
+ rb->thread_count = BKE_render_num_threads(&scene->r);
+
return rb;
}
-static int lineart_triangle_size_get(const Scene *scene, LineartRenderBuffer *rb)
+static int lineart_triangle_size_get(LineartRenderBuffer *rb)
{
- if (rb->thread_count == 0) {
- rb->thread_count = BKE_render_num_threads(&scene->r);
- }
return sizeof(LineartTriangle) + (sizeof(LineartEdge *) * (rb->thread_count));
}
@@ -3495,6 +3489,14 @@ static void lineart_main_bounding_area_make_initial(LineartRenderBuffer *rb)
int row, col;
LineartBoundingArea *ba;
+ /* Always make sure the shortest side has at least LRT_BA_ROWS tiles. */
+ if (rb->w > rb->h) {
+ sp_w = sp_h * rb->w / rb->h;
+ }
+ else {
+ sp_h = sp_w * rb->h / rb->w;
+ }
+
/* Because NDC (Normalized Device Coordinates) range is (-1,1),
* so the span for each initial tile is double of that in the (0,1) range. */
double span_w = (double)1 / sp_w * 2.0;
@@ -3512,7 +3514,7 @@ static void lineart_main_bounding_area_make_initial(LineartRenderBuffer *rb)
/* Initialize tiles. */
for (row = 0; row < sp_h; row++) {
for (col = 0; col < sp_w; col++) {
- ba = &rb->initial_bounding_areas[row * LRT_BA_ROWS + col];
+ ba = &rb->initial_bounding_areas[row * rb->tile_count_x + col];
/* Set the four direction limits. */
ba->l = span_w * col - 1.0;
@@ -3526,34 +3528,12 @@ static void lineart_main_bounding_area_make_initial(LineartRenderBuffer *rb)
/* Init linked_triangles array. */
ba->max_triangle_count = LRT_TILE_SPLITTING_TRIANGLE_LIMIT;
ba->max_line_count = LRT_TILE_EDGE_COUNT_INITIAL;
- ba->linked_triangles = lineart_mem_acquire(
- &rb->render_data_pool, sizeof(LineartTriangle *) * ba->max_triangle_count);
- ba->linked_lines = lineart_mem_acquire(&rb->render_data_pool,
- sizeof(LineartEdge *) * ba->max_line_count);
+ ba->linked_triangles = MEM_callocN(sizeof(LineartTriangle *) * ba->max_triangle_count,
+ "ba_linked_triangles");
+ ba->linked_lines = MEM_callocN(sizeof(LineartEdge *) * ba->max_line_count,
+ "ba_linked_lines");
- /* Link adjacent ones. */
- if (row) {
- lineart_list_append_pointer_pool(
- &ba->up,
- &rb->render_data_pool,
- &rb->initial_bounding_areas[(row - 1) * LRT_BA_ROWS + col]);
- }
- if (col) {
- lineart_list_append_pointer_pool(&ba->lp,
- &rb->render_data_pool,
- &rb->initial_bounding_areas[row * LRT_BA_ROWS + col - 1]);
- }
- if (row != sp_h - 1) {
- lineart_list_append_pointer_pool(
- &ba->bp,
- &rb->render_data_pool,
- &rb->initial_bounding_areas[(row + 1) * LRT_BA_ROWS + col]);
- }
- if (col != sp_w - 1) {
- lineart_list_append_pointer_pool(&ba->rp,
- &rb->render_data_pool,
- &rb->initial_bounding_areas[row * LRT_BA_ROWS + col + 1]);
- }
+ BLI_spin_init(&ba->lock);
}
}
}
@@ -3701,17 +3681,68 @@ static void lineart_bounding_areas_connect_new(LineartRenderBuffer *rb, LineartB
BLI_listbase_clear(&root->bp);
}
+static void lineart_bounding_areas_connect_recursive(LineartRenderBuffer *rb,
+ LineartBoundingArea *root)
+{
+ if (root->child) {
+ lineart_bounding_areas_connect_new(rb, root);
+ for (int i = 0; i < 4; i++) {
+ lineart_bounding_areas_connect_recursive(rb, &root->child[i]);
+ }
+ }
+}
+
+static void lineart_main_bounding_areas_connect_post(LineartRenderBuffer *rb)
+{
+ int total_tile_initial = rb->tile_count_x * rb->tile_count_y;
+ int tiles_per_row = rb->tile_count_x;
+
+ for (int row = 0; row < rb->tile_count_y; row++) {
+ for (int col = 0; col < rb->tile_count_x; col++) {
+ LineartBoundingArea *ba = &rb->initial_bounding_areas[row * tiles_per_row + col];
+ /* Link adjacent ones. */
+ if (row) {
+ lineart_list_append_pointer_pool(
+ &ba->up,
+ &rb->render_data_pool,
+ &rb->initial_bounding_areas[(row - 1) * tiles_per_row + col]);
+ }
+ if (col) {
+ lineart_list_append_pointer_pool(
+ &ba->lp,
+ &rb->render_data_pool,
+ &rb->initial_bounding_areas[row * tiles_per_row + col - 1]);
+ }
+ if (row != rb->tile_count_y - 1) {
+ lineart_list_append_pointer_pool(
+ &ba->bp,
+ &rb->render_data_pool,
+ &rb->initial_bounding_areas[(row + 1) * tiles_per_row + col]);
+ }
+ if (col != rb->tile_count_x - 1) {
+ lineart_list_append_pointer_pool(
+ &ba->rp,
+ &rb->render_data_pool,
+ &rb->initial_bounding_areas[row * tiles_per_row + col + 1]);
+ }
+ }
+ }
+ for (int i = 0; i < total_tile_initial; i++) {
+ lineart_bounding_areas_connect_recursive(rb, &rb->initial_bounding_areas[i]);
+ }
+}
+
/**
- * Subdivide a tile after one tile contains too many triangles.
+ * Subdivide a tile after one tile contains too many triangles, then re-link triangles into all the
+ * child tiles.
*/
static void lineart_bounding_area_split(LineartRenderBuffer *rb,
LineartBoundingArea *root,
int recursive_level)
{
- LineartBoundingArea *ba = lineart_mem_acquire(&rb->render_data_pool,
- sizeof(LineartBoundingArea) * 4);
- LineartTriangle *tri;
+ LineartBoundingArea *ba = lineart_mem_acquire_thread(&rb->render_data_pool,
+ sizeof(LineartBoundingArea) * 4);
ba[0].l = root->cx;
ba[0].r = root->r;
ba[0].u = root->u;
@@ -3740,42 +3771,46 @@ static void lineart_bounding_area_split(LineartRenderBuffer *rb,
ba[3].cx = (ba[3].l + ba[3].r) / 2;
ba[3].cy = (ba[3].u + ba[3].b) / 2;
- root->child = ba;
-
- lineart_bounding_areas_connect_new(rb, root);
-
- /* Init linked_triangles array. */
+ /* Init linked_triangles array and locks. */
for (int i = 0; i < 4; i++) {
ba[i].max_triangle_count = LRT_TILE_SPLITTING_TRIANGLE_LIMIT;
ba[i].max_line_count = LRT_TILE_EDGE_COUNT_INITIAL;
- ba[i].linked_triangles = lineart_mem_acquire(
- &rb->render_data_pool, sizeof(LineartTriangle *) * LRT_TILE_SPLITTING_TRIANGLE_LIMIT);
- ba[i].linked_lines = lineart_mem_acquire(&rb->render_data_pool,
- sizeof(LineartEdge *) * LRT_TILE_EDGE_COUNT_INITIAL);
+ ba[i].linked_triangles = MEM_callocN(sizeof(LineartTriangle *) * ba[i].max_triangle_count,
+ "ba_linked_triangles");
+ ba[i].linked_lines = MEM_callocN(sizeof(LineartEdge *) * ba[i].max_line_count,
+ "ba_linked_lines");
+ BLI_spin_init(&ba[i].lock);
}
for (int i = 0; i < root->triangle_count; i++) {
- tri = root->linked_triangles[i];
- LineartBoundingArea *cba = root->child;
+ LineartTriangle *tri = root->linked_triangles[i];
+
double b[4];
b[0] = MIN3(tri->v[0]->fbcoord[0], tri->v[1]->fbcoord[0], tri->v[2]->fbcoord[0]);
b[1] = MAX3(tri->v[0]->fbcoord[0], tri->v[1]->fbcoord[0], tri->v[2]->fbcoord[0]);
b[2] = MAX3(tri->v[0]->fbcoord[1], tri->v[1]->fbcoord[1], tri->v[2]->fbcoord[1]);
b[3] = MIN3(tri->v[0]->fbcoord[1], tri->v[1]->fbcoord[1], tri->v[2]->fbcoord[1]);
- if (LRT_BOUND_AREA_CROSSES(b, &cba[0].l)) {
- lineart_bounding_area_link_triangle(rb, &cba[0], tri, b, 0, recursive_level + 1, false);
+
+ /* Re-link triangles into child tiles, not doing intersection lines during this because this
+ * batch of triangles are all tested with each other for intersecctions. */
+ if (LRT_BOUND_AREA_CROSSES(b, &ba[0].l)) {
+ lineart_bounding_area_link_triangle(rb, &ba[0], tri, b, 0, recursive_level + 1, false, NULL);
}
- if (LRT_BOUND_AREA_CROSSES(b, &cba[1].l)) {
- lineart_bounding_area_link_triangle(rb, &cba[1], tri, b, 0, recursive_level + 1, false);
+ if (LRT_BOUND_AREA_CROSSES(b, &ba[1].l)) {
+ lineart_bounding_area_link_triangle(rb, &ba[1], tri, b, 0, recursive_level + 1, false, NULL);
}
- if (LRT_BOUND_AREA_CROSSES(b, &cba[2].l)) {
- lineart_bounding_area_link_triangle(rb, &cba[2], tri, b, 0, recursive_level + 1, false);
+ if (LRT_BOUND_AREA_CROSSES(b, &ba[2].l)) {
+ lineart_bounding_area_link_triangle(rb, &ba[2], tri, b, 0, recursive_level + 1, false, NULL);
}
- if (LRT_BOUND_AREA_CROSSES(b, &cba[3].l)) {
- lineart_bounding_area_link_triangle(rb, &cba[3], tri, b, 0, recursive_level + 1, false);
+ if (LRT_BOUND_AREA_CROSSES(b, &ba[3].l)) {
+ lineart_bounding_area_link_triangle(rb, &ba[3], tri, b, 0, recursive_level + 1, false, NULL);
}
}
+ /* At this point the child tiles are fully initialized and it's safe for new triangles to be
+ * inserted, so assign root->child for #lineart_bounding_area_link_triangle to use. */
+ root->child = ba;
+
rb->bounding_area_count += 3;
}
@@ -3857,8 +3892,17 @@ static bool lineart_bounding_area_triangle_intersect(LineartRenderBuffer *fb,
}
/**
- * 1) Link triangles with bounding areas for later occlusion test.
- * 2) Test triangles with existing(added previously) triangles for intersection lines.
+ * This function does two things:
+ *
+ * 1) Builds a quad-tree under rb->InitialBoundingAreas to achieve good geometry separation for
+ * fast overlapping test between triangles and lines. This acceleration structure makes the
+ * occlusion stage much faster.
+ *
+ * 2) Test triangles with other triangles that are previously linked into each tile
+ * (#LineartBoundingArea) for intersection lines. When splitting the tile into 4 children and
+ * re-linking triangles into the child tiles, intersections are inhibited so we don't get
+ * duplicated intersection lines.
+ *
*/
static void lineart_bounding_area_link_triangle(LineartRenderBuffer *rb,
LineartBoundingArea *root_ba,
@@ -3866,27 +3910,18 @@ static void lineart_bounding_area_link_triangle(LineartRenderBuffer *rb,
double *LRUB,
int recursive,
int recursive_level,
- bool do_intersection)
+ bool do_intersection,
+ struct LineartIsecThread *th)
{
if (!lineart_bounding_area_triangle_intersect(rb, tri, root_ba)) {
return;
}
- if (root_ba->child == NULL) {
- lineart_bounding_area_triangle_add(rb, root_ba, tri);
- /* If splitting doesn't improve triangle separation, then shouldn't allow splitting anymore.
- * Here we use recursive limit. This is especially useful in orthographic render,
- * where a lot of faces could easily line up perfectly in image space,
- * which can not be separated by simply slicing the image tile. */
- if (root_ba->triangle_count >= LRT_TILE_SPLITTING_TRIANGLE_LIMIT && recursive &&
- recursive_level < rb->tile_recursive_level) {
- lineart_bounding_area_split(rb, root_ba, recursive_level);
- }
- if (recursive && do_intersection && rb->use_intersections) {
- lineart_triangle_intersect_in_bounding_area(rb, tri, root_ba);
- }
- }
- else {
- LineartBoundingArea *ba = root_ba->child;
+
+ LineartBoundingArea *old_ba = root_ba;
+
+ if (old_ba->child) {
+ /* If old_ba->child is not NULL, then tile splitting is fully finished, safe to directly insert
+ * into child tiles. */
double *B1 = LRUB;
double b[4];
if (!LRUB) {
@@ -3896,21 +3931,82 @@ static void lineart_bounding_area_link_triangle(LineartRenderBuffer *rb,
b[3] = MIN3(tri->v[0]->fbcoord[1], tri->v[1]->fbcoord[1], tri->v[2]->fbcoord[1]);
B1 = b;
}
- if (LRT_BOUND_AREA_CROSSES(B1, &ba[0].l)) {
- lineart_bounding_area_link_triangle(
- rb, &ba[0], tri, B1, recursive, recursive_level + 1, do_intersection);
+ for (int iba = 0; iba < 4; iba++) {
+ if (LRT_BOUND_AREA_CROSSES(B1, &old_ba->child[iba].l)) {
+ lineart_bounding_area_link_triangle(
+ rb, &old_ba->child[iba], tri, B1, recursive, recursive_level + 1, do_intersection, th);
+ }
+ }
+ return;
+ }
+
+ /* When splitting tiles, triangles are relinked into new tiles by a single thread, #th is NULL
+ * in that situation. */
+ if (th) {
+ BLI_spin_lock(&old_ba->lock);
+ }
+
+ /* If there are still space left in this tile for insertion. */
+ if (old_ba->triangle_count < old_ba->max_triangle_count) {
+ const uint32_t old_tri_count = old_ba->triangle_count;
+
+ old_ba->linked_triangles[old_ba->triangle_count++] = tri;
+
+ /* Do intersections in place. */
+ if (do_intersection && rb->use_intersections) {
+ lineart_triangle_intersect_in_bounding_area(tri, old_ba, th, old_tri_count);
+ }
+
+ if (th) {
+ BLI_spin_unlock(&old_ba->lock);
}
- if (LRT_BOUND_AREA_CROSSES(B1, &ba[1].l)) {
- lineart_bounding_area_link_triangle(
- rb, &ba[1], tri, B1, recursive, recursive_level + 1, do_intersection);
+ }
+ else { /* We need to wait for either splitting or array extension to be done. */
+
+ if (recursive_level < rb->tile_recursive_level) {
+ if (!old_ba->child) {
+ /* old_ba->child==NULL, means we are the thread that's doing the splitting. */
+ lineart_bounding_area_split(rb, old_ba, recursive_level);
+ } /* Otherwise other thread has completed the splitting process. */
+ }
+ else {
+ if (old_ba->triangle_count == old_ba->max_triangle_count) {
+ /* Means we are the thread that's doing the extension. */
+ lineart_bounding_area_triangle_reallocate(old_ba);
+ } /* Otherwise other thread has completed the extending the array. */
}
- if (LRT_BOUND_AREA_CROSSES(B1, &ba[2].l)) {
- lineart_bounding_area_link_triangle(
- rb, &ba[2], tri, B1, recursive, recursive_level + 1, do_intersection);
+
+ /* Unlock before going into recursive call. */
+ if (th) {
+ BLI_spin_unlock(&old_ba->lock);
+ }
+
+ /* Of course we still have our own triangle needs to be added. */
+ lineart_bounding_area_link_triangle(
+ rb, root_ba, tri, LRUB, recursive, recursive_level, do_intersection, th);
+ }
+}
+
+static void lineart_free_bounding_area_memory(LineartBoundingArea *ba, bool recursive)
+{
+ if (ba->linked_lines) {
+ MEM_freeN(ba->linked_lines);
+ }
+ if (ba->linked_triangles) {
+ MEM_freeN(ba->linked_triangles);
+ }
+ if (recursive && ba->child) {
+ for (int i = 0; i < 4; i++) {
+ lineart_free_bounding_area_memory(&ba->child[i], recursive);
}
- if (LRT_BOUND_AREA_CROSSES(B1, &ba[3].l)) {
- lineart_bounding_area_link_triangle(
- rb, &ba[3], tri, B1, recursive, recursive_level + 1, do_intersection);
+ }
+}
+static void lineart_free_bounding_area_memories(LineartRenderBuffer *rb)
+{
+ for (int i = 0; i < rb->tile_count_y; i++) {
+ for (int j = 0; j < rb->tile_count_x; j++) {
+ lineart_free_bounding_area_memory(&rb->initial_bounding_areas[i * rb->tile_count_x + j],
+ true);
}
}
}
@@ -3920,7 +4016,7 @@ static void lineart_bounding_area_link_edge(LineartRenderBuffer *rb,
LineartEdge *e)
{
if (root_ba->child == NULL) {
- lineart_bounding_area_line_add(rb, root_ba, e);
+ lineart_bounding_area_line_add(root_ba, e);
}
else {
if (lineart_bounding_area_edge_intersect(
@@ -3954,7 +4050,7 @@ static void lineart_main_link_lines(LineartRenderBuffer *rb)
for (row = r1; row != r2 + 1; row++) {
for (col = c1; col != c2 + 1; col++) {
lineart_bounding_area_link_edge(
- rb, &rb->initial_bounding_areas[row * LRT_BA_ROWS + col], e);
+ rb, &rb->initial_bounding_areas[row * rb->tile_count_x + col], e);
}
}
}
@@ -4082,7 +4178,7 @@ LineartBoundingArea *MOD_lineart_get_parent_bounding_area(LineartRenderBuffer *r
row = 0;
}
- return &rb->initial_bounding_areas[row * LRT_BA_ROWS + col];
+ return &rb->initial_bounding_areas[row * rb->tile_count_x + col];
}
static LineartBoundingArea *lineart_get_bounding_area(LineartRenderBuffer *rb, double x, double y)
@@ -4104,7 +4200,7 @@ static LineartBoundingArea *lineart_get_bounding_area(LineartRenderBuffer *rb, d
c = rb->tile_count_x - 1;
}
- iba = &rb->initial_bounding_areas[r * LRT_BA_ROWS + c];
+ iba = &rb->initial_bounding_areas[r * rb->tile_count_x + c];
while (iba->child) {
if (x > iba->cx) {
if (y > iba->cy) {
@@ -4135,45 +4231,140 @@ LineartBoundingArea *MOD_lineart_get_bounding_area(LineartRenderBuffer *rb, doub
return NULL;
}
+static void lineart_add_triangles_worker(TaskPool *__restrict UNUSED(pool), LineartIsecThread *th)
+{
+ LineartRenderBuffer *rb = th->rb;
+ int _dir_control = 0;
+ while (lineart_schedule_new_triangle_task(th)) {
+ for (LineartElementLinkNode *eln = th->pending_from; eln != th->pending_to->next;
+ eln = eln->next) {
+ int index_start = eln == th->pending_from ? th->index_from : 0;
+ int index_end = eln == th->pending_to ? th->index_to : eln->element_count;
+ LineartTriangle *tri = (void *)(((uchar *)eln->pointer) + rb->triangle_size * index_start);
+ for (int ei = index_start; ei < index_end; ei++) {
+ int x1, x2, y1, y2;
+ int r, co;
+ if ((tri->flags & LRT_CULL_USED) || (tri->flags & LRT_CULL_DISCARD)) {
+ tri = (void *)(((uchar *)tri) + rb->triangle_size);
+ continue;
+ }
+ if (lineart_get_triangle_bounding_areas(rb, tri, &y1, &y2, &x1, &x2)) {
+ _dir_control++;
+ for (co = x1; co <= x2; co++) {
+ for (r = y1; r <= y2; r++) {
+ lineart_bounding_area_link_triangle(
+ rb,
+ &rb->initial_bounding_areas[r * rb->tile_count_x + co],
+ tri,
+ 0,
+ 1,
+ 0,
+ (!(tri->flags & LRT_TRIANGLE_NO_INTERSECTION)),
+ th);
+ }
+ }
+ } /* Else throw away. */
+ tri = (void *)(((uchar *)tri) + rb->triangle_size);
+ }
+ }
+ }
+}
+
+static void lineart_create_edges_from_isec_data(LineartIsecData *d)
+{
+ LineartRenderBuffer *rb = d->rb;
+ double ZMax = rb->far_clip;
+ double ZMin = rb->near_clip;
+
+ for (int i = 0; i < d->thread_count; i++) {
+ LineartIsecThread *th = &d->threads[i];
+ if (G.debug_value == 4000) {
+ printf("Thread %d isec generated %d lines.\n", i, th->current);
+ }
+ if (!th->current) {
+ continue;
+ }
+ /* We don't care about removing duplicated vert in this method, chaning can handle that, and it
+ * saves us from using locks and look up tables. */
+ LineartVertIntersection *v = lineart_mem_acquire(
+ &rb->render_data_pool, sizeof(LineartVertIntersection) * th->current * 2);
+ LineartEdge *e = lineart_mem_acquire(&rb->render_data_pool, sizeof(LineartEdge) * th->current);
+ LineartEdgeSegment *es = lineart_mem_acquire(&rb->render_data_pool,
+ sizeof(LineartEdgeSegment) * th->current);
+ for (int j = 0; j < th->current; j++) {
+ LineartVertIntersection *v1i = v;
+ LineartVertIntersection *v2i = v + 1;
+ LineartIsecSingle *is = &th->array[j];
+ v1i->intersecting_with = is->tri1;
+ v2i->intersecting_with = is->tri2;
+ LineartVert *v1 = (LineartVert *)v1i;
+ LineartVert *v2 = (LineartVert *)v2i;
+ v1->flag |= LRT_VERT_HAS_INTERSECTION_DATA;
+ v2->flag |= LRT_VERT_HAS_INTERSECTION_DATA;
+ copy_v3db_v3fl(v1->gloc, is->v1);
+ copy_v3db_v3fl(v2->gloc, is->v2);
+ /* The intersection line has been generated only in geometry space, so we need to transform
+ * them as well. */
+ mul_v4_m4v3_db(v1->fbcoord, rb->view_projection, v1->gloc);
+ mul_v4_m4v3_db(v2->fbcoord, rb->view_projection, v2->gloc);
+ mul_v3db_db(v1->fbcoord, (1 / v1->fbcoord[3]));
+ mul_v3db_db(v2->fbcoord, (1 / v2->fbcoord[3]));
+
+ v1->fbcoord[0] -= rb->shift_x * 2;
+ v1->fbcoord[1] -= rb->shift_y * 2;
+ v2->fbcoord[0] -= rb->shift_x * 2;
+ v2->fbcoord[1] -= rb->shift_y * 2;
+
+ /* This z transformation is not the same as the rest of the part, because the data don't go
+ * through normal perspective division calls in the pipeline, but this way the 3D result and
+ * occlusion on the generated line is correct, and we don't really use 2D for viewport stroke
+ * generation anyway. */
+ v1->fbcoord[2] = ZMin * ZMax / (ZMax - fabs(v1->fbcoord[2]) * (ZMax - ZMin));
+ v2->fbcoord[2] = ZMin * ZMax / (ZMax - fabs(v2->fbcoord[2]) * (ZMax - ZMin));
+ e->v1 = v1;
+ e->v2 = v2;
+ e->t1 = is->tri1;
+ e->t2 = is->tri2;
+ e->flags = LRT_EDGE_FLAG_INTERSECTION;
+ e->intersection_mask = (is->tri1->intersection_mask | is->tri2->intersection_mask);
+ BLI_addtail(&e->segments, es);
+
+ lineart_add_edge_to_array(&rb->pending_edges, e);
+
+ v += 2;
+ e++;
+ es++;
+ }
+ }
+}
+
/**
- * Sequentially add triangles into render buffer. This also does intersection along the way.
+ * Sequentially add triangles into render buffer, intersection lines between those triangles will
+ * also be computed at the same time.
*/
static void lineart_main_add_triangles(LineartRenderBuffer *rb)
{
- LineartTriangle *tri;
- int i, lim;
- int x1, x2, y1, y2;
- int r, co;
-
double t_start;
if (G.debug_value == 4000) {
t_start = PIL_check_seconds_timer();
}
- LISTBASE_FOREACH (LineartElementLinkNode *, eln, &rb->triangle_buffer_pointers) {
- tri = eln->pointer;
- lim = eln->element_count;
- for (i = 0; i < lim; i++) {
- if ((tri->flags & LRT_CULL_USED) || (tri->flags & LRT_CULL_DISCARD)) {
- tri = (void *)(((uchar *)tri) + rb->triangle_size);
- continue;
- }
- if (lineart_get_triangle_bounding_areas(rb, tri, &y1, &y2, &x1, &x2)) {
- for (co = x1; co <= x2; co++) {
- for (r = y1; r <= y2; r++) {
- lineart_bounding_area_link_triangle(rb,
- &rb->initial_bounding_areas[r * LRT_BA_ROWS + co],
- tri,
- 0,
- 1,
- 0,
- (!(tri->flags & LRT_TRIANGLE_NO_INTERSECTION)));
- }
- }
- } /* Else throw away. */
- tri = (void *)(((uchar *)tri) + rb->triangle_size);
- }
+ /* Initialize per-thread data for thread task scheduling information and storing intersection
+ * results. */
+ LineartIsecData d = {0};
+ lineart_init_isec_thread(&d, rb, rb->thread_count);
+
+ TaskPool *tp = BLI_task_pool_create(NULL, TASK_PRIORITY_HIGH);
+ for (int i = 0; i < rb->thread_count; i++) {
+ BLI_task_pool_push(tp, (TaskRunFunction)lineart_add_triangles_worker, &d.threads[i], 0, NULL);
}
+ BLI_task_pool_work_and_wait(tp);
+ BLI_task_pool_free(tp);
+
+ /* Create actual lineart edges from intersection results. */
+ lineart_create_edges_from_isec_data(&d);
+
+ lineart_destroy_isec_thread(&d);
if (G.debug_value == 4000) {
double t_elapsed = PIL_check_seconds_timer() - t_start;
@@ -4480,7 +4671,7 @@ bool MOD_lineart_compute_feature_lines(Depsgraph *depsgraph,
/* Triangle thread testing data size varies depending on the thread count.
* See definition of LineartTriangleThread for details. */
- rb->triangle_size = lineart_triangle_size_get(scene, rb);
+ rb->triangle_size = lineart_triangle_size_get(rb);
/* FIXME(Yiming): See definition of int #LineartRenderBuffer::_source_type for detailed. */
rb->_source_type = lmd->source_type;
@@ -4520,6 +4711,10 @@ bool MOD_lineart_compute_feature_lines(Depsgraph *depsgraph,
* can do its job. */
lineart_main_add_triangles(rb);
+ /* Re-link bounding areas because they have been subdivided by worker threads and we need
+ * andjacent info. */
+ lineart_main_bounding_areas_connect_post(rb);
+
/* Link lines to acceleration structure, this can only be done after perspective division, if
* we do it after triangles being added, the acceleration structure has already been
* subdivided, this way we do less list manipulations. */
diff --git a/source/blender/gpencil_modifiers/intern/lineart/lineart_intern.h b/source/blender/gpencil_modifiers/intern/lineart/lineart_intern.h
index 1a197c8b4b7..738f020d8f7 100644
--- a/source/blender/gpencil_modifiers/intern/lineart/lineart_intern.h
+++ b/source/blender/gpencil_modifiers/intern/lineart/lineart_intern.h
@@ -80,9 +80,9 @@ void lineart_count_and_print_render_buffer_memory(struct LineartRenderBuffer *rb
#define LRT_BOUND_AREA_CROSSES(b1, b2) \
((b1)[0] < (b2)[1] && (b1)[1] > (b2)[0] && (b1)[3] < (b2)[2] && (b1)[2] > (b2)[3])
-/* Initial bounding area row/column count, setting 4 is the simplest way algorithm could function
- * efficiently. */
-#define LRT_BA_ROWS 4
+/* Initial bounding area row/column count, setting 10 is tested to be realitvely optimal for the
+ * performance under current algorithm. */
+#define LRT_BA_ROWS 10
#ifdef __cplusplus
extern "C" {