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authorJacques Lucke <jacques@blender.org>2020-10-09 13:37:42 +0300
committerJacques Lucke <jacques@blender.org>2020-10-09 13:37:42 +0300
commit2f339eb745df31c3035c737a1013dc8bb450beb6 (patch)
treeda3cfdaaf253696e1e2ef5161687b6eb9db282f6 /source/blender/blenkernel/intern/mesh_validate.cc
parent309c919ee97e272c08f88ebd8341fe962e71e64d (diff)
BKE: improve calculating edges
This is a follow up commit for rB309c919ee9. Clearing hash tables is now parallelized as well. Surprisingly, most of the time is actually spent in `free` (a couple of milliseconds per call in my test). Benchmark of individual functions: reserve_hash_maps: 17% add_polygon_edges_to_hash_maps: 49% serialize_and_initialize_deduplicated_edges: 12% update_edge_indices_in_poly_loops: 14% clear_hash_tables: 5%
Diffstat (limited to 'source/blender/blenkernel/intern/mesh_validate.cc')
-rw-r--r--source/blender/blenkernel/intern/mesh_validate.cc23
1 files changed, 18 insertions, 5 deletions
diff --git a/source/blender/blenkernel/intern/mesh_validate.cc b/source/blender/blenkernel/intern/mesh_validate.cc
index 64fddc81124..16733729be0 100644
--- a/source/blender/blenkernel/intern/mesh_validate.cc
+++ b/source/blender/blenkernel/intern/mesh_validate.cc
@@ -82,6 +82,15 @@ typedef union OrigEdgeOrIndex {
} OrigEdgeOrIndex;
using EdgeMap = Map<OrderedEdge, OrigEdgeOrIndex>;
+static void reserve_hash_maps(const Mesh *mesh,
+ const bool keep_existing_edges,
+ MutableSpan<EdgeMap> edge_maps)
+{
+ const int totedge_guess = std::max(keep_existing_edges ? mesh->totedge : 0, mesh->totpoly * 2);
+ parallel_for_each(
+ edge_maps, [&](EdgeMap &edge_map) { edge_map.reserve(totedge_guess / edge_maps.size()); });
+}
+
static void add_existing_edges_to_hash_maps(Mesh *mesh,
MutableSpan<EdgeMap> edge_maps,
uint32_t parallel_mask)
@@ -204,6 +213,11 @@ static int get_parallel_maps_count(const Mesh *mesh)
return power_of_2_min_i(std::min(8, system_thread_count));
}
+static void clear_hash_tables(MutableSpan<EdgeMap> edge_maps)
+{
+ parallel_for_each(edge_maps, [](EdgeMap &edge_map) { edge_map.clear(); });
+}
+
} // namespace blender::bke::calc_edges
/**
@@ -221,11 +235,7 @@ void BKE_mesh_calc_edges(Mesh *mesh, bool keep_existing_edges, const bool select
BLI_assert(is_power_of_2_i(parallel_maps));
const uint32_t parallel_mask = static_cast<uint32_t>(parallel_maps) - 1;
Array<EdgeMap> edge_maps(parallel_maps);
-
- /* Reserve memory in hash tables. */
- const int totedge_guess = std::max(keep_existing_edges ? mesh->totedge : 0, mesh->totpoly * 2);
- parallel_for_each(edge_maps,
- [&](EdgeMap &edge_map) { edge_map.reserve(totedge_guess / parallel_maps); });
+ reserve_hash_maps(mesh, keep_existing_edges, edge_maps);
/* Add all edges. */
if (keep_existing_edges) {
@@ -252,4 +262,7 @@ void BKE_mesh_calc_edges(Mesh *mesh, bool keep_existing_edges, const bool select
CustomData_add_layer(&mesh->edata, CD_MEDGE, CD_ASSIGN, new_edges.data(), new_totedge);
mesh->totedge = new_totedge;
mesh->medge = new_edges.data();
+
+ /* Explicitely clear edge maps, because that way it can be parallelized. */
+ clear_hash_tables(edge_maps);
}