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authorHans Goudey <h.goudey@me.com>2022-09-09 16:13:37 +0300
committerHans Goudey <h.goudey@me.com>2022-09-09 16:29:46 +0300
commit12c235a1c515d41a18c497d6647253698579c01d (patch)
tree0d946f20e30d5971c7f835a288d8111b063e5b1e /source/blender/draw
parentcef1b9c30f9ac96143d31f81d23db60dcf526f5a (diff)
Subdiv: Avoid quadratic runtime for loose edges
Currently, when subdividing every single vertex on every loose edge, Blender iterates over all other edges to find neighbors. This has quadratic runtime and can be very slow. Instead, first create a map of edges connected to each vertex. With about 10000 edges, the performance goes from very slow to very smooth in my tests. Because of the nature of quadratic runtime, the improvement will depend massively on the number of elements. The only downside to this is that the map will still be built when there are only a couple loose edges, but that case is probably not so common. Differential Revision: https://developer.blender.org/D15923
Diffstat (limited to 'source/blender/draw')
-rw-r--r--source/blender/draw/intern/draw_cache_impl_subdivision.cc33
1 files changed, 28 insertions, 5 deletions
diff --git a/source/blender/draw/intern/draw_cache_impl_subdivision.cc b/source/blender/draw/intern/draw_cache_impl_subdivision.cc
index 51fbc5a3027..ab935809f96 100644
--- a/source/blender/draw/intern/draw_cache_impl_subdivision.cc
+++ b/source/blender/draw/intern/draw_cache_impl_subdivision.cc
@@ -10,6 +10,7 @@
#include "BKE_attribute.hh"
#include "BKE_editmesh.h"
#include "BKE_mesh.h"
+#include "BKE_mesh_mapping.h"
#include "BKE_modifier.h"
#include "BKE_object.h"
#include "BKE_scene.h"
@@ -2155,7 +2156,17 @@ void DRW_subdivide_loose_geom(DRWSubdivCache *subdiv_cache, MeshBufferCache *cac
int subd_vert_offset = 0;
/* Subdivide each loose coarse edge. */
+ const Span<MVert> coarse_verts = coarse_mesh->verts();
const Span<MEdge> coarse_edges = coarse_mesh->edges();
+
+ int *vert_to_edge_buffer;
+ MeshElemMap *vert_to_edge_map;
+ BKE_mesh_vert_edge_map_create(&vert_to_edge_map,
+ &vert_to_edge_buffer,
+ coarse_edges.data(),
+ coarse_mesh->totvert,
+ coarse_edges.size());
+
for (int i = 0; i < coarse_loose_edge_len; i++) {
const int coarse_edge_index = cache->loose_geom.edges[i];
const MEdge *coarse_edge = &coarse_edges[cache->loose_geom.edges[i]];
@@ -2169,8 +2180,13 @@ void DRW_subdivide_loose_geom(DRWSubdivCache *subdiv_cache, MeshBufferCache *cac
DRWSubdivLooseVertex &subd_v1 = loose_subd_verts[subd_vert_offset];
subd_v1.coarse_vertex_index = (i == 0) ? coarse_edge->v1 : -1u;
const float u1 = i * inv_resolution_1;
- BKE_subdiv_mesh_interpolate_position_on_edge(
- coarse_mesh, coarse_edge, is_simple, u1, subd_v1.co);
+ BKE_subdiv_mesh_interpolate_position_on_edge(coarse_verts.data(),
+ coarse_edges.data(),
+ vert_to_edge_map,
+ coarse_edge_index,
+ is_simple,
+ u1,
+ subd_v1.co);
subd_edge.loose_subdiv_v1_index = subd_vert_offset++;
@@ -2178,15 +2194,22 @@ void DRW_subdivide_loose_geom(DRWSubdivCache *subdiv_cache, MeshBufferCache *cac
DRWSubdivLooseVertex &subd_v2 = loose_subd_verts[subd_vert_offset];
subd_v2.coarse_vertex_index = ((i + 1) == resolution - 1) ? coarse_edge->v2 : -1u;
const float u2 = (i + 1) * inv_resolution_1;
- BKE_subdiv_mesh_interpolate_position_on_edge(
- coarse_mesh, coarse_edge, is_simple, u2, subd_v2.co);
+ BKE_subdiv_mesh_interpolate_position_on_edge(coarse_verts.data(),
+ coarse_edges.data(),
+ vert_to_edge_map,
+ coarse_edge_index,
+ is_simple,
+ u2,
+ subd_v2.co);
subd_edge.loose_subdiv_v2_index = subd_vert_offset++;
}
}
+ MEM_freeN(vert_to_edge_buffer);
+ MEM_freeN(vert_to_edge_map);
+
/* Copy the remaining loose_verts. */
- const Span<MVert> coarse_verts = coarse_mesh->verts();
for (int i = 0; i < coarse_loose_vert_len; i++) {
const int coarse_vertex_index = cache->loose_geom.verts[i];
const MVert &coarse_vertex = coarse_verts[coarse_vertex_index];