diff options
author | Jacques Lucke <jacques@blender.org> | 2021-11-26 17:33:21 +0300 |
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committer | Jacques Lucke <jacques@blender.org> | 2021-11-26 17:33:35 +0300 |
commit | 602ecbdf9aef58a4e3c8d7ea5db22a913bf60525 (patch) | |
tree | 91a9c05b13f44034e75070b825b35565e7c39b58 /source/blender/nodes/geometry | |
parent | eb7827e7970cca8e3fb0e0bf39e8742e69f0b2b6 (diff) |
Geometry Nodes: optimize Set Position node
This implements four optimizations in the Set Position node:
* Check whether the position input is the current position and ignore
it if it is. This results in a speedup when only the Offset input is used.
* Use multi-threading when copying to computed values to the
position attribute. All geometry types benefit from this.
* Use devirtualization for the offset and position input. This optimizes
the common case that they are either single values or computed
in the fly in a span.
* Write to `Mesh->mvert` directly instead of creating a temporary span.
This makes setting mesh vertex positions even more efficient.
In my simple benchmark I'm using a White Noise node to offset the
position of 1,000,000 vertices. The speed is `20 ms -> 4.5 ms` in the
multi-threaded case and `32 ms -> 22 ms` in the single-threaded case.
Diffstat (limited to 'source/blender/nodes/geometry')
-rw-r--r-- | source/blender/nodes/geometry/nodes/node_geo_set_position.cc | 89 |
1 files changed, 77 insertions, 12 deletions
diff --git a/source/blender/nodes/geometry/nodes/node_geo_set_position.cc b/source/blender/nodes/geometry/nodes/node_geo_set_position.cc index a8e59a807e7..218e4d03464 100644 --- a/source/blender/nodes/geometry/nodes/node_geo_set_position.cc +++ b/source/blender/nodes/geometry/nodes/node_geo_set_position.cc @@ -16,6 +16,11 @@ #include "DEG_depsgraph_query.h" +#include "BLI_task.hh" + +#include "DNA_mesh_types.h" +#include "DNA_meshdata_types.h" + #include "node_geometry_util.hh" namespace blender::nodes::node_geo_set_position_cc { @@ -29,6 +34,77 @@ static void node_declare(NodeDeclarationBuilder &b) b.add_output<decl::Geometry>(N_("Geometry")); } +static void set_computed_position_and_offset(GeometryComponent &component, + const VArray<float3> &in_positions, + const VArray<float3> &in_offsets, + const AttributeDomain domain, + const IndexMask selection) +{ + + OutputAttribute_Typed<float3> positions = component.attribute_try_get_for_output<float3>( + "position", domain, {0, 0, 0}); + + const int grain_size = 10000; + + switch (component.type()) { + case GEO_COMPONENT_TYPE_MESH: { + Mesh *mesh = static_cast<MeshComponent &>(component).get_for_write(); + MutableSpan<MVert> mverts{mesh->mvert, mesh->totvert}; + if (in_positions.is_same(positions.varray())) { + devirtualize_varray(in_offsets, [&](const auto in_offsets) { + threading::parallel_for( + selection.index_range(), grain_size, [&](const IndexRange range) { + for (const int i : selection.slice(range)) { + const float3 offset = in_offsets[i]; + add_v3_v3(mverts[i].co, offset); + } + }); + }); + } + else { + devirtualize_varray2( + in_positions, in_offsets, [&](const auto in_positions, const auto in_offsets) { + threading::parallel_for( + selection.index_range(), grain_size, [&](const IndexRange range) { + for (const int i : selection.slice(range)) { + const float3 new_position = in_positions[i] + in_offsets[i]; + copy_v3_v3(mverts[i].co, new_position); + } + }); + }); + } + break; + } + default: { + MutableSpan<float3> out_positions_span = positions.as_span(); + if (in_positions.is_same(positions.varray())) { + devirtualize_varray(in_offsets, [&](const auto in_offsets) { + threading::parallel_for( + selection.index_range(), grain_size, [&](const IndexRange range) { + for (const int i : selection.slice(range)) { + out_positions_span[i] += in_offsets[i]; + } + }); + }); + } + else { + devirtualize_varray2( + in_positions, in_offsets, [&](const auto in_positions, const auto in_offsets) { + threading::parallel_for( + selection.index_range(), grain_size, [&](const IndexRange range) { + for (const int i : selection.slice(range)) { + out_positions_span[i] = in_positions[i] + in_offsets[i]; + } + }); + }); + } + break; + } + } + + positions.save(); +} + static void set_position_in_component(GeometryComponent &component, const Field<bool> &selection_field, const Field<float3> &position_field, @@ -53,20 +129,9 @@ static void set_position_in_component(GeometryComponent &component, position_evaluator.add(offset_field); position_evaluator.evaluate(); - /* TODO: We could have different code paths depending on whether the offset input is a single - * value or not */ - const VArray<float3> &positions_input = position_evaluator.get_evaluated<float3>(0); const VArray<float3> &offsets_input = position_evaluator.get_evaluated<float3>(1); - - OutputAttribute_Typed<float3> positions = component.attribute_try_get_for_output<float3>( - "position", domain, {0, 0, 0}); - MutableSpan<float3> position_mutable = positions.as_span(); - - for (int i : selection) { - position_mutable[i] = positions_input[i] + offsets_input[i]; - } - positions.save(); + set_computed_position_and_offset(component, positions_input, offsets_input, domain, selection); } static void node_geo_exec(GeoNodeExecParams params) |