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authorSergey Sharybin <sergey.vfx@gmail.com>2013-08-19 14:36:39 +0400
committerSergey Sharybin <sergey.vfx@gmail.com>2013-08-19 14:36:39 +0400
commit9f7961b6b10203733ddda62dac3170d6817ff69b (patch)
tree1ce6e57d9996290de4962dcd29524f2edef22265 /source/gameengine/Rasterizer
parentbec9bcc14c4e763b8f82d22dd7e1741b40155b3c (diff)
Optimization and threading fix for shapekeys weights calculation
This commit fixes two different issues, which were caused by how weights are being calculated for relative shapekeys. Weights for key block used to saved in KeyBlock DNA structure, which lead to situations when different objects could start writing to the same weights array if they're sharing the same key datablock. Solved this in a way so weights are never stored in KeyBlock and being passed to shapekeys routines as an array of pointers. This way weights are still computed run-time (meaning they're calculated before shapekey evaluation and freed afterwards). This required some changes to GameEngine as well, to make it never cache weights in the key blocks. Another aspect of this commit makes it so weight for a given vertex group is only computed once. So if multiple key blocks are using the same influence vertex group, they'll share the same exact weights array. This gave around 1.7x speedup in test chinchilla file which is close enough to if we've been caching weights permanently in DNA (test machine is dual-code 4 threads laptop, speedup measured in depsgraph_mt branch, trunk might be not so much high speedup). Some further speed is optimization possible, but it could be done later as well. Thanks Brecht for idea of how the things might be solved in really clear way. -- svn merge -r58786:58787 ^/branches/soc-2013-depsgraph_mt
Diffstat (limited to 'source/gameengine/Rasterizer')
-rw-r--r--source/gameengine/Rasterizer/RAS_MeshObject.cpp57
-rw-r--r--source/gameengine/Rasterizer/RAS_MeshObject.h3
2 files changed, 0 insertions, 60 deletions
diff --git a/source/gameengine/Rasterizer/RAS_MeshObject.cpp b/source/gameengine/Rasterizer/RAS_MeshObject.cpp
index 2af71c5efa9..92f134c1702 100644
--- a/source/gameengine/Rasterizer/RAS_MeshObject.cpp
+++ b/source/gameengine/Rasterizer/RAS_MeshObject.cpp
@@ -125,17 +125,6 @@ RAS_MeshObject::~RAS_MeshObject()
{
vector<RAS_Polygon*>::iterator it;
- if (m_mesh && m_mesh->key)
- {
- KeyBlock *kb;
- // remove the weight cache to avoid memory leak
- for (kb = (KeyBlock *)m_mesh->key->block.first; kb; kb = (KeyBlock *)kb->next) {
- if (kb->weights)
- MEM_freeN(kb->weights);
- kb->weights= NULL;
- }
- }
-
for (it=m_Polygons.begin(); it!=m_Polygons.end(); it++)
delete (*it);
@@ -571,49 +560,3 @@ static int get_def_index(Object* ob, const char* vgroup)
return -1;
}
-
-void RAS_MeshObject::CheckWeightCache(Object* obj)
-{
- KeyBlock *kb;
- int kbindex, defindex;
- MDeformVert *dv= NULL;
- int totvert, i;
- float *weights;
-
- if (!m_mesh->key)
- return;
-
- for (kbindex = 0, kb = (KeyBlock *)m_mesh->key->block.first; kb; kb = kb->next, kbindex++)
- {
- // first check the cases where the weight must be cleared
- if (kb->vgroup[0] == 0 ||
- m_mesh->dvert == NULL ||
- (defindex = get_def_index(obj, kb->vgroup)) == -1) {
- if (kb->weights) {
- MEM_freeN(kb->weights);
- kb->weights = NULL;
- }
- m_cacheWeightIndex[kbindex] = -1;
- } else if (m_cacheWeightIndex[kbindex] != defindex) {
- // a weight array is required but the cache is not matching
- if (kb->weights) {
- MEM_freeN(kb->weights);
- kb->weights = NULL;
- }
-
- dv= m_mesh->dvert;
- totvert= m_mesh->totvert;
-
- weights= (float*)MEM_mallocN(totvert*sizeof(float), "weights");
-
- for (i=0; i < totvert; i++, dv++) {
- weights[i] = defvert_find_weight(dv, defindex);
- }
-
- kb->weights = weights;
- m_cacheWeightIndex[kbindex] = defindex;
- }
- }
-}
-
-
diff --git a/source/gameengine/Rasterizer/RAS_MeshObject.h b/source/gameengine/Rasterizer/RAS_MeshObject.h
index d77d0483024..e5ae78d006e 100644
--- a/source/gameengine/Rasterizer/RAS_MeshObject.h
+++ b/source/gameengine/Rasterizer/RAS_MeshObject.h
@@ -83,9 +83,6 @@ public:
virtual ~RAS_MeshObject();
- // for shape keys,
- void CheckWeightCache(struct Object* obj);
-
/* materials */
int NumMaterials();
const STR_String& GetMaterialName(unsigned int matid);