diff options
author | Hans Goudey <h.goudey@me.com> | 2021-12-20 19:34:31 +0300 |
---|---|---|
committer | Hans Goudey <h.goudey@me.com> | 2021-12-20 19:34:31 +0300 |
commit | cb96435047506ce116a03a3373f339302080191d (patch) | |
tree | 1fa0bf730326e07fdfccaaacb45432661a5d6956 /source | |
parent | 1d25ba175e56105a20afcc8ce84849c0af1472a6 (diff) |
Geometry Nodes: Parallelize mesh grid primitive
On a Ryzen 3700x, this ended up 2.5x faster than before. More
benchmarking details are included in the differential revision.
For smaller grids, all this should do is increase the
code size a bit, and add a few more if statements.
Differential Revision: https://developer.blender.org/D13617
Diffstat (limited to 'source')
-rw-r--r-- | source/blender/nodes/geometry/nodes/node_geo_mesh_primitive_grid.cc | 141 |
1 files changed, 84 insertions, 57 deletions
diff --git a/source/blender/nodes/geometry/nodes/node_geo_mesh_primitive_grid.cc b/source/blender/nodes/geometry/nodes/node_geo_mesh_primitive_grid.cc index 77634a03af6..e4e52c3cdc7 100644 --- a/source/blender/nodes/geometry/nodes/node_geo_mesh_primitive_grid.cc +++ b/source/blender/nodes/geometry/nodes/node_geo_mesh_primitive_grid.cc @@ -14,6 +14,8 @@ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ +#include "BLI_task.hh" + #include "DNA_mesh_types.h" #include "DNA_meshdata_types.h" @@ -38,11 +40,13 @@ static void calculate_uvs( const float dx = (size_x == 0.0f) ? 0.0f : 1.0f / size_x; const float dy = (size_y == 0.0f) ? 0.0f : 1.0f / size_y; - for (const int i : loops.index_range()) { - const float3 &co = verts[loops[i].v].co; - uvs[i].x = (co.x + size_x * 0.5f) * dx; - uvs[i].y = (co.y + size_y * 0.5f) * dy; - } + threading::parallel_for(loops.index_range(), 1024, [&](IndexRange range) { + for (const int i : range) { + const float3 &co = verts[loops[i].v].co; + uvs[i].x = (co.x + size_x * 0.5f) * dx; + uvs[i].y = (co.y + size_y * 0.5f) * dy; + } + }); uv_attribute.save(); } @@ -70,72 +74,95 @@ Mesh *create_grid_mesh(const int verts_x, const float dy = edges_y == 0 ? 0.0f : size_y / edges_y; const float x_shift = edges_x / 2.0f; const float y_shift = edges_y / 2.0f; - for (const int x_index : IndexRange(verts_x)) { - for (const int y_index : IndexRange(verts_y)) { - const int vert_index = x_index * verts_y + y_index; - verts[vert_index].co[0] = (x_index - x_shift) * dx; - verts[vert_index].co[1] = (y_index - y_shift) * dy; - verts[vert_index].co[2] = 0.0f; + threading::parallel_for(IndexRange(verts_x), 512, [&](IndexRange x_range) { + for (const int x : x_range) { + const int y_offset = x * verts_y; + threading::parallel_for(IndexRange(verts_y), 512, [&](IndexRange y_range) { + for (const int y : y_range) { + const int vert_index = y_offset + y; + verts[vert_index].co[0] = (x - x_shift) * dx; + verts[vert_index].co[1] = (y - y_shift) * dy; + verts[vert_index].co[2] = 0.0f; + } + }); } - } + }); } /* Point all vertex normals in the up direction. */ - const short up_normal[3] = {0, 0, SHRT_MAX}; - for (MVert &vert : verts) { - copy_v3_v3_short(vert.no, up_normal); + { + const short up_normal[3] = {0, 0, SHRT_MAX}; + for (MVert &vert : verts) { + copy_v3_v3_short(vert.no, up_normal); + } } - /* Build the horizontal edges in the X direction. */ const int y_edges_start = 0; + const int x_edges_start = verts_x * edges_y; const short edge_flag = (edges_x == 0 || edges_y == 0) ? ME_LOOSEEDGE : ME_EDGEDRAW | ME_EDGERENDER; - int edge_index = 0; - for (const int x : IndexRange(verts_x)) { - for (const int y : IndexRange(edges_y)) { - const int vert_index = x * verts_y + y; - MEdge &edge = edges[edge_index++]; - edge.v1 = vert_index; - edge.v2 = vert_index + 1; - edge.flag = edge_flag; + + /* Build the horizontal edges in the X direction. */ + threading::parallel_for(IndexRange(verts_x), 512, [&](IndexRange x_range) { + for (const int x : x_range) { + const int y_vert_offset = x * verts_y; + const int y_edge_offset = y_edges_start + x * edges_y; + threading::parallel_for(IndexRange(edges_y), 512, [&](IndexRange y_range) { + for (const int y : y_range) { + const int vert_index = y_vert_offset + y; + MEdge &edge = edges[y_edge_offset + y]; + edge.v1 = vert_index; + edge.v2 = vert_index + 1; + edge.flag = edge_flag; + } + }); } - } + }); /* Build the vertical edges in the Y direction. */ - const int x_edges_start = edge_index; - for (const int y : IndexRange(verts_y)) { - for (const int x : IndexRange(edges_x)) { - const int vert_index = x * verts_y + y; - MEdge &edge = edges[edge_index++]; - edge.v1 = vert_index; - edge.v2 = vert_index + verts_y; - edge.flag = edge_flag; + threading::parallel_for(IndexRange(verts_y), 512, [&](IndexRange y_range) { + for (const int y : y_range) { + const int x_edge_offset = x_edges_start + y * edges_x; + threading::parallel_for(IndexRange(edges_x), 512, [&](IndexRange x_range) { + for (const int x : x_range) { + const int vert_index = x * verts_y + y; + MEdge &edge = edges[x_edge_offset + x]; + edge.v1 = vert_index; + edge.v2 = vert_index + verts_y; + edge.flag = edge_flag; + } + }); } - } - - int loop_index = 0; - int poly_index = 0; - for (const int x : IndexRange(edges_x)) { - for (const int y : IndexRange(edges_y)) { - MPoly &poly = polys[poly_index++]; - poly.loopstart = loop_index; - poly.totloop = 4; - const int vert_index = x * verts_y + y; - - MLoop &loop_a = loops[loop_index++]; - loop_a.v = vert_index; - loop_a.e = x_edges_start + edges_x * y + x; - MLoop &loop_b = loops[loop_index++]; - loop_b.v = vert_index + verts_y; - loop_b.e = y_edges_start + edges_y * (x + 1) + y; - MLoop &loop_c = loops[loop_index++]; - loop_c.v = vert_index + verts_y + 1; - loop_c.e = x_edges_start + edges_x * (y + 1) + x; - MLoop &loop_d = loops[loop_index++]; - loop_d.v = vert_index + 1; - loop_d.e = y_edges_start + edges_y * x + y; + }); + + threading::parallel_for(IndexRange(edges_x), 512, [&](IndexRange x_range) { + for (const int x : x_range) { + const int y_offset = x * edges_y; + threading::parallel_for(IndexRange(edges_y), 512, [&](IndexRange y_range) { + for (const int y : y_range) { + const int poly_index = y_offset + y; + const int loop_index = poly_index * 4; + MPoly &poly = polys[poly_index]; + poly.loopstart = loop_index; + poly.totloop = 4; + const int vert_index = x * verts_y + y; + + MLoop &loop_a = loops[loop_index]; + loop_a.v = vert_index; + loop_a.e = x_edges_start + edges_x * y + x; + MLoop &loop_b = loops[loop_index + 1]; + loop_b.v = vert_index + verts_y; + loop_b.e = y_edges_start + edges_y * (x + 1) + y; + MLoop &loop_c = loops[loop_index + 2]; + loop_c.v = vert_index + verts_y + 1; + loop_c.e = x_edges_start + edges_x * (y + 1) + x; + MLoop &loop_d = loops[loop_index + 3]; + loop_d.v = vert_index + 1; + loop_d.e = y_edges_start + edges_y * x + y; + } + }); } - } + }); if (mesh->totpoly != 0) { calculate_uvs(mesh, verts, loops, size_x, size_y); |