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authorHans Goudey <h.goudey@me.com>2021-12-20 19:34:31 +0300
committerHans Goudey <h.goudey@me.com>2021-12-20 19:34:31 +0300
commitcb96435047506ce116a03a3373f339302080191d (patch)
tree1fa0bf730326e07fdfccaaacb45432661a5d6956 /source
parent1d25ba175e56105a20afcc8ce84849c0af1472a6 (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.cc141
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);