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authorHans Goudey <h.goudey@me.com>2021-05-09 07:57:36 +0300
committerHans Goudey <h.goudey@me.com>2021-05-09 07:57:36 +0300
commit518c5ce4cd75aabcc649efb9e118d18622b5ea70 (patch)
tree081a15e98f11aeb7f30f47fa85d1f66314e4c109 /source
parentb7afb8ea7001e2717f8d3ab38ec2b13f9fdf4587 (diff)
Geometry Nodes: Improve point instance node performance
This commit uses two changes to improve the performance of the point instance node. **Prevent Reallocations** At 64 bytes, the transform matrix for every instance is rather large, so reallocating the vector as it grows can become a performance bottle- neck. This commit reserves memory for the instances that will be added to prevent unecessary reallocations as the instance vector grows. In a test with 4 million instances of 3 objects in a collection, the node was about 40% faster, from 370ms to 270ms for the node. **Parallelization** Currently the instances are added by appending to a vector. By changing this slightly to fill indices instead, we can parallelize the operation so that multiple threads can fill data at the same time. Tested on a Ryzen 3700x, this reduced the runtime from the above 270ms to 44ms average, bringing the total speedup to ~8x. Note that displaying the instances in the viewport is still much slower than the calculations in node, this change doesn't affect that.
Diffstat (limited to 'source')
-rw-r--r--source/blender/blenkernel/BKE_geometry_set.hh2
-rw-r--r--source/blender/blenkernel/intern/geometry_component_instances.cc18
-rw-r--r--source/blender/nodes/geometry/nodes/node_geo_point_instance.cc36
3 files changed, 44 insertions, 12 deletions
diff --git a/source/blender/blenkernel/BKE_geometry_set.hh b/source/blender/blenkernel/BKE_geometry_set.hh
index 106af8172d1..bd2b062152d 100644
--- a/source/blender/blenkernel/BKE_geometry_set.hh
+++ b/source/blender/blenkernel/BKE_geometry_set.hh
@@ -597,6 +597,7 @@ class InstancesComponent : public GeometryComponent {
void clear();
void reserve(int min_capacity);
+ void resize(int capacity);
int add_reference(InstanceReference reference);
void add_instance(int instance_handle, const blender::float4x4 &transform, const int id = -1);
@@ -604,6 +605,7 @@ class InstancesComponent : public GeometryComponent {
blender::Span<InstanceReference> references() const;
blender::Span<int> instance_reference_handles() const;
+ blender::MutableSpan<int> instance_reference_handles();
blender::MutableSpan<blender::float4x4> instance_transforms();
blender::Span<blender::float4x4> instance_transforms() const;
blender::MutableSpan<int> instance_ids();
diff --git a/source/blender/blenkernel/intern/geometry_component_instances.cc b/source/blender/blenkernel/intern/geometry_component_instances.cc
index 55025ed5ac9..f1294341464 100644
--- a/source/blender/blenkernel/intern/geometry_component_instances.cc
+++ b/source/blender/blenkernel/intern/geometry_component_instances.cc
@@ -56,6 +56,19 @@ void InstancesComponent::reserve(int min_capacity)
instance_ids_.reserve(min_capacity);
}
+/**
+ * Resize the transform, handles, and ID vectors to the specified capacity.
+ *
+ * \note This function should be used carefully, only when it's guarenteed
+ * that the data will be filled.
+ */
+void InstancesComponent::resize(int capacity)
+{
+ instance_reference_handles_.resize(capacity);
+ instance_transforms_.resize(capacity);
+ instance_ids_.resize(capacity);
+}
+
void InstancesComponent::clear()
{
instance_reference_handles_.clear();
@@ -81,6 +94,11 @@ blender::Span<int> InstancesComponent::instance_reference_handles() const
return instance_reference_handles_;
}
+blender::MutableSpan<int> InstancesComponent::instance_reference_handles()
+{
+ return instance_reference_handles_;
+}
+
blender::MutableSpan<blender::float4x4> InstancesComponent::instance_transforms()
{
return instance_transforms_;
diff --git a/source/blender/nodes/geometry/nodes/node_geo_point_instance.cc b/source/blender/nodes/geometry/nodes/node_geo_point_instance.cc
index 98f36deb050..7194707e602 100644
--- a/source/blender/nodes/geometry/nodes/node_geo_point_instance.cc
+++ b/source/blender/nodes/geometry/nodes/node_geo_point_instance.cc
@@ -17,6 +17,7 @@
#include "DNA_collection_types.h"
#include "BLI_hash.h"
+#include "BLI_task.hh"
#include "UI_interface.h"
#include "UI_resources.h"
@@ -159,26 +160,37 @@ static void add_instances_from_component(InstancesComponent &instances,
"scale", domain, {1, 1, 1});
GVArray_Typed<int> id_attribute = src_geometry.attribute_get_for_read<int>("id", domain, -1);
+ /* The initial size of the component might be non-zero if there are two component types. */
+ const int start_len = instances.instances_amount();
+ instances.resize(start_len + domain_size);
+ MutableSpan<int> handles = instances.instance_reference_handles().slice(start_len, domain_size);
+ MutableSpan<float4x4> transforms = instances.instance_transforms().slice(start_len, domain_size);
+ MutableSpan<int> instance_ids = instances.instance_ids().slice(start_len, domain_size);
+
/* Skip all of the randomness handling if there is only a single possible instance
* (anything except for collection mode with "Whole Collection" turned off). */
if (possible_handles.size() == 1) {
const int handle = possible_handles.first();
- for (const int i : IndexRange(domain_size)) {
- instances.add_instance(handle,
- float4x4::from_loc_eul_scale(positions[i], rotations[i], scales[i]),
- id_attribute[i]);
- }
+ parallel_for(IndexRange(domain_size), 1024, [&](IndexRange range) {
+ for (const int i : range) {
+ handles[i] = handle;
+ transforms[i] = float4x4::from_loc_eul_scale(positions[i], rotations[i], scales[i]);
+ instance_ids[i] = id_attribute[i];
+ }
+ });
}
else {
const int seed = params.get_input<int>("Seed");
Array<uint32_t> ids = get_geometry_element_ids_as_uints(src_geometry, ATTR_DOMAIN_POINT);
- for (const int i : IndexRange(domain_size)) {
- const int index = BLI_hash_int_2d(ids[i], seed) % possible_handles.size();
- const int handle = possible_handles[index];
- instances.add_instance(handle,
- float4x4::from_loc_eul_scale(positions[i], rotations[i], scales[i]),
- id_attribute[i]);
- }
+ parallel_for(IndexRange(domain_size), 1024, [&](IndexRange range) {
+ for (const int i : range) {
+ const int index = BLI_hash_int_2d(ids[i], seed) % possible_handles.size();
+ const int handle = possible_handles[index];
+ handles[i] = handle;
+ transforms[i] = float4x4::from_loc_eul_scale(positions[i], rotations[i], scales[i]);
+ instance_ids[i] = id_attribute[i];
+ }
+ });
}
}