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Previously removing elements based on a predicate was a bit cumbersome,
especially for hash tables. Now there is a new `remove_if` method in some
data structures which is similar to `std::erase_if`. We could consider adding
`blender::erase_if` in the future to more closely mimic the standard library,
but for now this is using the api design of the surrounding code is used.
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https://wiki.blender.org/wiki/Style_Guide/C_Cpp#C.2B.2B_Type_Cast
This was discussed in https://devtalk.blender.org/t/rfc-style-guide-for-type-casts-in-c-code/25907.
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This patch moves material indices from the mesh `MPoly` struct to a
generic integer attribute. The builtin material index was already
exposed in geometry nodes, but this makes it a "proper" attribute
accessible with Python and visible in the "Attributes" panel.
The goals of the refactor are code simplification and memory and
performance improvements, mainly because the attribute doesn't have
to be stored and processed if there are no materials. However, until
4.0, material indices will still be read and written in the old
format, meaning there may be a temporary increase in memory usage.
Further notes:
* Completely removing the `MPoly.mat_nr` after 4.0 may require
changes to DNA or introducing a new `MPoly` type.
* Geometry nodes regression tests didn't look at material indices,
so the change reveals a bug in the realize instances node that I fixed.
* Access to material indices from the RNA `MeshPolygon` type is slower
with this patch. The `material_index` attribute can be used instead.
* Cycles is changed to read from the attribute instead.
* BMesh isn't changed in this patch. Theoretically it could be though,
to save 2 bytes per face when less than two materials are used.
* Eventually we could use a 16 bit integer attribute type instead.
Ref T95967
Differential Revision: https://developer.blender.org/D15675
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Even though the `no_unique_address` attribute has only been standardized
in C++20, compilers seem to support it with C++17 already. This attribute
allows reducing the memory footprint of structs which have empty types as
data members (usually that is an allocator or inline buffer in Blender).
Previously, one had to use the empty base optimization to achieve the same
effect, which requires a lot of boilerplate code.
The types that benefit from this the most are `Vector` and `Array`, which
usually become 8 bytes smaller. All types which use these core data structures
get smaller as well of course.
Differential Revision: https://developer.blender.org/D14993
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Previously, those methods would destruct and reconstruct
the data structure. While that was more simple in initial
implementation, it has some downsides which are not resolved:
* Already allocated memory is lost. So new memory would have
to be allocated when the data structure is refilled.
* The clearing process itself was slower because it did unnecessary
work.
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Use a shorter/simpler license convention, stops the header taking so
much space.
Follow the SPDX license specification: https://spdx.org/licenses
- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile
While most of the source tree has been included
- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
use different header conventions.
doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.
See P2788 for the script that automated these edits.
Reviewed By: brecht, mont29, sergey
Ref D14069
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The leak happened when the vector set had to grow when it
was empty but it had allocated the keys array already.
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This can simplify iterating through all of the indices in the vector,
which is fairly common, since one of the benefits of the data structure
is that all values are contiguous.
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Sometimes it is useful to find the key that compares equal
to a known key. Typically that happens when the key itself
has additional data attached that is not part of its hash.
Note that the returned key reference/pointer is const, because
the caller must not change the key in a way that changes its
hash or how it compares to other keys.
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This adds two new methods:
* `clear` just removes all keys from the vector set.
* `index_of_or_add` returns the index of a key and adds it if has not
been added before.
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Some generic algorithms from the standard library like `std::any_of`
did not work with all container and iterator types. To improve the
situation, this patch adds various type members to containers
and iterators.
Custom iterators for Set, Map and IndexRange now have an iterator
category, which soe algorithms require. IndexRange could become
a random access iterator, but adding all the missing methods can
be done when it is necessary.
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For more information see rB2aff45146f1464ba8899368ad004522cb6a1a98c.
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This replaces header include guards with `#pragma once`.
A couple of include guards are not removed yet (e.g. `__RNA_TYPES_H__`),
because they are used in other places.
This patch has been generated by P1561 followed by `make format`.
Differential Revision: https://developer.blender.org/D8466
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Those are useful when you have to create containers with static
storage duration. If those would use Blender's guarded allocator,
it would report memory leaks, that are not actually leaks.
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This updates the usage of integer types in code I wrote according to our new style guides.
Major changes:
* Use signed instead of unsigned integers in many places.
* C++ containers in blenlib use `int64_t` for size and indices now (instead of `uint`).
* Hash values for C++ containers are 64 bit wide now (instead of 32 bit).
I do hope that I broke no builds, but it is quite likely that some compiler reports
slightly different errors. Please let me know when there are any errors. If the fix
is small, feel free to commit it yourself.
I compiled successfully on linux with gcc and on windows.
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Searching in these files for "_as" will reveal a comment at the
top, that explains what these methods are for. There is no need
to duplicate that knowledge all over the place.
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This makes the code conform better with our style guide.
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This also renames `MutableArrayRef` to `MutableSpan`.
The name "Span" works better, because `std::span` will provide
similar functionality in C++20. Furthermore, a shorter, more
concise name for a common data structure is nice.
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We plan to use the "blender" namespace in other modules as well.
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The main focus here was to improve the docs significantly. Furthermore,
I reimplemented `Set`, `Map` and `VectorSet`. They are now (usually)
faster, simpler and more customizable. I also rewrote `Stack` to make
it more efficient by avoiding unnecessary copies.
Thanks to everyone who helped with constructive feedback.
Approved by brecht and sybren.
Differential Revision: https://developer.blender.org/D7931
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Thanks to Howard for pointing that out.
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* Rename template parameter N to InlineBufferCapacity
* Expose InlineBufferCapacity parameter for Set and Map
* Add some comments
* Fixed an error that I introduced recently
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Instead of building on top of `BLI::Vector`, just use a raw array
and handle the growing in `BLI::VectorSet`.
After this change, the existing `EdgeSet` can be reimplemented using
`BLI::VectorSet` without performance regressions.
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