Age | Commit message (Collapse) | Author |
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Need to use the 'use_partial_connect' option in island connect,
so changed signatures of various functions to pass that into and
then down from BM_mesh_intersect (making true for intersect, false
for boolean).
Then fix bm_face_split_edgenet_partial_connect to work when
input edges are not necessarily wire, but at least not in the
face they are being connected in. That caused generalization
of core BM_vert_separate_hflag_wire (which is only used in
this one place in all Blender).
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Strip unindented comment blocks - mainly headers to avoid conflicts.
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This commit contains the minimum to make clang build/work with blender, asan and ninja build support is forthcoming
Things to note:
1) Builds and runs, and is able to pass all tests (except for the freestyle_stroke_material.blend test which was broken at that time for all platforms by the looks of it)
2) It's slightly faster than msvc when using cycles. (time in seconds, on an i7-3370)
victor_cpu
msvc:3099.51
clang:2796.43
pavillon_barcelona_cpu
msvc:1872.05
clang:1827.72
koro_cpu
msvc:1097.58
clang:1006.51
fishy_cat_cpu
msvc:815.37
clang:722.2
classroom_cpu
msvc:1705.39
clang:1575.43
bmw27_cpu
msvc:552.38
clang:561.53
barbershop_interior_cpu
msvc:2134.93
clang:1922.33
3) clang on windows uses a drop in replacement for the Microsoft cl.exe (takes some of the Microsoft parameters, but not all, and takes some of the clang parameters but not all) and uses ms headers + libraries + linker, so you still need visual studio installed and will use our existing vc14 svn libs.
4) X64 only currently, X86 builds but crashes on startup.
5) Tested with llvm/clang 6.0.0
6) Requires visual studio integration, available at https://github.com/LazyDodo/llvm-vs2017-integration
7) The Microsoft compiler spawns a few copies of cl in parallel to get faster build times, clang doesn't, so the build time is 3-4x slower than with msvc.
8) No openmp support yet. Have not looked at this much, the binary distribution of clang doesn't seem to include it on windows.
9) No ASAN support yet, some of the sanitizers can be made to work, but it was decided to leave support out of this commit.
Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D3304
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Previous new adjust pass commit should have excluded percent mode.
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Was passing non-normalized axis to angle_on_axis.
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Also rename Pointer -> Ptr
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Match naming convention used everywhere else.
Count should only be used when this isn't directly accessible.
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This merges changes in internals, runtime-only of existing custom
normals code, which make sense as of themselves, and will make diff of
soc branch easier/lighter to review.
In the details, it mostly changes two things:
* Now, smooth fans (aka MLoopNorSpaceArray) can store either loop
indices, or pointers to BMLoop themselves. This makes sense since in
BMesh, it's relatively easy to get index from a BMElement, but nearly
impracticable to go the other way around.
* First change enforces another, now we cannot rely anymore on `loops`
being NULL in MLoopNorSpace to detect single-loop fans, so we instead
store that info in a new flag.
Again, these are expected to be totally non-functional changes.
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When you were using autosmooth to generate some custom normals, and
created empty custom loop normal data, you would go back to an 'all
smooth' shading, cancelling some sharp edges generated by the mesh's
smooth threshold.
Now we will first tag such edges as sharp, such that shading remains the
same. This is not crucial in current master, but it is for clnors
editing gsoc branch!
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This wasn't used, tessface is being phased out.
Caller can run explicitly if needed.
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Optionally don't remap indices for objects.
Checking all objects parent's would reference a freed pointer
while freeing all objects.
In the case of dynamic topology there is no use in keeping track
of hook/vertex-parent indices.
Also disable this when creating meshes for undo storage
since adding an undo step shouldn't be modifying other objects.
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Some of these API's can have 3D versions, explicitly name them 2D.
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- When returning the number of items in a collection use BLI_*_len()
- Keep _size() for size in bytes.
- Keep _count() for data structures that don't store length
(hint this isn't a simple getter).
See P611 to apply instead of manually resolving conflicts.
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This fixes a few caess where new width adjustment code
was less than ideal.
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Previously quads always split along first-third vertices.
This is still the default, to avoid flickering with animated deformation
however concave quads that would create two opposing triangles now use
second-fourth split.
Reported as T53999 although this issue has been known limitation
for a long time.
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T53783.
Before, profile=1 ("square outside") only worked well in a few cases
(some "pipes", cube corners). This makes it work well pretty much
everywhere.
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Consistent with other BLI API's
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For chains, access to g_prod[0] was undefined.
And two minor style (whitespace) changes.
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The old algorithm depended on vertex order.
The new one uses a global least squares solution on chains
and cycles of edges where loop slide induces a dependency.
See https://wiki.blender.org/index.php/Dev:Source/Modeling/Bevel
in the "Consistent Widths for Even Bevels" for derivation of
the new algorithm.
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Those pointers are never to be aliased, so let's be explicit about this and hope
compiler does save some CPU ticks.
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Now all the fine-tuning is happening using parallel range settings structure,
which avoid passing long lists of arguments, allows extend fine-tuning further,
avoid having lots of various functions which basically does the same thing.
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Wrap all arguments into TLS type of argument. Avoids some branching and also
makes it easier to extend things in the future.
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A comparison should have not just have been against an epsilon,
but relative to the edge length involved.
Thanks to mano-wii for patch on which this is based.
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Patch from Richard Erhardt, with some additions & modifications.
Changes bevel profile shape parameter so that can get arbitrarily
near square profile as parameter -> 1.
Adds code to make profile=0 case work, at least for cube corners,
so changed hard min of profile parameter to 0 from 0.15.
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Two more 'not really useful' cases (OMP only shows some noticeable
speedup with above 1M elements, and since this is quick operation anyway
compared to even ather basic operators, gain is in the 1% area of total
processing time in best case).
So not worth parallelizing here, we'll gain much more on tackling heavy
operations. ;)
And BMesh is free from OMP now!
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Performances tests on this one are quite surprising actually...
Parallelized loop itself is at least 10 times quicker with new BLI_task
code than it was with OMP. And subdividing e.g. a heavy mesh with 3
levels of multires (whole process) takes 8 seconds with new code, while
10 seconds with OMP one. And cherry on top, BLI_task code only uses
about 50% of CPU load, while OMP one was at nearly 100%!
In fact, I suspect OMP code was not properly declaring outside vars,
generating a lot of uneeded locks.
Also, raised the minimum level of subdiv to enable parallelization,
tests here showed that we only start to get significant gain with subdiv
levels of 4, below single threaded one is quicker.
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Those three ones were actually giving no significant benefits, in fact
even slowing things down in one case compared to no parallelization at
all (in `BM_mesh_elem_table_ensure()`).
Point being, once more, parallelizing *very* small tasks (like index or
flag setting, etc.) is nearly never worth it.
Also note that we could not easlily use per-item parallel looping in
those three cases, since they are heavily relying on valid
loop-generated index (or are doing non-threadable things like allocation
from a mempool)...
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Don't operate on multiple boundaries at once,
instead keep collapsing from the first selected boundary.
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Previously outcome depended on order of edges,
now the longest boundary edges are rotated first,
then the faces connected edges.
This gives more predictable results, allowing regions containing
a vertex fan to be rotated onto the next vertex.
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