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2021-06-28Draw: make 'ibo.lines_loose' extracting saferGermano Cavalcante
No functional changes.
2021-06-28Cleanup: remove unused macro parametersGermano Cavalcante
2021-06-18DrawManager: Multithreaded counting of material buckets.Jeroen Bakker
When having multiple materials in a mesh the triangles are sorted based on material index. This sorting is done single threaded, but needs two loops over the data. One to count the bucket size and the second one to add the triangles to the right position in the buckets. This patch will do the counting in a multithreaded approach that would speed up the cache creation. It has been measured that this part is the most blocking part of the cache creation. Reviewed By: mano-wii Differential Revision: https://developer.blender.org/D11615
2021-06-18Fix T89240: Crash when moving vertices on a linked duplicateGermano Cavalcante
There is an attempt to free an illegal pointer in `extract_edge_fac_finish`.
2021-06-18Cleanup: clang-tidyCampbell Barton
2021-06-15DrawManager: Cache material offsets.Jeroen Bakker
When using multiple materials in a single mesh the most time is spend in counting the offsets of each material for the sorting. This patch moves the counting of the offsets to render mesh data and caches it as long as the geometry doesn't change. This patch doesn't include multithreading of this code. Reviewed By: mano-wii Differential Revision: https://developer.blender.org/D11612
2021-06-11Refactor: use 'BLI_task_parallel_range' in Draw CacheGermano Cavalcante
One drawback to trying to predict the number of threads that will be used in the `task_graph` is that we are only sure of the number when the threads are running. Using `BLI_task_parallel_range` allows the driver to choose the best thread distribution through `parallel_reduce`. The benefit is most evident on hardware with fewer cores. This is the result on an 4-core laptop: ||before:|after: |---|---|---| |large_mesh_editing:|Average: 5.203638 FPS|Average: 5.398925 FPS ||rdata 15ms iter 43ms (frame 193ms)|rdata 14ms iter 36ms (frame 187ms) Differential Revision: https://developer.blender.org/D11558
2021-06-11Refactor: Draw Cache: use 'BLI_task_parallel_range'Germano Cavalcante
This is an adaptation of {D11488}. A disadvantage of manually setting the iter ranges per thread is that we don't know how many threads are running in the background and so we don't know how to best distribute the ranges. To solve this limitation we can use `parallel_reduce` and thus let the driver choose the best distribution of ranges among the threads. This proved to be especially beneficial for computers with few cores. **Benchmarking:** Here's the result on an 4-core laptop: ||master:|PATCH: |---|---|---| |large_mesh_editing:|Average: 5.203638 FPS|Average: 5.398925 FPS ||rdata 15ms iter 43ms (frame 193ms)|rdata 14ms iter 36ms (frame 187ms) Here's the result on an 8-core PC: ||master:|PATCH: |---|---|---| |large_mesh_editing:|Average: 15.267482 FPS|Average: 15.906881 FPS ||rdata 9ms iter 28ms (frame 65ms)|rdata 9ms iter 25ms (frame 63ms) |large_mesh_editing_ledge: |Average: 15.145966 FPS|Average: 15.520474 FPS ||rdata 9ms iter 29ms (frame 65ms)|rdata 9ms iter 25ms (frame 64ms) |looptris_test:|Average: 4.001917 FPS|Average: 4.061105 FPS ||rdata 12ms iter 90ms (frame 236ms)|rdata 12ms iter 87ms (frame 230ms) |subdiv_mesh_cage_and_final:|Average: 1.917769 FPS|Average: 1.971790 FPS ||rdata 7ms iter 37ms (frame 261ms)|rdata 7ms iter 31ms (frame 258ms) ||rdata 7ms iter 38ms (frame 252ms)|rdata 7ms iter 33ms (frame 249ms) |subdiv_mesh_final_only:|Average: 6.387240 FPS|Average: 6.591251 FPS ||rdata 3ms iter 25ms (frame 151ms)|rdata 3ms iter 16ms (frame 145ms) |subdiv_mesh_final_only_ledge:|Average: 6.247393 FPS|Average: 6.596024 FPS ||rdata 3ms iter 26ms (frame 158ms)|rdata 3ms iter 16ms (frame 148ms) **Notes:** - The improvement can only be noticed if all extracts are multithreaded. - This patch touches different areas of the code, so it can be split into another patch if the idea is accepted. These screenshots show how threads behave in a quadcore: Master: {F10164664} Patch: {F10164666} Differential Revision: https://developer.blender.org/D11558
2021-06-09T88352: Use threaded ibo.tris extraction for single material meshes.Jeroen Bakker
This patch adds a specific extraction method when the mesh has only one material. This method is multi-threaded. There is a trade-off in this patch as the ibo isn't compressed (it adds restart indexes for hidden faces). So it depends if threading is faster than the additional GPU buffer upload. # Subdivided cube I used a cube subdivided 7 times, modifiers applied. that gives around 400000 faces. The test is selecting some vertices and move them. During this test the next buffers are updated on each frame: * vbo.pos_nor * vbo.lnor * vbo.edit_data * ibo.tris * ibo.points System info: |platform| Linux-5.11.0-7614-generic-x86_64-with-glibc2.33| | renderer| AMD SIENNA_CICHLID (DRM 3.40.0, 5.11.0-7614-generic, LLVM 11.0.1)| |vendor| AMD| |version| 4.6 (Core Profile) Mesa 21.0.1| |cpu| Intel(R) Core(TM) i7-6700 CPU @ 3.40GHz| |compiler| gcc version 10.3.0| Timing have been measured using DEBUG_TIME in `draw_cache_extract_mesh`. master: `rdata 8ms iter 45ms (frame 153ms)` this patch `rdata 6ms iter 36ms (frame 132ms)` Reviewed By: mano-wii Maniphest Tasks: T88352 Differential Revision: https://developer.blender.org/D11290
2021-06-08GPU: Thread safe index buffer builders.Jeroen Bakker
Current index builder is designed to be used in a single thread. This makes all index buffer extractions single threaded. This patch adds a thread safe solution enabling multithreaded building of index buffers. To reduce locking the solution would provide a task/thread local index buffer builder (called sub builder). When a thread is finished this thread local index buffer builder can be joined with the initial index buffer builder. `GPU_indexbuf_subbuilder_init`: Initialized a sub builder. The index list is shared between the parent and sub buffer, but the counters are localized. Ensuring that updating counters would not need any locking. `GPU_indexbuf_subbuilder_finish`: merge the information of the sub builder back to the parent builder. Needs to be invoked outside the worker thread, or when sure that all worker threads have been finished. Internal the function is not thread safe. For testing purposes the extract_points extractor has been migrated to the new API. Herefore changes to the mesh extractor were needed. * When creating tasks, the task number of current task is stored in ExtractTaskData including the total number of tasks. * Adding two functions in `MeshExtract`. ** `task_init` will initialize the task specific userdata. ** `task_finish` should merge back the task specific userdata back. * adding task_id parameter to the iteration functions so they can access the correct task data without any need for locking. There is no noticeable change in end user performance. Reviewed By: mano-wii Differential Revision: https://developer.blender.org/D11499
2021-06-07Cleanup: silence warningsGermano Cavalcante
2021-06-07Cleanup: renamed function to `extract_run_single_threaded`.Jeroen Bakker
2021-06-07Cleanup: Added Guarderalloc deallocators to CPP structs.Jeroen Bakker
2021-06-05Fix T88859: Assert when changing view modesGermano Cavalcante
The `loose_lines`' ibo was not being initialized.
2021-06-03Draw Mesh Extractor: Fix used thread countGermano Cavalcante
Some threads were always idle because of this.
2021-06-02Cleanup: Remove unused 'ExtractTaskData's membersGermano Cavalcante
2021-06-01Cleanup: remove unused parameter.Jeroen Bakker
2021-06-01Cleanup: remove unused parameter.Jeroen Bakker
2021-06-01Cleanup: NULL->nullptr.Jeroen Bakker
2021-06-01Cleanup: API for MeshExtractRunTimeData.Jeroen Bakker
2021-06-01DrawManager: Use CPP for Mesh Extraction Scheduling.Jeroen Bakker
More cleanups will come to make this more CPP-like.