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2022-01-24Cleanup: spelling in commentsCampbell Barton
2022-01-14Cleanup: compiler warnings with clangBrecht Van Lommel
2022-01-12BLI: Refactor vector types & functions to use templatesClément Foucault
This patch implements the vector types (i.e:`float2`) by making heavy usage of templating. All vector functions are now outside of the vector classes (inside the `blender::math` namespace) and are not vector size dependent for the most part. In the ongoing effort to make shaders less GL centric, we are aiming to share more code between GLSL and C++ to avoid code duplication. ####Motivations: - We are aiming to share UBO and SSBO structures between GLSL and C++. This means we will use many of the existing vector types and others we currently don't have (uintX, intX). All these variations were asking for many more code duplication. - Deduplicate existing code which is duplicated for each vector size. - We also want to share small functions. Which means that vector functions should be static and not in the class namespace. - Reduce friction to use these types in new projects due to their incompleteness. - The current state of the `BLI_(float|double|mpq)(2|3|4).hh` is a bit of a let down. Most clases are incomplete, out of sync with each others with different codestyles, and some functions that should be static are not (i.e: `float3::reflect()`). ####Upsides: - Still support `.x, .y, .z, .w` for readability. - Compact, readable and easilly extendable. - All of the vector functions are available for all the vectors types and can be restricted to certain types. Also template specialization let us define exception for special class (like mpq). - With optimization ON, the compiler unroll the loops and performance is the same. ####Downsides: - Might impact debugability. Though I would arge that the bugs are rarelly caused by the vector class itself (since the operations are quite trivial) but by the type conversions. - Might impact compile time. I did not saw a significant impact since the usage is not really widespread. - Functions needs to be rewritten to support arbitrary vector length. For instance, one can't call `len_squared_v3v3` in `math::length_squared()` and call it a day. - Type cast does not work with the template version of the `math::` vector functions. Meaning you need to manually cast `float *` and `(float *)[3]` to `float3` for the function calls. i.e: `math::distance_squared(float3(nearest.co), positions[i]);` - Some parts might loose in readability: `float3::dot(v1.normalized(), v2.normalized())` becoming `math::dot(math::normalize(v1), math::normalize(v2))` But I propose, when appropriate, to use `using namespace blender::math;` on function local or file scope to increase readability. `dot(normalize(v1), normalize(v2))` ####Consideration: - Include back `.length()` method. It is quite handy and is more C++ oriented. - I considered the GLM library as a candidate for replacement. It felt like too much for what we need and would be difficult to extend / modify to our needs. - I used Macros to reduce code in operators declaration and potential copy paste bugs. This could reduce debugability and could be reverted. - This touches `delaunay_2d.cc` and the intersection code. I would like to know @howardt opinion on the matter. - The `noexcept` on the copy constructor of `mpq(2|3)` is being removed. But according to @JacquesLucke it is not a real problem for now. I would like to give a huge thanks to @JacquesLucke who helped during this and pushed me to reduce the duplication further. Reviewed By: brecht, sergey, JacquesLucke Differential Revision: https://developer.blender.org/D13791
2022-01-12Revert "BLI: Refactor vector types & functions to use templates"Clément Foucault
Includes unwanted changes This reverts commit 46e049d0ce2bce2f53ddc41a0dbbea2969d00a5d.
2022-01-12BLI: Refactor vector types & functions to use templatesClment Foucault
This patch implements the vector types (i.e:`float2`) by making heavy usage of templating. All vector functions are now outside of the vector classes (inside the `blender::math` namespace) and are not vector size dependent for the most part. In the ongoing effort to make shaders less GL centric, we are aiming to share more code between GLSL and C++ to avoid code duplication. ####Motivations: - We are aiming to share UBO and SSBO structures between GLSL and C++. This means we will use many of the existing vector types and others we currently don't have (uintX, intX). All these variations were asking for many more code duplication. - Deduplicate existing code which is duplicated for each vector size. - We also want to share small functions. Which means that vector functions should be static and not in the class namespace. - Reduce friction to use these types in new projects due to their incompleteness. - The current state of the `BLI_(float|double|mpq)(2|3|4).hh` is a bit of a let down. Most clases are incomplete, out of sync with each others with different codestyles, and some functions that should be static are not (i.e: `float3::reflect()`). ####Upsides: - Still support `.x, .y, .z, .w` for readability. - Compact, readable and easilly extendable. - All of the vector functions are available for all the vectors types and can be restricted to certain types. Also template specialization let us define exception for special class (like mpq). - With optimization ON, the compiler unroll the loops and performance is the same. ####Downsides: - Might impact debugability. Though I would arge that the bugs are rarelly caused by the vector class itself (since the operations are quite trivial) but by the type conversions. - Might impact compile time. I did not saw a significant impact since the usage is not really widespread. - Functions needs to be rewritten to support arbitrary vector length. For instance, one can't call `len_squared_v3v3` in `math::length_squared()` and call it a day. - Type cast does not work with the template version of the `math::` vector functions. Meaning you need to manually cast `float *` and `(float *)[3]` to `float3` for the function calls. i.e: `math::distance_squared(float3(nearest.co), positions[i]);` - Some parts might loose in readability: `float3::dot(v1.normalized(), v2.normalized())` becoming `math::dot(math::normalize(v1), math::normalize(v2))` But I propose, when appropriate, to use `using namespace blender::math;` on function local or file scope to increase readability. `dot(normalize(v1), normalize(v2))` ####Consideration: - Include back `.length()` method. It is quite handy and is more C++ oriented. - I considered the GLM library as a candidate for replacement. It felt like too much for what we need and would be difficult to extend / modify to our needs. - I used Macros to reduce code in operators declaration and potential copy paste bugs. This could reduce debugability and could be reverted. - This touches `delaunay_2d.cc` and the intersection code. I would like to know @howardt opinion on the matter. - The `noexcept` on the copy constructor of `mpq(2|3)` is being removed. But according to @JacquesLucke it is not a real problem for now. I would like to give a huge thanks to @JacquesLucke who helped during this and pushed me to reduce the duplication further. Reviewed By: brecht, sergey, JacquesLucke Differential Revision: https://developer.blender.org/D13791
2022-01-12Revert "BLI: Refactor vector types & functions to use templates"Clément Foucault
Reverted because the commit removes a lot of commits. This reverts commit a2c1c368af48644fa8995ecbe7138cc0d7900c30.
2022-01-12BLI: Refactor vector types & functions to use templatesClément Foucault
This patch implements the vector types (i.e:float2) by making heavy usage of templating. All vector functions are now outside of the vector classes (inside the blender::math namespace) and are not vector size dependent for the most part. In the ongoing effort to make shaders less GL centric, we are aiming to share more code between GLSL and C++ to avoid code duplication. Motivations: - We are aiming to share UBO and SSBO structures between GLSL and C++. This means we will use many of the existing vector types and others we currently don't have (uintX, intX). All these variations were asking for many more code duplication. - Deduplicate existing code which is duplicated for each vector size. - We also want to share small functions. Which means that vector functions should be static and not in the class namespace. - Reduce friction to use these types in new projects due to their incompleteness. - The current state of the BLI_(float|double|mpq)(2|3|4).hh is a bit of a let down. Most clases are incomplete, out of sync with each others with different codestyles, and some functions that should be static are not (i.e: float3::reflect()). Upsides: - Still support .x, .y, .z, .w for readability. - Compact, readable and easilly extendable. - All of the vector functions are available for all the vectors types and can be restricted to certain types. Also template specialization let us define exception for special class (like mpq). - With optimization ON, the compiler unroll the loops and performance is the same. Downsides: - Might impact debugability. Though I would arge that the bugs are rarelly caused by the vector class itself (since the operations are quite trivial) but by the type conversions. - Might impact compile time. I did not saw a significant impact since the usage is not really widespread. - Functions needs to be rewritten to support arbitrary vector length. For instance, one can't call len_squared_v3v3 in math::length_squared() and call it a day. - Type cast does not work with the template version of the math:: vector functions. Meaning you need to manually cast float * and (float *)[3] to float3 for the function calls. i.e: math::distance_squared(float3(nearest.co), positions[i]); - Some parts might loose in readability: float3::dot(v1.normalized(), v2.normalized()) becoming math::dot(math::normalize(v1), math::normalize(v2)) But I propose, when appropriate, to use using namespace blender::math; on function local or file scope to increase readability. dot(normalize(v1), normalize(v2)) Consideration: - Include back .length() method. It is quite handy and is more C++ oriented. - I considered the GLM library as a candidate for replacement. It felt like too much for what we need and would be difficult to extend / modify to our needs. - I used Macros to reduce code in operators declaration and potential copy paste bugs. This could reduce debugability and could be reverted. - This touches delaunay_2d.cc and the intersection code. I would like to know @Howard Trickey (howardt) opinion on the matter. - The noexcept on the copy constructor of mpq(2|3) is being removed. But according to @Jacques Lucke (JacquesLucke) it is not a real problem for now. I would like to give a huge thanks to @Jacques Lucke (JacquesLucke) who helped during this and pushed me to reduce the duplication further. Reviewed By: brecht, sergey, JacquesLucke Differential Revision: http://developer.blender.org/D13791
2022-01-07Cleanup: remove redundant const qualifiers for POD typesCampbell Barton
MSVC used to warn about const mismatch for arguments passed by value. Remove these as newer versions of MSVC no longer show this warning.
2022-01-03Cleanup: Clang tidyHans Goudey
2022-01-02Geometry Nodes: add field node type for constantsJacques Lucke
It is common to have fields that contain a constant value. Before this commit, such constants were represented by operation nodes which don't have inputs. Having a special node type for constants makes working with them a bit cheaper. It also allows skipping some unnecessary processing when evaluating fields, because constant fields can be detected more easily. This commit also generalizes the concept of field node types a bit.
2021-12-27BLI: add utility to check if type is any specific typeJacques Lucke
This adds `blender::is_same_any_v` which is the almost the same as `std::is_same_v`. The difference is that it allows for checking multiple types at the same time. Differential Revision: https://developer.blender.org/D13673
2021-12-15Refactor: Simplify spreadsheet handling of cell valuesHans Goudey
Previously we used a `CellValue` class to hold the data for a cell, and called a function to fill it whenever necessary. This is an unnecessary complication when we have virtual generic arrays and most data is already easily accessible that way anyway. This patch removes `CellValue` and uses `fn::GVArray` to provide access to data instead. In the future, if rows have different types within a single column, we can use a `GVArray` of `blender::Any` to interface with the drawing. Along with that, the use of virtual arrays made it easy to do a few other cleanups: - Use selection domain interpolations from rB5841f8656d95 for the mesh selection filter. - Change the row filter to only calculate for necessary indices. Differential Revision: https://developer.blender.org/D13478
2021-12-14Geometry Nodes: simplify using selection when evaluating fieldsJacques Lucke
We often had to use two `FieldEvaluator` instances to first evaluate the selection and then the remaining fields. Now both can be done with a single `FieldEvaluator`. This results in less boilerplate code in many cases. Performance is not affected by this change. In a separate patch we could improve performance by reusing evaluated sub-fields that are used by the selection and the other fields. Differential Revision: https://developer.blender.org/D13571
2021-12-13Geometry Nodes: fix combining field inputsJacques Lucke
This was an oversight in rB7b88a4a3ba7eb9b839afa6c42d070812a3af7997.
2021-12-13Geometry Nodes: move up destruct instructions in procedureJacques Lucke
This implements an optimization pass for multi-function procedures. It optimizes memory reuse by moving destruct instructions up. For more details see the in-code comment. In very large fields with many short lived intermediate values, this change can improve performance 3-4x. Furthermore, in such cases, peak memory consumption is reduced significantly (e.g. 100x lower peak memory usage). Differential Revision: https://developer.blender.org/D13548
2021-12-13Cleanup: spelling in commentsCampbell Barton
Also move notes about where noise functions come from into the function body as it's not relavant to the public doc-string.
2021-12-12Geometry Nodes: improve memory reuse in procedure executorJacques Lucke
This reduces the number of separate memory allocations done by the multi-function procedure executor (which is used by the field evaluation). Now a linear memory allocator is used to allocate all intermediate values. Furthermore, more buffers are reused when possible. This reduces the total amount of allocated memory and improves cache efficiency because the values are more likely to be in cache already. The performance improvement of this patch are most noticable when few elements are processed by many functions. The situation will improve even more with D13548, because then buffers can actually be reused in practice. I measured up to 20% faster field evaluation in extreme cases with this change.
2021-12-12Cleanup: use struct instead of classJacques Lucke
Using `class` and `struct` for the same type can cause issues on windows.
2021-12-11Geometry Nodes: remove accidental exponential time algorithmJacques Lucke
Calling `foreach_field_input` on a highly nested field (we do that often) has an exponential running time in the number of nodes. That is because the same node may be visited many times. This made Blender freeze on some setups that should work just fine. Now every field keeps track of its inputs all the time. That replaces the exponential algorithm with constant time access.
2021-12-09Cleanup: move public doc-strings into headers for 'functions'Campbell Barton
Ref T92709
2021-12-06Geometry Nodes: reduce code duplication with new GeometyrFieldInputJacques Lucke
Most of our field inputs are currently specific to geometry. This patch introduces a new `GeometryFieldInput` that reduces the overhead of adding new geometry field input. Differential Revision: https://developer.blender.org/D13489
2021-11-26Geometry Nodes: deduplicate virtual array implementationsJacques Lucke
For some underlying data (e.g. spans) we had two virtual array implementations. One for the mutable and one for the immutable case. Now that most code does not deal with the virtual array implementations directly anymore (since rBrBd4c868da9f97a), we can get away with sharing one implementation for both cases. This means that we have to do a `const_cast` in a few places, but this is an implementation detail that does not leak into "user code" (only when explicitly casting a `VArrayImpl` to a `VMutableArrayImpl`, which should happen nowhere).
2021-11-26Fix: error in previous commitJacques Lucke
Forgot to actually slice the span in rB6b5e1cfacab4c4605ec2d7bfef360389afe849be.
2021-11-26Geometry Nodes: refactor multi-threading in field evaluationJacques Lucke
Previously, there was a fixed grain size for all multi-functions. That was not sufficient because some functions could benefit a lot from smaller grain sizes. This refactors adds a new `MultiFunction::call_auto` method which has the same effect as just calling `MultiFunction::call` but additionally figures out how to execute the specific multi-function efficiently. It determines a good grain size and decides whether the mask indices should be shifted or not. Most multi-function evaluations benefit from this, but medium sized work loads (1000 - 50000 elements) benefit from it the most. Especially when expensive multi-functions (e.g. noise) is involved. This is because for smaller work loads, threading is rarely used and for larger work loads threading worked fine before already. With this patch, multi-functions can specify execution hints, that allow the caller to execute it most efficiently. These execution hints still have to be added to more functions. Some performance measurements of a field evaluation involving noise and math nodes, ordered by the number of elements being evaluated: ``` 1,000,000: 133 ms -> 120 ms 100,000: 30 ms -> 18 ms 10,000: 20 ms -> 2.7 ms 1,000: 4 ms -> 0.5 ms 100: 0.5 ms -> 0.4 ms ```
2021-11-26Geometry Nodes: better devirtualization for sliced virtual arraysJacques Lucke
Under some circumstances that can lead to more than a 2x performance increase, because math nodes can better optimize for the case when the slice is a single value or span.
2021-11-26Geometry Nodes: avoid allocation when construct varray for single valueJacques Lucke
Previously, `GVArray::ForSingle` would always allocate a copy of the passed in value. Now it only does so when the value is too large or not trivial.
2021-11-25BLI: remove special cases for is_span and is_single methodsJacques Lucke
Those were not implemented consistently and don't really help in practice.
2021-11-24BLI: add slice method to index mask and generic spanJacques Lucke
2021-11-23Geometry Nodes: reduce overhead when processing single valuesJacques Lucke
Currently the geometry nodes evaluator always stores a field for every type that supports it, even if it is just a single value. This results in a lot of overhead when there are many sockets that just contain a single value, which is often the case. This introduces a new `ValueOrField<T>` type that is used by the geometry nodes evaluator. Now a field will only be created when it is actually necessary. See D13307 for more details. In extrem cases this can speed up the evaluation 2-3x (those cases are probably never hit in practice though, but it's good to get rid of unnecessary overhead nevertheless). Differential Revision: https://developer.blender.org/D13307
2021-11-22Cleanup: make naming more consistentJacques Lucke
2021-11-21Functions: remove test for dynamic nameJacques Lucke
This was broken in rB6ee2abde82ef121cd6e927995053ac33afdbb438.
2021-11-21Functions: fix compile error in testsJacques Lucke
2021-11-21Functions: use static string for parameter namesJacques Lucke
The idea behind this change is the same as in rB6ee2abde82ef121cd6e927995053ac33afdbb438. A `MultiFunction::debug_parameter_name` method could be added separately when necessary.
2021-11-21Functions: use static names for multi-functionsJacques Lucke
Previously, the function names were stored in `std::string` and were often created dynamically (especially when the function just output a constant). This resulted in a lot of overhead. Now the function name is just a `const char *` that should be statically allocated. This is good enough for the majority of cases. If a multi-function needs a more dynamic name, it can override the `MultiFunction::debug_name` method. In my test file with >400,000 simple math nodes, the execution time improves from 3s to 1s.
2021-11-17Cleanup: remove dummy multi functionJacques Lucke
2021-11-17Fix error with makefiles compilationGermano Cavalcante
Use 'template' keyword to treat 'is' as a dependent template name
2021-11-16Geometry Nodes: refactor virtual array systemJacques Lucke
Goals of this refactor: * Simplify creating virtual arrays. * Simplify passing virtual arrays around. * Simplify converting between typed and generic virtual arrays. * Reduce memory allocations. As a quick reminder, a virtual arrays is a data structure that behaves like an array (i.e. it can be accessed using an index). However, it may not actually be stored as array internally. The two most important implementations of virtual arrays are those that correspond to an actual plain array and those that have the same value for every index. However, many more implementations exist for various reasons (interfacing with legacy attributes, unified iterator over all points in multiple splines, ...). With this refactor the core types (`VArray`, `GVArray`, `VMutableArray` and `GVMutableArray`) can be used like "normal values". They typically live on the stack. Before, they were usually inside a `std::unique_ptr`. This makes passing them around much easier. Creation of new virtual arrays is also much simpler now due to some constructors. Memory allocations are reduced by making use of small object optimization inside the core types. Previously, `VArray` was a class with virtual methods that had to be overridden to change the behavior of a the virtual array. Now,`VArray` has a fixed size and has no virtual methods. Instead it contains a `VArrayImpl` that is similar to the old `VArray`. `VArrayImpl` should rarely ever be used directly, unless a new virtual array implementation is added. To support the small object optimization for many `VArrayImpl` classes, a new `blender::Any` type is added. It is similar to `std::any` with two additional features. It has an adjustable inline buffer size and alignment. The inline buffer size of `std::any` can't be relied on and is usually too small for our use case here. Furthermore, `blender::Any` can store additional user-defined type information without increasing the stack size. Differential Revision: https://developer.blender.org/D12986
2021-11-08CMake: add missing headers to CMake listsCampbell Barton
2021-10-26Geometry Nodes: remove reference to anonymous attributes in tooltipsJacques Lucke
This changes socket inspection for fields according to T91881. Differential Revision: https://developer.blender.org/D13006
2021-10-24Fix T92327: use default value when field is passed into data socketJacques Lucke
Previously, the computed value passed into the data socket could depend on the actual field a bit. However, given that the link is marked as invalid in the ui, the user should not depend on this behavior. Using a default value is consistent with other cases when there are invalid links.
2021-10-20Geometry Nodes: Make Random ID a builtin attribute, remove socketsHans Goudey
In order to address feedback that the "Stable ID" was not easy enough to use, remove the "Stable ID" output from the distribution node and the input from the instance on points node. Instead, the nodes write or read a builtin named attribute called `id`. In the future we may add more attributes like `edge_id` and `face_id`. The downside is that more behavior is invisible, which is les expected now that most attributes are passed around with node links. This behavior will have to be explained in the manual. The random value node's "ID" input that had an implicit index input is converted to a special implicit input that uses the `id` attribute if possible, but otherwise defaults to the index. There is no way to tell in the UI which it uses, except by knowing that rule and checking in the spreadsheet for the id attribute. Because it isn't always possible to create stable randomness, this attribute does not always exist, and it will be possible to remove it when we have the attribute remove node back, to improve performance. Differential Revision: https://developer.blender.org/D12903
2021-10-20Cleanup: sort cmake file listsCampbell Barton
2021-10-19Geometry Nodes: De-duplicate index input nodes during evaluationHans Goudey
We do this in other nodes to reduce overhead of using the same node more than once. I don't think it will make a difference with index nodes currently, but at least it's consistent.
2021-10-18Geometry Nodes: decouple multi-function lifetimes from modifierJacques Lucke
Previously, some multi-functions were allocated in a resource scope. This was fine as long as the multi-functions were only needed during the current evaluation of the node tree. However, now cases arise that require the multi-functions to be alive after the modifier is finished. For example, we want to evaluate fields created with geometry nodes outside of geometry nodes. To make this work, `std::shared_ptr` has to be used in a few more places. Realistically, this shouldn't have a noticable impact on performance. If this does become a bottleneck in the future, we can think about ways to make this work without using `shared_ptr` for multi-functions that are only used once.
2021-10-14Functions: Generic array data structureHans Goudey
Sometimes it's useful to pass around a set of values with a generic type. The virtual array data structures allow this, but they don't have logical ownership. My initial use case for this is as a return type for the functions that interpolate curve attributes to evaluated points, but a need for this data structure has come up in a few other places as well. It also reduced the need for templates. Differential Revision: https://developer.blender.org/D11103
2021-10-05Cleanup: use doxygen sectionsCampbell Barton
2021-10-03Cleanup: move methods out of field classesJacques Lucke
This makes it easier to scan through the classes and simplifies testing the compile time impact of having these methods in the header.
2021-09-29Cleanup: sort cmake file listsCampbell Barton
2021-09-27Functions: fail early when multi-function throws an exceptionJacques Lucke
Multi-functions are not allowed to throw exceptions that are not caught in the same multi-function. Previously, it was difficult to backtrack a crash to a previously thrown exception.
2021-09-27Cleanup: simplify field evaluationJacques Lucke