June 14, 2021, 14:34 (GMT) |
Refactor: Draw Cache: use 'BLI_task_parallel_range' 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 |
June 14, 2021, 14:34 (GMT) |
Refactor: use 'BLI_task_parallel_range' in Draw Cache 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 |
June 14, 2021, 14:34 (GMT) |
Sequencer: Do not redraw during playback. When using large sequences including audio the drawing of the audio on top of the strip takes a lot of time. This effects the playback performance heavily. During the animation playback performance there was a solution for this by only drawing the playhead overlay. This was reverted for the sequence editor as it didn't update the color strips when they were animated. This patch checks if there are animated color strips if so the full screen is redrawn, otherwise only the playhead is redrawn. Reviewed By: ISS Differential Revision: https://developer.blender.org/D11580 |
June 14, 2021, 14:34 (GMT) |
Performance: Use parallel range for ImBuf scanline processor. Scanline processor did its own heurestic what didn't scale well when having a multiple cores. In stead of using our own code this patch will leave it to TBB to determine how to split the scanlines over the available threads. Performance of the IMB_transform before this change was 0.002123s, with this change 0.001601s. This change increases performance in other areas as well including color management conversions. Reviewed By: zeddb Differential Revision: https://developer.blender.org/D11578 |
June 14, 2021, 14:34 (GMT) |
Nodes: cache socket identifier to index mapping While this preprocessing does take some time upfront, it avoids longer lookup later on, especially as nodes get more sockets. It's probably possible to make this more efficient in some cases but this is good enough for now. |
June 14, 2021, 14:34 (GMT) |
Fix T89033: segfault reordering animation channels Fix segmentation fault that can occur when reordering animation channels. Under some specific conditions, the list "act->curves" is empty in the "join_groups_action_temp" function. In particular, this happens when a scene contains an action that has not been pushed down, and with no keyframe in it. Reviewed By: sybren Differential Revision: https://developer.blender.org/D11569 |
June 14, 2021, 14:34 (GMT) |
Fix T89001: node search not working anymore |
June 14, 2021, 14:34 (GMT) |
Fix object assets getting duplicated after dropping The operator run when dropping objects would duplicate the dropped object and place that in the scene, even though that was just appended. Addressed by making the duplication optional for the operator. If the duplication is not requested, the object is just added to the scene (if needed), repositioned based on the drop location and selected (deselecting other objects). This makes the operator work as expected when using it to drop assets. Reviewed as part of https://developer.blender.org/D11536. Reviewed by: Bastien Montagne |
June 14, 2021, 14:34 (GMT) |
Add option to link assets on drag & drop Note: Linking in this case as in link vs. append. Easily confused with linking a data-block to multiple usages (e.g. single material used by multiple objects). Adds a drop-down to the Asset Browser header to choose between Link and Append. This is probably gonna be a temporary place, T54642 shows where this could be placed eventually. Linking support is crucial for usage of the asset browser in production environments. It just wasn't enabled yet because a) the asset project currently focuses on single user, not production assets, and b) because there were many unkowns still for the workflow that have big impact on production use as well. With the recently held asset workshop I'm more confident with enabling linking, as design ideas relevant to production use were confirmed. Differential Revision: https://developer.blender.org/D11536 Reviewed by: Bastien Montagne |
June 14, 2021, 14:31 (GMT) |
Merge remote-tracking branch 'origin/master' into asset-browser-poselib |
June 14, 2021, 14:28 (GMT) |
Merge remote-tracking branch 'origin/master' into asset-browser-poselib |
June 14, 2021, 14:27 (GMT) |
Cleanup: Assets, slight simplification of panel drawing code Slight simplification of panel drawing code in the asset browser. No functional changes. |
June 14, 2021, 13:55 (GMT) |
LineArt: clean up |
June 14, 2021, 13:52 (GMT) |
PyAPI: remove deprecated bpy.app.binary_path_python |
June 14, 2021, 13:41 (GMT) |
Merge remote-tracking branch 'origin/master' into lineart-fn-cached |
June 14, 2021, 13:01 (GMT) |
BMesh: support face-normal calculation in normal & looptri functions Support calculating face normals when tessellating. When this is done before updating vertex normals it gives ~20% performance improvement. Now vertex normal calculation only needs to perform a single pass on the mesh vertices when called after tessellation. Extended versions of normal & looptri update functions have been added: - BM_mesh_calc_tessellation_ex - BM_mesh_normals_update_ex Most callers don't need to be aware of this detail by using: - BKE_editmesh_looptri_and_normals_calc - BKE_editmesh_looptri_and_normals_calc_with_partial - EDBM_update also takes advantage of this, where calling EDBM_update with calc_looptri & calc_normals enabled uses the faster normal updating logic. |
June 14, 2021, 12:56 (GMT) |
Lineart: Clean up cache patch. |
June 14, 2021, 12:56 (GMT) |
BMesh: remove unit-length edge-vector cache from normal calculation Bypass stored edge-vectors for ~16% performance gains. While this increases unit-length edge-vector calculations by around ~4x the overhead of a parallel loop over all edges makes it worthwhile. Note that caching edge-vectors per-vertex performs better and may be worth investigating further, although in my tests this increases code complexity with barley measurable benefits over not using cache at all. Details about performance and possible optimizations are noted in bm_vert_calc_normals_impl. |
June 14, 2021, 12:56 (GMT) |
Edit Mesh: use params arg for update function, add calc_normals arg Rename function EDBM_update_generic to EDBM_update, use a parameters argument for better readability. Also add calc_normals argument, which will have benefits when calculating normals and tessellation together is optimized. |
June 14, 2021, 12:56 (GMT) |
Cleanup: clang-format |
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Master Commits
MiikaHweb | 2003-2021