Dynapaint: parallelize drip effect.

Was not so far, because this effect is not modifying its 'own' PaintPoint, which means
it's not threadsafe. Since a global lock (mutex or spinlock) would not be much efficient
(we need to lock a given point pretty much all the computaion cycle), and since locking
a same PaintPOint from different threads at the same time is *very* unlikely,
solution here is to use an 'array of locks', one for each PaintPoint (same thing as BLI_bitmap,
using atomic ops to set/clear bits).

Here in own test (complex dynapaint over a huge sphere combining all dynapaint types), it gives
20% speedup of the whole dynapaint simulation!

Note: maybe we'd want to move that kind of bitlock into BLI lib some day - not totally sure how,
so let's keep it local for now...
This commit is contained in:
Bastien Montagne 2016-05-18 22:04:58 +02:00
parent 4b810127ba
commit a4a968fd99
Notes: blender-bot 2023-10-18 15:23:11 +02:00
Referenced by issue #49461, Dynamic paint wetmap flickers
1 changed files with 128 additions and 66 deletions

View File

@ -32,6 +32,7 @@
#include "BLI_blenlib.h"
#include "BLI_math.h"
#include "BLI_kdtree.h"
#include "BLI_task.h"
#include "BLI_threads.h"
#include "BLI_utildefines.h"
@ -79,6 +80,8 @@
#include "RE_render_ext.h"
#include "RE_shader_ext.h"
#include "atomic_ops.h"
#ifdef _OPENMP
# include <omp.h>
#endif
@ -3975,10 +3978,10 @@ static void dynamicPaint_prepareAdjacencyData(DynamicPaintSurface *surface, cons
/* find two adjacency points (closest_id) and influence (closest_d) to move paint towards when affected by a force */
static void surface_determineForceTargetPoints(
PaintSurfaceData *sData, int index, float force[3], float closest_d[2], int closest_id[2])
const PaintSurfaceData *sData, const int index, const float force[3], float closest_d[2], int closest_id[2])
{
BakeAdjPoint *bNeighs = sData->bData->bNeighs;
int numOfNeighs = sData->adj_data->n_num[index];
const int numOfNeighs = sData->adj_data->n_num[index];
int i;
closest_id[0] = closest_id[1] = -1;
@ -3986,8 +3989,8 @@ static void surface_determineForceTargetPoints(
/* find closest neigh */
for (i = 0; i < numOfNeighs; i++) {
int n_index = sData->adj_data->n_index[index] + i;
float dir_dot = dot_v3v3(bNeighs[n_index].dir, force);
const int n_index = sData->adj_data->n_index[index] + i;
const float dir_dot = dot_v3v3(bNeighs[n_index].dir, force);
if (dir_dot > closest_d[0] && dir_dot > 0.0f) {
closest_d[0] = dir_dot;
@ -4000,26 +4003,28 @@ static void surface_determineForceTargetPoints(
/* find second closest neigh */
for (i = 0; i < numOfNeighs; i++) {
int n_index = sData->adj_data->n_index[index] + i;
float dir_dot = dot_v3v3(bNeighs[n_index].dir, force);
float closest_dot = dot_v3v3(bNeighs[n_index].dir, bNeighs[closest_id[0]].dir);
const int n_index = sData->adj_data->n_index[index] + i;
if (n_index == closest_id[0])
continue;
const float dir_dot = dot_v3v3(bNeighs[n_index].dir, force);
const float closest_dot = dot_v3v3(bNeighs[n_index].dir, bNeighs[closest_id[0]].dir);
/* only accept neighbor at "other side" of the first one in relation to force dir
* so make sure angle between this and closest neigh is greater than first angle */
if (dir_dot > closest_d[1] && closest_dot < closest_d[0] && dir_dot > 0.0f) {
closest_d[1] = dir_dot; closest_id[1] = n_index;
closest_d[1] = dir_dot;
closest_id[1] = n_index;
}
}
/* if two valid neighs found, calculate how force effect is divided
* evenly between them (so that d[0]+d[1] = 1.0)*/
/* if two valid neighs found, calculate how force effect is divided evenly between them
* (so that d[0] + d[1] = 1.0) */
if (closest_id[1] != -1) {
float force_proj[3];
float tangent[3];
float neigh_diff = acosf(dot_v3v3(bNeighs[closest_id[0]].dir, bNeighs[closest_id[1]].dir));
const float neigh_diff = acosf(dot_v3v3(bNeighs[closest_id[0]].dir, bNeighs[closest_id[1]].dir));
float force_intersect;
float temp;
@ -4114,6 +4119,18 @@ static void dynamicPaint_doSmudge(DynamicPaintSurface *surface, DynamicPaintBrus
}
}
typedef struct DynamicPaintEffectData {
DynamicPaintSurface *surface;
Scene *scene;
float *force;
ListBase *effectors;
const PaintPoint *prevPoint;
const float eff_scale;
uint8_t *point_locks;
} DynamicPaintEffectData;
/*
* Prepare data required by effects for current frame.
* Returns number of steps required
@ -4210,6 +4227,91 @@ static int dynamicPaint_prepareEffectStep(
/**
* Processes active effect step.
*/
static void dynamic_paint_effect_drip_cb(void *userdata, const int index)
{
DynamicPaintEffectData *data = userdata;
DynamicPaintSurface *surface = data->surface;
PaintSurfaceData *sData = surface->data;
BakeAdjPoint *bNeighs = sData->bData->bNeighs;
PaintPoint *pPoint = &((PaintPoint *)sData->type_data)[index];
const PaintPoint *prevPoint = data->prevPoint;
const PaintPoint *pPoint_prev = &prevPoint[index];
const float *force = data->force;
const float eff_scale = data->eff_scale;
const int *n_target = sData->adj_data->n_target;
uint8_t *point_locks = data->point_locks;
int closest_id[2];
float closest_d[2];
/* adjust drip speed depending on wetness */
float w_factor = pPoint_prev->wetness - 0.025f;
if (w_factor <= 0)
return;
CLAMP(w_factor, 0.0f, 1.0f);
/* get force affect points */
surface_determineForceTargetPoints(sData, index, &force[index * 4], closest_d, closest_id);
/* Apply movement towards those two points */
for (int i = 0; i < 2; i++) {
const int n_idx = closest_id[i];
if (n_idx != -1 && closest_d[i] > 0.0f) {
const float dir_dot = closest_d[i];
/* just skip if angle is too extreme */
if (dir_dot <= 0.0f)
continue;
float dir_factor, a_factor;
const float speed_scale = eff_scale * force[index * 4 + 3] / bNeighs[n_idx].dist;
const unsigned int n_trgt = (unsigned int)n_target[n_idx];
/* Sort of spinlock, but only for given ePoint.
* Since the odds a same ePoint is modified at the same time by several threads is very low, this is
* much more eficient than a global spin lock. */
const unsigned int pointlock_idx = n_trgt / 8;
const uint8_t pointlock_bitmask = 1 << (n_trgt & 7); /* 7 == 0b111 */
while (atomic_fetch_and_or_uint8(&point_locks[pointlock_idx], pointlock_bitmask) & pointlock_bitmask);
PaintPoint *ePoint = &((PaintPoint *)sData->type_data)[n_trgt];
const float e_wet = ePoint->wetness;
dir_factor = min_ff(0.5f, dir_dot * min_ff(speed_scale, 1.0f) * w_factor);
/* mix new wetness */
ePoint->wetness += dir_factor;
CLAMP(ePoint->wetness, 0.0f, MAX_WETNESS);
/* mix new color */
a_factor = dir_factor / pPoint_prev->wetness;
CLAMP(a_factor, 0.0f, 1.0f);
mixColors(ePoint->e_color, ePoint->e_color[3], pPoint_prev->e_color, pPoint_prev->e_color[3], a_factor);
/* dripping is supposed to preserve alpha level */
if (pPoint_prev->e_color[3] > ePoint->e_color[3]) {
ePoint->e_color[3] += a_factor * pPoint_prev->e_color[3];
CLAMP_MAX(ePoint->e_color[3], pPoint_prev->e_color[3]);
}
/* decrease paint wetness on current point */
pPoint->wetness -= (ePoint->wetness - e_wet);
CLAMP(pPoint->wetness, 0.0f, MAX_WETNESS);
#ifndef NDEBUG
uint8_t ret = atomic_fetch_and_and_uint8(&point_locks[pointlock_idx], ~pointlock_bitmask);
BLI_assert(ret & pointlock_bitmask);
#else
atomic_fetch_and_and_uint8(&point_locks[pointlock_idx], ~pointlock_bitmask);
#endif
}
}
}
static void dynamicPaint_doEffectStep(
DynamicPaintSurface *surface, float *force, PaintPoint *prevPoint, float timescale, float steps)
{
@ -4271,7 +4373,7 @@ static void dynamicPaint_doEffectStep(
* Shrink Effect
*/
if (surface->effect & MOD_DPAINT_EFFECT_DO_SHRINK) {
float eff_scale = distance_scale * EFF_MOVEMENT_PER_FRAME * surface->shrink_speed * timescale;
const float eff_scale = distance_scale * EFF_MOVEMENT_PER_FRAME * surface->shrink_speed * timescale;
/* Copy current surface to the previous points array to read unmodified values */
memcpy(prevPoint, sData->type_data, sData->total_points * sizeof(struct PaintPoint));
@ -4320,64 +4422,24 @@ static void dynamicPaint_doEffectStep(
* Drip Effect
*/
if (surface->effect & MOD_DPAINT_EFFECT_DO_DRIP && force) {
float eff_scale = distance_scale * EFF_MOVEMENT_PER_FRAME * timescale / 2.0f;
const float eff_scale = distance_scale * EFF_MOVEMENT_PER_FRAME * timescale / 2.0f;
/* Same as BLI_bitmask, but handled atomicaly as 'ePoint' locks. */
const size_t point_locks_size = (sData->total_points / 8) + 1;
uint8_t *point_locks = MEM_callocN(sizeof(*point_locks) * point_locks_size, __func__);
/* Copy current surface to the previous points array to read unmodified values */
memcpy(prevPoint, sData->type_data, sData->total_points * sizeof(struct PaintPoint));
for (index = 0; index < sData->total_points; index++) {
int i;
PaintPoint *pPoint = &((PaintPoint *)sData->type_data)[index];
PaintPoint *pPoint_prev = &prevPoint[index];
DynamicPaintEffectData data = {
.surface = surface, .prevPoint = prevPoint,
.eff_scale = eff_scale, .force = force,
.point_locks = point_locks,
};
BLI_task_parallel_range(
0, sData->total_points, &data, dynamic_paint_effect_drip_cb, sData->total_points > 1000);
int closest_id[2];
float closest_d[2];
/* adjust drip speed depending on wetness */
float w_factor = pPoint_prev->wetness - 0.025f;
if (w_factor <= 0)
continue;
CLAMP(w_factor, 0.0f, 1.0f);
/* get force affect points */
surface_determineForceTargetPoints(sData, index, &force[index * 4], closest_d, closest_id);
/* Apply movement towards those two points */
for (i = 0; i < 2; i++) {
int n_index = closest_id[i];
if (n_index != -1 && closest_d[i] > 0.0f) {
float dir_dot = closest_d[i], dir_factor, a_factor;
float speed_scale = eff_scale * force[index * 4 + 3] / bNeighs[n_index].dist;
PaintPoint *ePoint = &((PaintPoint *)sData->type_data)[sData->adj_data->n_target[n_index]];
float e_wet = ePoint->wetness;
/* just skip if angle is too extreme */
if (dir_dot <= 0.0f)
continue;
dir_factor = dir_dot * MIN2(speed_scale, 1.0f) * w_factor;
CLAMP_MAX(dir_factor, 0.5f);
/* mix new wetness */
ePoint->wetness += dir_factor;
CLAMP(ePoint->wetness, 0.0f, MAX_WETNESS);
/* mix new color */
a_factor = dir_factor / pPoint_prev->wetness;
CLAMP(a_factor, 0.0f, 1.0f);
mixColors(ePoint->e_color, ePoint->e_color[3], pPoint_prev->e_color, pPoint_prev->e_color[3],
a_factor);
/* dripping is supposed to preserve alpha level */
if (pPoint_prev->e_color[3] > ePoint->e_color[3]) {
ePoint->e_color[3] += a_factor * pPoint_prev->e_color[3];
CLAMP_MAX(ePoint->e_color[3], pPoint_prev->e_color[3]);
}
/* decrease paint wetness on current point */
pPoint->wetness -= (ePoint->wetness - e_wet);
CLAMP(pPoint->wetness, 0.0f, MAX_WETNESS);
}
}
}
MEM_freeN(point_locks);
}
}