Geometry Nodes: Parallelize mesh line node
I observed a 4-5x performance improvement (from 50ms to 12ms) with five million points, though obviously the change depends on the hardware. In the future we may want to disable the parallelization in `parallel_invoke` when there is a small amount of points. Differential Revision: https://developer.blender.org/D14590
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@ -169,15 +169,6 @@ static void node_geo_exec(GeoNodeExecParams params)
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namespace blender::nodes {
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static void fill_edge_data(MutableSpan<MEdge> edges)
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{
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for (const int i : edges.index_range()) {
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edges[i].v1 = i;
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edges[i].v2 = i + 1;
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edges[i].flag |= ME_LOOSEEDGE;
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}
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}
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Mesh *create_line_mesh(const float3 start, const float3 delta, const int count)
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{
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if (count < 1) {
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@ -189,11 +180,23 @@ Mesh *create_line_mesh(const float3 start, const float3 delta, const int count)
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MutableSpan<MVert> verts{mesh->mvert, mesh->totvert};
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MutableSpan<MEdge> edges{mesh->medge, mesh->totedge};
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for (const int i : verts.index_range()) {
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copy_v3_v3(verts[i].co, start + delta * i);
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}
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fill_edge_data(edges);
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threading::parallel_invoke(
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[&]() {
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threading::parallel_for(verts.index_range(), 4096, [&](IndexRange range) {
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for (const int i : range) {
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copy_v3_v3(verts[i].co, start + delta * i);
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}
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});
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},
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[&]() {
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threading::parallel_for(edges.index_range(), 4096, [&](IndexRange range) {
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for (const int i : range) {
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edges[i].v1 = i;
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edges[i].v2 = i + 1;
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edges[i].flag |= ME_LOOSEEDGE;
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}
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});
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});
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return mesh;
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}
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