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https://github.com/SoftFever/OrcaSlicer.git
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Refactored parallelization code, cherry picked from @alexrj 36789774471a0bf9a66bb33cc3ab6984f8ede8c6
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6 changed files with 106 additions and 159 deletions
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@ -3,6 +3,7 @@
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#include "Geometry.hpp"
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#include <cmath>
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#include <deque>
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#include <queue>
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#include <set>
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#include <vector>
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#include <map>
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@ -432,83 +433,55 @@ TriangleMeshSlicer::slice(const std::vector<float> &z, std::vector<Polygons>* la
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*/
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std::vector<IntersectionLines> lines(z.size());
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{
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// queue all the facet indices
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std::queue<size_t> queue;
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boost::mutex queue_mutex, lines_mutex;
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for (size_t i = 0; i < this->mesh->stl.stats.number_of_facets; ++i) queue.push(i);
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boost::thread_group workers;
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for (int i = 0; i < boost::thread::hardware_concurrency(); i++)
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workers.add_thread(new boost::thread(&TriangleMeshSlicer::_slice_do, this,
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&queue, &queue_mutex, &lines, &lines_mutex, z));
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workers.join_all();
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boost::mutex lines_mutex;
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parallelize<int>(
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0,
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this->mesh->stl.stats.number_of_facets-1,
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boost::bind(&TriangleMeshSlicer::_slice_do, this, _1, &lines, &lines_mutex, z)
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);
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}
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// v_scaled_shared could be freed here
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// build loops
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layers->resize(z.size());
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{
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// queue all the layer numbers
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std::queue<size_t> queue;
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boost::mutex queue_mutex;
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for (size_t i = 0; i < lines.size(); ++i) queue.push(i);
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// We don't use a mutex for lines because workers are only writing the skip property
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// and no workers work on the same layer (i.e. item of 'lines').
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boost::thread_group workers;
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for (int i = 0; i < boost::thread::hardware_concurrency(); i++)
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workers.add_thread(new boost::thread(&TriangleMeshSlicer::_make_loops_do, this,
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&queue, &queue_mutex, &lines, layers));
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workers.join_all();
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}
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parallelize<size_t>(
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0,
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lines.size()-1,
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boost::bind(&TriangleMeshSlicer::_make_loops_do, this, _1, &lines, layers)
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);
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}
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void
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TriangleMeshSlicer::_slice_do(std::queue<size_t>* queue, boost::mutex* queue_mutex,
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std::vector<IntersectionLines>* lines, boost::mutex* lines_mutex, const std::vector<float> &z) const
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TriangleMeshSlicer::_slice_do(size_t facet_idx, std::vector<IntersectionLines>* lines, boost::mutex* lines_mutex,
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const std::vector<float> &z) const
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{
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//std::cout << "THREAD STARTED: " << boost::this_thread::get_id() << std::endl;
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const stl_facet &facet = this->mesh->stl.facet_start[facet_idx];
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while (true) {
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int facet_idx;
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{
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boost::lock_guard<boost::mutex> l(*queue_mutex);
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if (queue->empty()) return;
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facet_idx = queue->front();
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queue->pop();
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}
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//std::cout << " Facet " << facet_idx << " (" << boost::this_thread::get_id() << ")" << std::endl;
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const stl_facet &facet = this->mesh->stl.facet_start[facet_idx];
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// find facet extents
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const float min_z = fminf(facet.vertex[0].z, fminf(facet.vertex[1].z, facet.vertex[2].z));
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const float max_z = fmaxf(facet.vertex[0].z, fmaxf(facet.vertex[1].z, facet.vertex[2].z));
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#ifdef SLIC3R_TRIANGLEMESH_DEBUG
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printf("\n==> FACET %d (%f,%f,%f - %f,%f,%f - %f,%f,%f):\n", facet_idx,
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facet.vertex[0].x, facet.vertex[0].y, facet.vertex[0].z,
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facet.vertex[1].x, facet.vertex[1].y, facet.vertex[1].z,
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facet.vertex[2].x, facet.vertex[2].y, facet.vertex[2].z);
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printf("z: min = %.2f, max = %.2f\n", min_z, max_z);
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#endif
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// find layer extents
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std::vector<float>::const_iterator min_layer, max_layer;
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min_layer = std::lower_bound(z.begin(), z.end(), min_z); // first layer whose slice_z is >= min_z
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max_layer = std::upper_bound(z.begin() + (min_layer - z.begin()), z.end(), max_z) - 1; // last layer whose slice_z is <= max_z
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#ifdef SLIC3R_TRIANGLEMESH_DEBUG
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printf("layers: min = %d, max = %d\n", (int)(min_layer - z.begin()), (int)(max_layer - z.begin()));
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#endif
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for (std::vector<float>::const_iterator it = min_layer; it != max_layer + 1; ++it) {
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std::vector<float>::size_type layer_idx = it - z.begin();
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this->slice_facet(*it / SCALING_FACTOR, facet, facet_idx, min_z, max_z, &(*lines)[layer_idx], lines_mutex);
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}
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boost::this_thread::interruption_point();
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// find facet extents
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const float min_z = fminf(facet.vertex[0].z, fminf(facet.vertex[1].z, facet.vertex[2].z));
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const float max_z = fmaxf(facet.vertex[0].z, fmaxf(facet.vertex[1].z, facet.vertex[2].z));
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#ifdef SLIC3R_DEBUG
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printf("\n==> FACET %d (%f,%f,%f - %f,%f,%f - %f,%f,%f):\n", facet_idx,
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facet.vertex[0].x, facet.vertex[0].y, facet.vertex[0].z,
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facet.vertex[1].x, facet.vertex[1].y, facet.vertex[1].z,
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facet.vertex[2].x, facet.vertex[2].y, facet.vertex[2].z);
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printf("z: min = %.2f, max = %.2f\n", min_z, max_z);
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#endif
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// find layer extents
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std::vector<float>::const_iterator min_layer, max_layer;
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min_layer = std::lower_bound(z.begin(), z.end(), min_z); // first layer whose slice_z is >= min_z
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max_layer = std::upper_bound(z.begin() + (min_layer - z.begin()), z.end(), max_z) - 1; // last layer whose slice_z is <= max_z
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#ifdef SLIC3R_DEBUG
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printf("layers: min = %d, max = %d\n", (int)(min_layer - z.begin()), (int)(max_layer - z.begin()));
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#endif
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for (std::vector<float>::const_iterator it = min_layer; it != max_layer + 1; ++it) {
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std::vector<float>::size_type layer_idx = it - z.begin();
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this->slice_facet(*it / SCALING_FACTOR, facet, facet_idx, min_z, max_z, &(*lines)[layer_idx], lines_mutex);
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}
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}
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@ -653,23 +626,9 @@ TriangleMeshSlicer::slice_facet(float slice_z, const stl_facet &facet, const int
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}
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void
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TriangleMeshSlicer::_make_loops_do(std::queue<size_t>* queue, boost::mutex* queue_mutex,
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std::vector<IntersectionLines>* lines, std::vector<Polygons>* layers) const
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TriangleMeshSlicer::_make_loops_do(size_t i, std::vector<IntersectionLines>* lines, std::vector<Polygons>* layers) const
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{
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//std::cout << "THREAD STARTED: " << boost::this_thread::get_id() << std::endl;
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while (true) {
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size_t layer_id;
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{
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boost::lock_guard<boost::mutex> l(*queue_mutex);
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if (queue->empty()) return;
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layer_id = queue->front();
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queue->pop();
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}
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//std::cout << " Layer " << layer_id << " (" << boost::this_thread::get_id() << ")" << std::endl;
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this->make_loops((*lines)[layer_id], &(*layers)[layer_id]);
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boost::this_thread::interruption_point();
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}
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this->make_loops((*lines)[i], &(*layers)[i]);
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}
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void
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