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Depsgraph: New dependency graph integration commit This commit integrates the work done so far on the new dependency graph system, where goal was to replace legacy depsgraph with the new one, supporting loads of neat features like: - More granular dependency relation nature, which solves issues with fake cycles in the dependencies. - Move towards all-animatable, by better integration of drivers into the system. - Lay down some basis for upcoming copy-on-write, overrides and so on. The new system is living side-by-side with the previous one and disabled by default, so nothing will become suddenly broken. The way to enable new depsgraph is to pass `--new-depsgraph` command line argument. It's a bit early to consider the system production-ready, there are some TODOs and issues were discovered during the merge period, they'll be addressed ASAP. But it's important to merge, because it's the only way to attract artists to really start testing this system. There are number of assorted documents related on the design of the new system: * http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents * http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph There are also some user-related information online: * http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/ * http://code.blender.org/2015/03/more-dependency-graph-tricks/ Kudos to everyone who was involved into the project: - Joshua "Aligorith" Leung -- design specification, initial code - Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes - Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the project and so - Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the issues and recording/writing documentation. - Everyone else who i forgot to mention here :)
2015-05-12 15:05:57 +05:00
/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2013 Blender Foundation.
* All rights reserved.
*
* Original Author: Joshua Leung
* Contributor(s): None Yet
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/depsgraph/intern/depsnode.h
* \ingroup depsgraph
*/
Depsgraph: New dependency graph integration commit This commit integrates the work done so far on the new dependency graph system, where goal was to replace legacy depsgraph with the new one, supporting loads of neat features like: - More granular dependency relation nature, which solves issues with fake cycles in the dependencies. - Move towards all-animatable, by better integration of drivers into the system. - Lay down some basis for upcoming copy-on-write, overrides and so on. The new system is living side-by-side with the previous one and disabled by default, so nothing will become suddenly broken. The way to enable new depsgraph is to pass `--new-depsgraph` command line argument. It's a bit early to consider the system production-ready, there are some TODOs and issues were discovered during the merge period, they'll be addressed ASAP. But it's important to merge, because it's the only way to attract artists to really start testing this system. There are number of assorted documents related on the design of the new system: * http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents * http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph There are also some user-related information online: * http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/ * http://code.blender.org/2015/03/more-dependency-graph-tricks/ Kudos to everyone who was involved into the project: - Joshua "Aligorith" Leung -- design specification, initial code - Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes - Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the project and so - Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the issues and recording/writing documentation. - Everyone else who i forgot to mention here :)
2015-05-12 15:05:57 +05:00
#ifndef __DEPSNODE_H__
#define __DEPSNODE_H__
#include "depsgraph_types.h"
#include "depsgraph_util_hash.h"
#include "depsgraph_util_map.h"
#include "depsgraph_util_set.h"
struct ID;
struct Scene;
struct Depsgraph;
struct DepsRelation;
struct DepsgraphCopyContext;
struct OperationDepsNode;
/* *********************************** */
/* Base-Defines for Nodes in Depsgraph */
/* All nodes in Depsgraph are descended from this. */
struct DepsNode {
/* Helper class for static typeinfo in subclasses. */
struct TypeInfo {
TypeInfo(eDepsNode_Type type, const char *tname);
eDepsNode_Type type;
eDepsNode_Class tclass;
const char *tname;
};
/* Identifier - mainly for debugging purposes. */
string name;
/* Structural type of node. */
eDepsNode_Type type;
/* Type of data/behaviour represented by node... */
eDepsNode_Class tclass;
/* Relationships between nodes
* The reason why all depsgraph nodes are descended from this type (apart
* from basic serialization benefits - from the typeinfo) is that we can have
* relationships between these nodes!
*/
typedef unordered_set<DepsRelation *> Relations;
/* Nodes which this one depends on. */
Relations inlinks;
/* Nodes which depend on this one. */
Relations outlinks;
/* Generic tag for traversal algorithms */
int done;
/* Methods. */
DepsNode();
virtual ~DepsNode();
virtual string identifier() const;
string full_identifier() const;
virtual void init(const ID * /*id*/,
const string &/*subdata*/) {}
virtual void copy(DepsgraphCopyContext * /*dcc*/,
const DepsNode * /*src*/) {}
virtual void tag_update(Depsgraph * /*graph*/) {}
virtual OperationDepsNode *get_entry_operation() { return NULL; }
virtual OperationDepsNode *get_exit_operation() { return NULL; }
};
/* Macros for common static typeinfo. */
#define DEG_DEPSNODE_DECLARE \
static const DepsNode::TypeInfo typeinfo
#define DEG_DEPSNODE_DEFINE(NodeType, type_, tname_) \
const DepsNode::TypeInfo NodeType::typeinfo = DepsNode::TypeInfo(type_, tname_)
/* Generic Nodes ======================= */
struct ComponentDepsNode;
struct IDDepsNode;
/* Time Source Node. */
struct TimeSourceDepsNode : public DepsNode {
/* New "current time". */
float cfra;
/* time-offset relative to the "official" time source that this one has. */
float offset;
// TODO: evaluate() operation needed
void tag_update(Depsgraph *graph);
DEG_DEPSNODE_DECLARE;
};
/* Root Node. */
struct RootDepsNode : public DepsNode {
RootDepsNode();
Depsgraph: New dependency graph integration commit This commit integrates the work done so far on the new dependency graph system, where goal was to replace legacy depsgraph with the new one, supporting loads of neat features like: - More granular dependency relation nature, which solves issues with fake cycles in the dependencies. - Move towards all-animatable, by better integration of drivers into the system. - Lay down some basis for upcoming copy-on-write, overrides and so on. The new system is living side-by-side with the previous one and disabled by default, so nothing will become suddenly broken. The way to enable new depsgraph is to pass `--new-depsgraph` command line argument. It's a bit early to consider the system production-ready, there are some TODOs and issues were discovered during the merge period, they'll be addressed ASAP. But it's important to merge, because it's the only way to attract artists to really start testing this system. There are number of assorted documents related on the design of the new system: * http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents * http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph There are also some user-related information online: * http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/ * http://code.blender.org/2015/03/more-dependency-graph-tricks/ Kudos to everyone who was involved into the project: - Joshua "Aligorith" Leung -- design specification, initial code - Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes - Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the project and so - Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the issues and recording/writing documentation. - Everyone else who i forgot to mention here :)
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~RootDepsNode();
TimeSourceDepsNode *add_time_source(const string &name = "");
/* scene that this corresponds to */
Scene *scene;
/* Entrypoint node for time-changed. */
TimeSourceDepsNode *time_source;
DEG_DEPSNODE_DECLARE;
};
/* ID-Block Reference */
struct IDDepsNode : public DepsNode {
struct ComponentIDKey {
ComponentIDKey(eDepsNode_Type type, const string &name = "")
: type(type), name(name) {}
bool operator== (const ComponentIDKey &other) const
{
return type == other.type && name == other.name;
}
eDepsNode_Type type;
string name;
};
/* XXX can't specialize std::hash for this purpose, because ComponentIDKey is
* a nested type ...
*
* http://stackoverflow.com/a/951245
*/
struct component_key_hash {
bool operator() (const ComponentIDKey &key) const
{
return hash_combine(hash<int>()(key.type), hash<string>()(key.name));
}
};
typedef unordered_map<ComponentIDKey,
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ComponentDepsNode *,
Depsgraph: New dependency graph integration commit This commit integrates the work done so far on the new dependency graph system, where goal was to replace legacy depsgraph with the new one, supporting loads of neat features like: - More granular dependency relation nature, which solves issues with fake cycles in the dependencies. - Move towards all-animatable, by better integration of drivers into the system. - Lay down some basis for upcoming copy-on-write, overrides and so on. The new system is living side-by-side with the previous one and disabled by default, so nothing will become suddenly broken. The way to enable new depsgraph is to pass `--new-depsgraph` command line argument. It's a bit early to consider the system production-ready, there are some TODOs and issues were discovered during the merge period, they'll be addressed ASAP. But it's important to merge, because it's the only way to attract artists to really start testing this system. There are number of assorted documents related on the design of the new system: * http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents * http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph There are also some user-related information online: * http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/ * http://code.blender.org/2015/03/more-dependency-graph-tricks/ Kudos to everyone who was involved into the project: - Joshua "Aligorith" Leung -- design specification, initial code - Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes - Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the project and so - Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the issues and recording/writing documentation. - Everyone else who i forgot to mention here :)
2015-05-12 15:05:57 +05:00
component_key_hash> ComponentMap;
void init(const ID *id, const string &subdata);
void copy(DepsgraphCopyContext *dcc, const IDDepsNode *src);
~IDDepsNode();
ComponentDepsNode *find_component(eDepsNode_Type type,
const string &name = "") const;
ComponentDepsNode *add_component(eDepsNode_Type type,
const string &name = "");
void remove_component(eDepsNode_Type type, const string &name = "");
void clear_components();
void tag_update(Depsgraph *graph);
/* ID Block referenced. */
ID *id;
/* Hash to make it faster to look up components. */
ComponentMap components;
/* Layers of this node with accumulated layers of it's output relations. */
int layers;
/* Additional flags needed for scene evaluation.
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* TODO(sergey): Only needed for until really granular updates
Depsgraph: New dependency graph integration commit This commit integrates the work done so far on the new dependency graph system, where goal was to replace legacy depsgraph with the new one, supporting loads of neat features like: - More granular dependency relation nature, which solves issues with fake cycles in the dependencies. - Move towards all-animatable, by better integration of drivers into the system. - Lay down some basis for upcoming copy-on-write, overrides and so on. The new system is living side-by-side with the previous one and disabled by default, so nothing will become suddenly broken. The way to enable new depsgraph is to pass `--new-depsgraph` command line argument. It's a bit early to consider the system production-ready, there are some TODOs and issues were discovered during the merge period, they'll be addressed ASAP. But it's important to merge, because it's the only way to attract artists to really start testing this system. There are number of assorted documents related on the design of the new system: * http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents * http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph There are also some user-related information online: * http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/ * http://code.blender.org/2015/03/more-dependency-graph-tricks/ Kudos to everyone who was involved into the project: - Joshua "Aligorith" Leung -- design specification, initial code - Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes - Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the project and so - Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the issues and recording/writing documentation. - Everyone else who i forgot to mention here :)
2015-05-12 15:05:57 +05:00
* of all the entities.
*/
int eval_flags;
DEG_DEPSNODE_DECLARE;
};
/* Subgraph Reference. */
struct SubgraphDepsNode : public DepsNode {
void init(const ID *id, const string &subdata);
void copy(DepsgraphCopyContext *dcc, const SubgraphDepsNode *src);
~SubgraphDepsNode();
/* Instanced graph. */
Depsgraph *graph;
/* ID-block at root of subgraph (if applicable). */
ID *root_id;
/* Number of nodes which use/reference this subgraph - if just 1, it may be
* possible to merge into main,
*/
size_t num_users;
/* (eSubgraphRef_Flag) assorted settings for subgraph node. */
int flag;
DEG_DEPSNODE_DECLARE;
};
/* Flags for subgraph node */
typedef enum eSubgraphRef_Flag {
/* Subgraph referenced is shared with another reference, so shouldn't
* free on exit.
*/
SUBGRAPH_FLAG_SHARED = (1 << 0),
/* Node is first reference to subgraph, so it can be freed when we are
* removed.
*/
SUBGRAPH_FLAG_FIRSTREF = (1 << 1),
} eSubgraphRef_Flag;
void DEG_register_base_depsnodes();
#endif /* __DEPSNODE_H__ */