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blender-archive/source/blender/depsgraph/intern/node/deg_node_operation.h

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/*
* 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.
*/
/** \file
* \ingroup depsgraph
*/
#pragma once
#include "intern/node/deg_node.h"
#include "intern/depsgraph_type.h"
struct Depsgraph;
struct ID;
namespace DEG {
struct ComponentNode;
/* Evaluation Operation for atomic operation */
// XXX: move this to another header that can be exposed?
typedef function<void(struct ::Depsgraph *)> DepsEvalOperationCb;
/* Identifiers for common operations (as an enum). */
enum class OperationCode {
/* Generic Operations. -------------------------------------------------- */
/* Placeholder for operations which don't need special mention */
OPERATION = 0,
/* Generic parameters evaluation. */
ID_PROPERTY,
PARAMETERS_ENTRY,
PARAMETERS_EVAL,
PARAMETERS_EXIT,
/* Animation, Drivers, etc. --------------------------------------------- */
/* NLA + Action */
ANIMATION_ENTRY,
ANIMATION_EVAL,
ANIMATION_EXIT,
/* Driver */
DRIVER,
/* Scene related. ------------------------------------------------------- */
SCENE_EVAL,
/* Object related. ------------------------------------------------------ */
OBJECT_BASE_FLAGS,
/* Transform. ----------------------------------------------------------- */
/* Transform entry point. */
TRANSFORM_INIT,
/* Local transforms only */
TRANSFORM_LOCAL,
/* Parenting */
TRANSFORM_PARENT,
/* Constraints */
TRANSFORM_CONSTRAINTS,
/* Handle object-level updates, mainly proxies hacks and recalc flags. */
TRANSFORM_EVAL,
/* Initializes transformation for simulation.
* For example, ensures point cache is properly reset before doing rigid
* body simulation. */
TRANSFORM_SIMULATION_INIT,
/* Transform exit point */
TRANSFORM_FINAL,
/* Rigid body. ---------------------------------------------------------- */
/* Perform Simulation */
RIGIDBODY_REBUILD,
RIGIDBODY_SIM,
/* Copy results to object */
RIGIDBODY_TRANSFORM_COPY,
/* Geometry. ------------------------------------------------------------ */
/* Initialize evaluation of the geometry. Is an entry operation of geometry
* component. */
GEOMETRY_EVAL_INIT,
/* Evaluate the whole geometry, including modifiers. */
GEOMETRY_EVAL,
/* Evaluation of geometry is completely done.. */
GEOMETRY_EVAL_DONE,
/* Evaluation of a shape key.
* NOTE: Currently only for object data datablocks. */
GEOMETRY_SHAPEKEY,
/* Object data. --------------------------------------------------------- */
LIGHT_PROBE_EVAL,
SPEAKER_EVAL,
SOUND_EVAL,
ARMATURE_EVAL,
/* Pose. ---------------------------------------------------------------- */
/* Init pose, clear flags, etc. */
POSE_INIT,
/* Initialize IK solver related pose stuff. */
POSE_INIT_IK,
/* Pose is evaluated, and runtime data can be freed. */
POSE_CLEANUP,
/* Pose has been fully evaluated and ready to be used by others. */
POSE_DONE,
/* IK/Spline Solvers */
POSE_IK_SOLVER,
POSE_SPLINE_IK_SOLVER,
/* Bone. ---------------------------------------------------------------- */
/* Bone local transforms - entry point */
BONE_LOCAL,
/* Pose-space conversion (includes parent + restpose, */
BONE_POSE_PARENT,
/* Constraints */
BONE_CONSTRAINTS,
/* Bone transforms are ready
*
* - "READY" This (internal, noop is used to signal that all pre-IK
* operations are done. Its role is to help mediate situations
* where cyclic relations may otherwise form (i.e. one bone in
* chain targeting another in same chain,
*
* - "DONE" This noop is used to signal that the bone's final pose
* transform can be read by others. */
// TODO: deform mats could get calculated in the final_transform ops...
BONE_READY,
BONE_DONE,
/* B-Bone segment shape computation (after DONE) */
BONE_SEGMENTS,
/* Particle System. ----------------------------------------------------- */
PARTICLE_SYSTEM_INIT,
PARTICLE_SYSTEM_EVAL,
PARTICLE_SYSTEM_DONE,
/* Particle Settings. --------------------------------------------------- */
PARTICLE_SETTINGS_INIT,
PARTICLE_SETTINGS_EVAL,
PARTICLE_SETTINGS_RESET,
/* Point Cache. --------------------------------------------------------- */
POINT_CACHE_RESET,
/* File cache. ---------------------------------------------------------- */
FILE_CACHE_UPDATE,
/* Collections. --------------------------------------------------------- */
VIEW_LAYER_EVAL,
/* Copy on Write. ------------------------------------------------------- */
COPY_ON_WRITE,
/* Shading. ------------------------------------------------------------- */
SHADING,
MATERIAL_UPDATE,
WORLD_UPDATE,
/* Batch caches. -------------------------------------------------------- */
GEOMETRY_SELECT_UPDATE,
/* Masks. --------------------------------------------------------------- */
MASK_ANIMATION,
MASK_EVAL,
/* Movie clips. --------------------------------------------------------- */
MOVIECLIP_EVAL,
MOVIECLIP_SELECT_UPDATE,
/* Images. -------------------------------------------------------------- */
IMAGE_ANIMATION,
Sound: Revert all the recent changes to sound This happened to be a bigger rabbit hole to hell than it originally seemed, and there are higher priority design tasks to be handled (at this point high priority design task is more important than high priority bug fix). After talking to Brecht the decision was made to revert to the known isolated issue, which will allow everyone in the studio work same as prior to last Friday. The remaining bits will be worked on after all the design tasks are out of the way. This commit reverts: 4cdb4b9532c Fix T64161: Crashing using undo and multiple windows 064273a4ae7 Sound: Port more cases to be a part of dependency graph 2e582f8ab53 Sound: Fix access wrong dependency graph 5fc49d9c915 Sound: add stubs to build without audaspace c68c81a870b Sound: Make sure spin lock is initialized for new sound datablocks c02534469ac Sound: Delay creating sound scene handle for until is needed 9f681bea68f Fix T64144: Crash when displaying audio waveforms in VSE 2f79286453e Cleanup: unused vars bed8ad6f95a Fix crash in background rendering after recent sound changes 773691310f9 Fix T64143: Crash when scrubbing in the graph editor 888852055c1 Sound: Fix for being unable to jump to a frame during playback with A/V sync 6ab7b384645 Sound: More fixes for access of original scene 35db1195455 Sound: Fix access original scene during playback 211c4fd2e9a Depsgraph: Make comment about evaluation more obvious c5fe16e121e Sound: Make sound handles only be in evaluated datablocks b4e1e0946bf Depsgraph: Preserve sound and audio pointers through copy-on-write 4eedf784b04 Depsgraph: Store original sequencer strip pointer 6990ef151c1 Sound: Move evaluation to dependency graph d02da8de23b Sound: Delay opening handlers for until really needed 3369b828916 Depsgraph: Add scene audio component e8f10d64757 Depsgraph: Tag sequencer for update on changes 6e4b7a6e4d9 Depsgraph: Initial work to cover sequencer 17447ac5a6b Depsgraph: Make sound ID part of the graph
2019-05-07 11:30:00 +02:00
/* Synchronization clips. ----------------------------------------------- */
SYNCHRONIZE_TO_ORIGINAL,
/* Generic datablock ---------------------------------------------------- */
GENERIC_DATABLOCK_UPDATE,
/* Duplication/instancing system. --------------------------------------- */
DUPLI,
};
const char *operationCodeAsString(OperationCode opcode);
/* Flags for Depsgraph Nodes.
* NOTE: IS a bit shifts to allow usage as an accumulated. bitmask.
*/
enum OperationFlag {
/* Node needs to be updated. */
DEPSOP_FLAG_NEEDS_UPDATE = (1 << 0),
/* Node was directly modified, causing need for update. */
DEPSOP_FLAG_DIRECTLY_MODIFIED = (1 << 1),
/* Node was updated due to user input. */
DEPSOP_FLAG_USER_MODIFIED = (1 << 2),
/* Set of flags which gets flushed along the relations. */
DEPSOP_FLAG_FLUSH = (DEPSOP_FLAG_USER_MODIFIED),
};
/* Atomic Operation - Base type for all operations */
struct OperationNode : public Node {
OperationNode();
~OperationNode();
virtual string identifier() const override;
string full_identifier() const;
virtual void tag_update(Depsgraph *graph, eUpdateSource source) override;
bool is_noop() const
{
return (bool)evaluate == false;
}
virtual OperationNode *get_entry_operation() override
{
return this;
}
virtual OperationNode *get_exit_operation() override
{
return this;
}
/* Set this operation as component's entry/exit operation. */
void set_as_entry();
void set_as_exit();
/* Component that contains the operation. */
ComponentNode *owner;
/* Callback for operation. */
DepsEvalOperationCb evaluate;
/* How many inlinks are we still waiting on before we can be evaluated. */
uint32_t num_links_pending;
bool scheduled;
/* Identifier for the operation being performed. */
OperationCode opcode;
int name_tag;
/* (OperationFlag) extra settings affecting evaluation. */
int flag;
DEG_DEPSNODE_DECLARE;
};
void deg_register_operation_depsnodes();
} // namespace DEG