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
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/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2013 Blender Foundation.
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* All rights reserved.
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*
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* Original Author: Lukas Toenne
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* Contributor(s): None Yet
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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Depsgraph: Cleanup and code simplification
This is mainly a maintenance commit which was aimed to make work with
this module more pleasant and solve such issues as:
- Annoyance with looong files, which had craftload in them
- Usage of STL for the data structures we've got in BLI
- Possible symbol conflicts
- Not real clear layout of what is located where
So in this commit the following changes are done:
- STL is prohibited, it's not really predictable on various compilers,
with our BLI algorithms we can predict things much better.
There are still few usages of std::vector, but that we'll be
solving later once we've got similar thing in BLI.
- Simplify foreach loops, avoid using const_iterator all over the place.
- New directory layout, which is hopefully easier to follow.
- Some files were split, some of them will be split soon.
The idea of this is to split huge functions into own files with
good documentation and everything.
- Removed stuff which was planned for use in the future but was never
finished, tested or anything.
Let's wipe it out for now, and bring back once we really start using
it, so it'll be more clear if it solves our needs.
- All the internal routines were moved to DEG namespace to separate
them better from rest of blender.
Some places now annoyingly using DEG::foo, but that we can olve by
moving some utility functions inside of the namespace.
While working on this we've found some hotspot in updates flush, so
now playback of blenrig is few percent faster (something like 96fps
with previous master and around 99-100fps after this change).
Not saying it's something final, there is still room for cleanup and
API simplification, but those might happen as a regular development
now without doing any global changes.
2016-05-27 18:01:18 +02:00
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/** \file blender/depsgraph/intern/builder/deg_builder_relations.h
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2015-05-20 12:54:45 +10:00
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* \ingroup depsgraph
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*/
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Depsgraph: Cleanup and code simplification
This is mainly a maintenance commit which was aimed to make work with
this module more pleasant and solve such issues as:
- Annoyance with looong files, which had craftload in them
- Usage of STL for the data structures we've got in BLI
- Possible symbol conflicts
- Not real clear layout of what is located where
So in this commit the following changes are done:
- STL is prohibited, it's not really predictable on various compilers,
with our BLI algorithms we can predict things much better.
There are still few usages of std::vector, but that we'll be
solving later once we've got similar thing in BLI.
- Simplify foreach loops, avoid using const_iterator all over the place.
- New directory layout, which is hopefully easier to follow.
- Some files were split, some of them will be split soon.
The idea of this is to split huge functions into own files with
good documentation and everything.
- Removed stuff which was planned for use in the future but was never
finished, tested or anything.
Let's wipe it out for now, and bring back once we really start using
it, so it'll be more clear if it solves our needs.
- All the internal routines were moved to DEG namespace to separate
them better from rest of blender.
Some places now annoyingly using DEG::foo, but that we can olve by
moving some utility functions inside of the namespace.
While working on this we've found some hotspot in updates flush, so
now playback of blenrig is few percent faster (something like 96fps
with previous master and around 99-100fps after this change).
Not saying it's something final, there is still room for cleanup and
API simplification, but those might happen as a regular development
now without doing any global changes.
2016-05-27 18:01:18 +02:00
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#pragma once
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#include <cstdio>
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#include "intern/depsgraph_types.h"
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#include "DNA_ID.h"
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#include "RNA_access.h"
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#include "RNA_types.h"
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#include "BLI_utildefines.h"
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#include "BLI_string.h"
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#include "intern/nodes/deg_node.h"
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#include "intern/nodes/deg_node_operation.h"
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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
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struct Base;
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struct bGPdata;
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2016-11-17 15:29:22 +01:00
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struct CacheFile;
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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
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struct ListBase;
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struct GHash;
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struct ID;
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struct FCurve;
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struct Group;
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struct Key;
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struct Main;
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2016-11-17 15:29:22 +01:00
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struct Mask;
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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
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struct Material;
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struct MTex;
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2016-11-17 16:37:25 +01:00
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struct MovieClip;
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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
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struct bNodeTree;
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struct Object;
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struct bPoseChannel;
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struct bConstraint;
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struct Scene;
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struct Tex;
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struct World;
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Fix depsgraph to compute more accurate links for collision & force.
Current implementation more or less indiscriminately links physics
objects to colliders and forces, ignoring precise details of layer
checks and collider groups. The new depsgraph seemed to lack some
such links at all. The relevant code in modifiers suffers from a
lot of duplication.
Different physics simulations use independent implementations of
collision and similar things, which results in a lot of variance:
* Cloth collides with objects on same or visible layer with dupli.
* Softbody collides with objects on same layer without dupli.
* Non-hair particles collide on same layer with dupli.
* Smoke uses same code as cloth, but needs different modifier.
* Dynamic paint "collides" with brushes on any layer without dupli.
Force fields with absorption also imply dependency on colliders:
* For most systems, colliders are selected from same layer as field.
* For non-hair particles, it uses the same exact set as the particles.
As a special quirk, smoke ignores smoke flow force fields; on the other
hand dependency on such field implies dependency on the smoke domain.
This introduces two utility functions each for old and new depsgraph
that are flexible enough to handle all these variations, and uses them
to handle particles, cloth, smoke, softbody and dynpaint.
One thing to watch out for is that depsgraph code shouldn't rely on
any properties that don't cause a graph rebuild when changed. This
was violated in the original code that was building force field links,
while taking zero field weights into account.
This change may cause new dependency cycles in cases where necessary
dependencies were missing, but may also remove cycles in situations
where unnecessary links were previously created. It's also now possible
to solve some cycles by switching to explicit groups, since they are
now properly taken into account for dependencies.
Differential Revision: https://developer.blender.org/D2141
2016-08-12 18:23:29 +03:00
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struct EffectorWeights;
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struct ParticleSystem;
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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
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struct PropertyRNA;
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Depsgraph: Cleanup and code simplification
This is mainly a maintenance commit which was aimed to make work with
this module more pleasant and solve such issues as:
- Annoyance with looong files, which had craftload in them
- Usage of STL for the data structures we've got in BLI
- Possible symbol conflicts
- Not real clear layout of what is located where
So in this commit the following changes are done:
- STL is prohibited, it's not really predictable on various compilers,
with our BLI algorithms we can predict things much better.
There are still few usages of std::vector, but that we'll be
solving later once we've got similar thing in BLI.
- Simplify foreach loops, avoid using const_iterator all over the place.
- New directory layout, which is hopefully easier to follow.
- Some files were split, some of them will be split soon.
The idea of this is to split huge functions into own files with
good documentation and everything.
- Removed stuff which was planned for use in the future but was never
finished, tested or anything.
Let's wipe it out for now, and bring back once we really start using
it, so it'll be more clear if it solves our needs.
- All the internal routines were moved to DEG namespace to separate
them better from rest of blender.
Some places now annoyingly using DEG::foo, but that we can olve by
moving some utility functions inside of the namespace.
While working on this we've found some hotspot in updates flush, so
now playback of blenrig is few percent faster (something like 96fps
with previous master and around 99-100fps after this change).
Not saying it's something final, there is still room for cleanup and
API simplification, but those might happen as a regular development
now without doing any global changes.
2016-05-27 18:01:18 +02:00
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namespace DEG {
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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
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struct Depsgraph;
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struct DepsNode;
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struct DepsNodeHandle;
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struct RootDepsNode;
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struct SubgraphDepsNode;
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struct IDDepsNode;
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struct TimeSourceDepsNode;
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struct ComponentDepsNode;
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struct OperationDepsNode;
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struct RootPChanMap;
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2016-11-03 16:25:26 +01:00
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struct RootKey {
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RootKey();
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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
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};
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struct TimeSourceKey
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{
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2016-11-03 16:25:26 +01:00
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TimeSourceKey();
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TimeSourceKey(ID *id);
|
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
|
|
|
|
2016-11-03 16:25:26 +01:00
|
|
|
string identifier() const;
|
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
|
|
|
|
|
|
|
|
ID *id;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
struct ComponentKey
|
|
|
|
|
{
|
2016-11-03 16:25:26 +01:00
|
|
|
ComponentKey();
|
|
|
|
|
ComponentKey(ID *id, eDepsNode_Type type, const char *name = "");
|
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
|
|
|
|
2016-11-03 16:25:26 +01:00
|
|
|
string identifier() const;
|
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
|
|
|
|
|
|
|
|
ID *id;
|
|
|
|
|
eDepsNode_Type type;
|
2016-11-03 14:45:47 +01:00
|
|
|
const char *name;
|
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
|
|
|
};
|
|
|
|
|
|
|
|
|
|
struct OperationKey
|
|
|
|
|
{
|
2016-11-03 16:25:26 +01:00
|
|
|
OperationKey();
|
2016-11-03 14:31:27 +01:00
|
|
|
OperationKey(ID *id,
|
|
|
|
|
eDepsNode_Type component_type,
|
2016-11-03 14:45:47 +01:00
|
|
|
const char *name,
|
2016-11-03 16:25:26 +01:00
|
|
|
int name_tag = -1);
|
2016-11-03 14:31:27 +01:00
|
|
|
OperationKey(ID *id,
|
|
|
|
|
eDepsNode_Type component_type,
|
2016-11-03 14:45:47 +01:00
|
|
|
const char *component_name,
|
|
|
|
|
const char *name,
|
2016-11-03 16:25:26 +01:00
|
|
|
int name_tag);
|
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
|
|
|
|
2016-11-03 14:31:27 +01:00
|
|
|
OperationKey(ID *id,
|
|
|
|
|
eDepsNode_Type component_type,
|
2016-11-03 16:25:26 +01:00
|
|
|
eDepsOperation_Code opcode);
|
2016-11-03 14:31:27 +01:00
|
|
|
OperationKey(ID *id,
|
|
|
|
|
eDepsNode_Type component_type,
|
2016-11-03 14:45:47 +01:00
|
|
|
const char *component_name,
|
2016-11-03 16:25:26 +01:00
|
|
|
eDepsOperation_Code opcode);
|
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
|
|
|
|
2016-11-03 14:31:27 +01:00
|
|
|
OperationKey(ID *id,
|
2016-11-03 16:25:26 +01:00
|
|
|
eDepsNode_Type component_type,
|
|
|
|
|
eDepsOperation_Code opcode,
|
|
|
|
|
const char *name,
|
|
|
|
|
int name_tag = -1);
|
2016-11-03 14:31:27 +01:00
|
|
|
OperationKey(ID *id,
|
|
|
|
|
eDepsNode_Type component_type,
|
2016-11-03 14:45:47 +01:00
|
|
|
const char *component_name,
|
2016-11-03 14:31:27 +01:00
|
|
|
eDepsOperation_Code opcode,
|
2016-11-03 14:45:47 +01:00
|
|
|
const char *name,
|
2016-11-03 16:25:26 +01:00
|
|
|
int name_tag = -1);
|
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
|
|
|
|
2016-11-03 16:25:26 +01:00
|
|
|
string identifier() const;
|
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
|
|
|
|
|
|
|
|
ID *id;
|
|
|
|
|
eDepsNode_Type component_type;
|
2016-11-03 14:45:47 +01:00
|
|
|
const char *component_name;
|
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
|
|
|
eDepsOperation_Code opcode;
|
2016-11-03 14:45:47 +01:00
|
|
|
const char *name;
|
2016-11-03 14:31:27 +01:00
|
|
|
int name_tag;
|
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
|
|
|
};
|
|
|
|
|
|
|
|
|
|
struct RNAPathKey
|
|
|
|
|
{
|
2016-11-03 16:25:26 +01:00
|
|
|
/* NOTE: see depsgraph_build.cpp for implementation */
|
2015-05-25 18:05:19 +05:00
|
|
|
RNAPathKey(ID *id, const char *path);
|
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
|
|
|
|
2016-11-03 16:25:26 +01:00
|
|
|
RNAPathKey(ID *id, const PointerRNA &ptr, PropertyRNA *prop);
|
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
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2016-11-03 16:25:26 +01:00
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string identifier() const;
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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
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ID *id;
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PointerRNA ptr;
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PropertyRNA *prop;
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};
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struct DepsgraphRelationBuilder
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{
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DepsgraphRelationBuilder(Depsgraph *graph);
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template <typename KeyFrom, typename KeyTo>
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Depsgraph: Cleanup and code simplification
This is mainly a maintenance commit which was aimed to make work with
this module more pleasant and solve such issues as:
- Annoyance with looong files, which had craftload in them
- Usage of STL for the data structures we've got in BLI
- Possible symbol conflicts
- Not real clear layout of what is located where
So in this commit the following changes are done:
- STL is prohibited, it's not really predictable on various compilers,
with our BLI algorithms we can predict things much better.
There are still few usages of std::vector, but that we'll be
solving later once we've got similar thing in BLI.
- Simplify foreach loops, avoid using const_iterator all over the place.
- New directory layout, which is hopefully easier to follow.
- Some files were split, some of them will be split soon.
The idea of this is to split huge functions into own files with
good documentation and everything.
- Removed stuff which was planned for use in the future but was never
finished, tested or anything.
Let's wipe it out for now, and bring back once we really start using
it, so it'll be more clear if it solves our needs.
- All the internal routines were moved to DEG namespace to separate
them better from rest of blender.
Some places now annoyingly using DEG::foo, but that we can olve by
moving some utility functions inside of the namespace.
While working on this we've found some hotspot in updates flush, so
now playback of blenrig is few percent faster (something like 96fps
with previous master and around 99-100fps after this change).
Not saying it's something final, there is still room for cleanup and
API simplification, but those might happen as a regular development
now without doing any global changes.
2016-05-27 18:01:18 +02:00
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void add_relation(const KeyFrom& key_from,
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const KeyTo& key_to,
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eDepsRelation_Type type,
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const char *description);
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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
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template <typename KeyTo>
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Depsgraph: Cleanup and code simplification
This is mainly a maintenance commit which was aimed to make work with
this module more pleasant and solve such issues as:
- Annoyance with looong files, which had craftload in them
- Usage of STL for the data structures we've got in BLI
- Possible symbol conflicts
- Not real clear layout of what is located where
So in this commit the following changes are done:
- STL is prohibited, it's not really predictable on various compilers,
with our BLI algorithms we can predict things much better.
There are still few usages of std::vector, but that we'll be
solving later once we've got similar thing in BLI.
- Simplify foreach loops, avoid using const_iterator all over the place.
- New directory layout, which is hopefully easier to follow.
- Some files were split, some of them will be split soon.
The idea of this is to split huge functions into own files with
good documentation and everything.
- Removed stuff which was planned for use in the future but was never
finished, tested or anything.
Let's wipe it out for now, and bring back once we really start using
it, so it'll be more clear if it solves our needs.
- All the internal routines were moved to DEG namespace to separate
them better from rest of blender.
Some places now annoyingly using DEG::foo, but that we can olve by
moving some utility functions inside of the namespace.
While working on this we've found some hotspot in updates flush, so
now playback of blenrig is few percent faster (something like 96fps
with previous master and around 99-100fps after this change).
Not saying it's something final, there is still room for cleanup and
API simplification, but those might happen as a regular development
now without doing any global changes.
2016-05-27 18:01:18 +02:00
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void add_relation(const TimeSourceKey& key_from,
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const KeyTo& key_to,
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eDepsRelation_Type type,
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const char *description);
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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
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template <typename KeyType>
|
Depsgraph: Cleanup and code simplification
This is mainly a maintenance commit which was aimed to make work with
this module more pleasant and solve such issues as:
- Annoyance with looong files, which had craftload in them
- Usage of STL for the data structures we've got in BLI
- Possible symbol conflicts
- Not real clear layout of what is located where
So in this commit the following changes are done:
- STL is prohibited, it's not really predictable on various compilers,
with our BLI algorithms we can predict things much better.
There are still few usages of std::vector, but that we'll be
solving later once we've got similar thing in BLI.
- Simplify foreach loops, avoid using const_iterator all over the place.
- New directory layout, which is hopefully easier to follow.
- Some files were split, some of them will be split soon.
The idea of this is to split huge functions into own files with
good documentation and everything.
- Removed stuff which was planned for use in the future but was never
finished, tested or anything.
Let's wipe it out for now, and bring back once we really start using
it, so it'll be more clear if it solves our needs.
- All the internal routines were moved to DEG namespace to separate
them better from rest of blender.
Some places now annoyingly using DEG::foo, but that we can olve by
moving some utility functions inside of the namespace.
While working on this we've found some hotspot in updates flush, so
now playback of blenrig is few percent faster (something like 96fps
with previous master and around 99-100fps after this change).
Not saying it's something final, there is still room for cleanup and
API simplification, but those might happen as a regular development
now without doing any global changes.
2016-05-27 18:01:18 +02:00
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void add_node_handle_relation(const KeyType& key_from,
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const DepsNodeHandle *handle,
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eDepsRelation_Type type,
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const char *description);
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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
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void build_scene(Main *bmain, Scene *scene);
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void build_group(Main *bmain, Scene *scene, Object *object, Group *group);
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void build_object(Main *bmain, Scene *scene, Object *ob);
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void build_object_parent(Object *ob);
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Depsgraph: Cleanup and code simplification
This is mainly a maintenance commit which was aimed to make work with
this module more pleasant and solve such issues as:
- Annoyance with looong files, which had craftload in them
- Usage of STL for the data structures we've got in BLI
- Possible symbol conflicts
- Not real clear layout of what is located where
So in this commit the following changes are done:
- STL is prohibited, it's not really predictable on various compilers,
with our BLI algorithms we can predict things much better.
There are still few usages of std::vector, but that we'll be
solving later once we've got similar thing in BLI.
- Simplify foreach loops, avoid using const_iterator all over the place.
- New directory layout, which is hopefully easier to follow.
- Some files were split, some of them will be split soon.
The idea of this is to split huge functions into own files with
good documentation and everything.
- Removed stuff which was planned for use in the future but was never
finished, tested or anything.
Let's wipe it out for now, and bring back once we really start using
it, so it'll be more clear if it solves our needs.
- All the internal routines were moved to DEG namespace to separate
them better from rest of blender.
Some places now annoyingly using DEG::foo, but that we can olve by
moving some utility functions inside of the namespace.
While working on this we've found some hotspot in updates flush, so
now playback of blenrig is few percent faster (something like 96fps
with previous master and around 99-100fps after this change).
Not saying it's something final, there is still room for cleanup and
API simplification, but those might happen as a regular development
now without doing any global changes.
2016-05-27 18:01:18 +02:00
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void build_constraints(Scene *scene, ID *id,
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eDepsNode_Type component_type,
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const char *component_subdata,
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ListBase *constraints,
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RootPChanMap *root_map);
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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
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void build_animdata(ID *id);
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void build_driver(ID *id, FCurve *fcurve);
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void build_world(World *world);
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void build_rigidbody(Scene *scene);
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void build_particles(Scene *scene, Object *ob);
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Depsgraph: Cleanup and code simplification
This is mainly a maintenance commit which was aimed to make work with
this module more pleasant and solve such issues as:
- Annoyance with looong files, which had craftload in them
- Usage of STL for the data structures we've got in BLI
- Possible symbol conflicts
- Not real clear layout of what is located where
So in this commit the following changes are done:
- STL is prohibited, it's not really predictable on various compilers,
with our BLI algorithms we can predict things much better.
There are still few usages of std::vector, but that we'll be
solving later once we've got similar thing in BLI.
- Simplify foreach loops, avoid using const_iterator all over the place.
- New directory layout, which is hopefully easier to follow.
- Some files were split, some of them will be split soon.
The idea of this is to split huge functions into own files with
good documentation and everything.
- Removed stuff which was planned for use in the future but was never
finished, tested or anything.
Let's wipe it out for now, and bring back once we really start using
it, so it'll be more clear if it solves our needs.
- All the internal routines were moved to DEG namespace to separate
them better from rest of blender.
Some places now annoyingly using DEG::foo, but that we can olve by
moving some utility functions inside of the namespace.
While working on this we've found some hotspot in updates flush, so
now playback of blenrig is few percent faster (something like 96fps
with previous master and around 99-100fps after this change).
Not saying it's something final, there is still room for cleanup and
API simplification, but those might happen as a regular development
now without doing any global changes.
2016-05-27 18:01:18 +02:00
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void build_ik_pose(Object *ob,
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bPoseChannel *pchan,
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bConstraint *con,
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RootPChanMap *root_map);
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void build_splineik_pose(Object *ob,
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bPoseChannel *pchan,
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bConstraint *con,
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RootPChanMap *root_map);
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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
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void build_rig(Scene *scene, Object *ob);
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void build_proxy_rig(Object *ob);
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void build_shapekeys(ID *obdata, Key *key);
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void build_obdata_geom(Main *bmain, Scene *scene, Object *ob);
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void build_camera(Object *ob);
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void build_lamp(Object *ob);
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void build_nodetree(ID *owner, bNodeTree *ntree);
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void build_material(ID *owner, Material *ma);
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void build_texture(ID *owner, Tex *tex);
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void build_texture_stack(ID *owner, MTex **texture_stack);
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void build_compositor(Scene *scene);
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void build_gpencil(ID *owner, bGPdata *gpd);
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2016-11-17 15:29:22 +01:00
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void build_cachefile(CacheFile *cache_file);
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void build_mask(Mask *mask);
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2016-11-17 16:37:25 +01:00
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void build_movieclip(MovieClip *clip);
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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
|
|
|
|
Fix depsgraph to compute more accurate links for collision & force.
Current implementation more or less indiscriminately links physics
objects to colliders and forces, ignoring precise details of layer
checks and collider groups. The new depsgraph seemed to lack some
such links at all. The relevant code in modifiers suffers from a
lot of duplication.
Different physics simulations use independent implementations of
collision and similar things, which results in a lot of variance:
* Cloth collides with objects on same or visible layer with dupli.
* Softbody collides with objects on same layer without dupli.
* Non-hair particles collide on same layer with dupli.
* Smoke uses same code as cloth, but needs different modifier.
* Dynamic paint "collides" with brushes on any layer without dupli.
Force fields with absorption also imply dependency on colliders:
* For most systems, colliders are selected from same layer as field.
* For non-hair particles, it uses the same exact set as the particles.
As a special quirk, smoke ignores smoke flow force fields; on the other
hand dependency on such field implies dependency on the smoke domain.
This introduces two utility functions each for old and new depsgraph
that are flexible enough to handle all these variations, and uses them
to handle particles, cloth, smoke, softbody and dynpaint.
One thing to watch out for is that depsgraph code shouldn't rely on
any properties that don't cause a graph rebuild when changed. This
was violated in the original code that was building force field links,
while taking zero field weights into account.
This change may cause new dependency cycles in cases where necessary
dependencies were missing, but may also remove cycles in situations
where unnecessary links were previously created. It's also now possible
to solve some cycles by switching to explicit groups, since they are
now properly taken into account for dependencies.
Differential Revision: https://developer.blender.org/D2141
2016-08-12 18:23:29 +03:00
|
|
|
void add_collision_relations(const OperationKey &key, Scene *scene, Object *ob, Group *group, int layer, bool dupli, const char *name);
|
|
|
|
|
void add_forcefield_relations(const OperationKey &key, Scene *scene, Object *ob, ParticleSystem *psys, EffectorWeights *eff, bool add_absorption, const char *name);
|
|
|
|
|
|
2016-05-25 13:00:30 +02:00
|
|
|
template <typename KeyType>
|
|
|
|
|
OperationDepsNode *find_operation_node(const KeyType &key);
|
|
|
|
|
|
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
|
|
|
protected:
|
|
|
|
|
RootDepsNode *find_node(const RootKey &key) const;
|
|
|
|
|
TimeSourceDepsNode *find_node(const TimeSourceKey &key) const;
|
|
|
|
|
ComponentDepsNode *find_node(const ComponentKey &key) const;
|
|
|
|
|
OperationDepsNode *find_node(const OperationKey &key) const;
|
|
|
|
|
DepsNode *find_node(const RNAPathKey &key) const;
|
|
|
|
|
OperationDepsNode *has_node(const OperationKey &key) const;
|
|
|
|
|
|
Depsgraph: Cleanup and code simplification
This is mainly a maintenance commit which was aimed to make work with
this module more pleasant and solve such issues as:
- Annoyance with looong files, which had craftload in them
- Usage of STL for the data structures we've got in BLI
- Possible symbol conflicts
- Not real clear layout of what is located where
So in this commit the following changes are done:
- STL is prohibited, it's not really predictable on various compilers,
with our BLI algorithms we can predict things much better.
There are still few usages of std::vector, but that we'll be
solving later once we've got similar thing in BLI.
- Simplify foreach loops, avoid using const_iterator all over the place.
- New directory layout, which is hopefully easier to follow.
- Some files were split, some of them will be split soon.
The idea of this is to split huge functions into own files with
good documentation and everything.
- Removed stuff which was planned for use in the future but was never
finished, tested or anything.
Let's wipe it out for now, and bring back once we really start using
it, so it'll be more clear if it solves our needs.
- All the internal routines were moved to DEG namespace to separate
them better from rest of blender.
Some places now annoyingly using DEG::foo, but that we can olve by
moving some utility functions inside of the namespace.
While working on this we've found some hotspot in updates flush, so
now playback of blenrig is few percent faster (something like 96fps
with previous master and around 99-100fps after this change).
Not saying it's something final, there is still room for cleanup and
API simplification, but those might happen as a regular development
now without doing any global changes.
2016-05-27 18:01:18 +02:00
|
|
|
void add_time_relation(TimeSourceDepsNode *timesrc,
|
|
|
|
|
DepsNode *node_to,
|
|
|
|
|
const char *description);
|
|
|
|
|
void add_operation_relation(OperationDepsNode *node_from,
|
|
|
|
|
OperationDepsNode *node_to,
|
|
|
|
|
eDepsRelation_Type type,
|
|
|
|
|
const char *description);
|
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
|
|
|
|
|
|
|
|
template <typename KeyType>
|
Depsgraph: Cleanup and code simplification
This is mainly a maintenance commit which was aimed to make work with
this module more pleasant and solve such issues as:
- Annoyance with looong files, which had craftload in them
- Usage of STL for the data structures we've got in BLI
- Possible symbol conflicts
- Not real clear layout of what is located where
So in this commit the following changes are done:
- STL is prohibited, it's not really predictable on various compilers,
with our BLI algorithms we can predict things much better.
There are still few usages of std::vector, but that we'll be
solving later once we've got similar thing in BLI.
- Simplify foreach loops, avoid using const_iterator all over the place.
- New directory layout, which is hopefully easier to follow.
- Some files were split, some of them will be split soon.
The idea of this is to split huge functions into own files with
good documentation and everything.
- Removed stuff which was planned for use in the future but was never
finished, tested or anything.
Let's wipe it out for now, and bring back once we really start using
it, so it'll be more clear if it solves our needs.
- All the internal routines were moved to DEG namespace to separate
them better from rest of blender.
Some places now annoyingly using DEG::foo, but that we can olve by
moving some utility functions inside of the namespace.
While working on this we've found some hotspot in updates flush, so
now playback of blenrig is few percent faster (something like 96fps
with previous master and around 99-100fps after this change).
Not saying it's something final, there is still room for cleanup and
API simplification, but those might happen as a regular development
now without doing any global changes.
2016-05-27 18:01:18 +02:00
|
|
|
DepsNodeHandle create_node_handle(const KeyType& key,
|
2016-11-03 14:45:47 +01:00
|
|
|
const char *default_name = "");
|
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
|
|
|
|
|
|
|
|
bool needs_animdata_node(ID *id);
|
|
|
|
|
|
|
|
|
|
private:
|
|
|
|
|
Depsgraph *m_graph;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
struct DepsNodeHandle
|
|
|
|
|
{
|
2016-11-03 14:45:47 +01:00
|
|
|
DepsNodeHandle(DepsgraphRelationBuilder *builder, OperationDepsNode *node, const char *default_name = "") :
|
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
|
|
|
builder(builder),
|
|
|
|
|
node(node),
|
|
|
|
|
default_name(default_name)
|
|
|
|
|
{
|
|
|
|
|
BLI_assert(node != NULL);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
DepsgraphRelationBuilder *builder;
|
|
|
|
|
OperationDepsNode *node;
|
2016-11-03 14:45:47 +01:00
|
|
|
const char *default_name;
|
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
|
|
|
};
|
|
|
|
|
|
|
|
|
|
/* Utilities for Builders ----------------------------------------------------- */
|
|
|
|
|
|
2016-05-25 13:00:30 +02:00
|
|
|
template <typename KeyType>
|
2016-06-19 06:25:54 +10:00
|
|
|
OperationDepsNode *DepsgraphRelationBuilder::find_operation_node(const KeyType& key)
|
|
|
|
|
{
|
2016-05-25 13:00:30 +02:00
|
|
|
DepsNode *node = find_node(key);
|
|
|
|
|
return node != NULL ? node->get_exit_operation() : NULL;
|
|
|
|
|
}
|
|
|
|
|
|
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
|
|
|
template <typename KeyFrom, typename KeyTo>
|
|
|
|
|
void DepsgraphRelationBuilder::add_relation(const KeyFrom &key_from,
|
|
|
|
|
const KeyTo &key_to,
|
|
|
|
|
eDepsRelation_Type type,
|
|
|
|
|
const char *description)
|
|
|
|
|
{
|
|
|
|
|
DepsNode *node_from = find_node(key_from);
|
|
|
|
|
DepsNode *node_to = find_node(key_to);
|
|
|
|
|
OperationDepsNode *op_from = node_from ? node_from->get_exit_operation() : NULL;
|
|
|
|
|
OperationDepsNode *op_to = node_to ? node_to->get_entry_operation() : NULL;
|
|
|
|
|
if (op_from && op_to) {
|
|
|
|
|
add_operation_relation(op_from, op_to, type, description);
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
if (!op_from) {
|
|
|
|
|
/* XXX TODO handle as error or report if needed */
|
2016-11-02 12:23:00 +01:00
|
|
|
node_from = find_node(key_from);
|
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
|
|
|
fprintf(stderr, "add_relation(%d, %s) - Could not find op_from (%s)\n",
|
|
|
|
|
type, description, key_from.identifier().c_str());
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
fprintf(stderr, "add_relation(%d, %s) - Failed, but op_from (%s) was ok\n",
|
|
|
|
|
type, description, key_from.identifier().c_str());
|
|
|
|
|
}
|
|
|
|
|
if (!op_to) {
|
|
|
|
|
/* XXX TODO handle as error or report if needed */
|
|
|
|
|
fprintf(stderr, "add_relation(%d, %s) - Could not find op_to (%s)\n",
|
|
|
|
|
type, description, key_to.identifier().c_str());
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
fprintf(stderr, "add_relation(%d, %s) - Failed, but op_to (%s) was ok\n",
|
|
|
|
|
type, description, key_to.identifier().c_str());
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
template <typename KeyTo>
|
|
|
|
|
void DepsgraphRelationBuilder::add_relation(const TimeSourceKey &key_from,
|
|
|
|
|
const KeyTo &key_to,
|
|
|
|
|
eDepsRelation_Type type,
|
|
|
|
|
const char *description)
|
|
|
|
|
{
|
|
|
|
|
(void)type; /* Ignored in release builds. */
|
|
|
|
|
BLI_assert(type == DEPSREL_TYPE_TIME);
|
|
|
|
|
TimeSourceDepsNode *time_from = find_node(key_from);
|
|
|
|
|
DepsNode *node_to = find_node(key_to);
|
|
|
|
|
OperationDepsNode *op_to = node_to ? node_to->get_entry_operation() : NULL;
|
|
|
|
|
if (time_from && op_to) {
|
|
|
|
|
add_time_relation(time_from, op_to, description);
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
template <typename KeyType>
|
Depsgraph: Cleanup and code simplification
This is mainly a maintenance commit which was aimed to make work with
this module more pleasant and solve such issues as:
- Annoyance with looong files, which had craftload in them
- Usage of STL for the data structures we've got in BLI
- Possible symbol conflicts
- Not real clear layout of what is located where
So in this commit the following changes are done:
- STL is prohibited, it's not really predictable on various compilers,
with our BLI algorithms we can predict things much better.
There are still few usages of std::vector, but that we'll be
solving later once we've got similar thing in BLI.
- Simplify foreach loops, avoid using const_iterator all over the place.
- New directory layout, which is hopefully easier to follow.
- Some files were split, some of them will be split soon.
The idea of this is to split huge functions into own files with
good documentation and everything.
- Removed stuff which was planned for use in the future but was never
finished, tested or anything.
Let's wipe it out for now, and bring back once we really start using
it, so it'll be more clear if it solves our needs.
- All the internal routines were moved to DEG namespace to separate
them better from rest of blender.
Some places now annoyingly using DEG::foo, but that we can olve by
moving some utility functions inside of the namespace.
While working on this we've found some hotspot in updates flush, so
now playback of blenrig is few percent faster (something like 96fps
with previous master and around 99-100fps after this change).
Not saying it's something final, there is still room for cleanup and
API simplification, but those might happen as a regular development
now without doing any global changes.
2016-05-27 18:01:18 +02:00
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void DepsgraphRelationBuilder::add_node_handle_relation(
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const KeyType &key_from,
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const DepsNodeHandle *handle,
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eDepsRelation_Type type,
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const char *description)
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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
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{
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DepsNode *node_from = find_node(key_from);
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OperationDepsNode *op_from = node_from ? node_from->get_exit_operation() : NULL;
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OperationDepsNode *op_to = handle->node->get_entry_operation();
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if (op_from && op_to) {
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add_operation_relation(op_from, op_to, type, description);
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}
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else {
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if (!op_from) {
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2016-09-30 11:05:01 +02:00
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fprintf(stderr, "add_node_handle_relation(%d, %s) - Could not find op_from (%s)\n",
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type, description, key_from.identifier().c_str());
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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
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}
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if (!op_to) {
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2016-09-30 11:05:01 +02:00
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fprintf(stderr, "add_node_handle_relation(%d, %s) - Could not find op_to (%s)\n",
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type, description, key_from.identifier().c_str());
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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
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}
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}
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}
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template <typename KeyType>
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Depsgraph: Cleanup and code simplification
This is mainly a maintenance commit which was aimed to make work with
this module more pleasant and solve such issues as:
- Annoyance with looong files, which had craftload in them
- Usage of STL for the data structures we've got in BLI
- Possible symbol conflicts
- Not real clear layout of what is located where
So in this commit the following changes are done:
- STL is prohibited, it's not really predictable on various compilers,
with our BLI algorithms we can predict things much better.
There are still few usages of std::vector, but that we'll be
solving later once we've got similar thing in BLI.
- Simplify foreach loops, avoid using const_iterator all over the place.
- New directory layout, which is hopefully easier to follow.
- Some files were split, some of them will be split soon.
The idea of this is to split huge functions into own files with
good documentation and everything.
- Removed stuff which was planned for use in the future but was never
finished, tested or anything.
Let's wipe it out for now, and bring back once we really start using
it, so it'll be more clear if it solves our needs.
- All the internal routines were moved to DEG namespace to separate
them better from rest of blender.
Some places now annoyingly using DEG::foo, but that we can olve by
moving some utility functions inside of the namespace.
While working on this we've found some hotspot in updates flush, so
now playback of blenrig is few percent faster (something like 96fps
with previous master and around 99-100fps after this change).
Not saying it's something final, there is still room for cleanup and
API simplification, but those might happen as a regular development
now without doing any global changes.
2016-05-27 18:01:18 +02:00
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DepsNodeHandle DepsgraphRelationBuilder::create_node_handle(
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const KeyType &key,
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2016-11-03 14:45:47 +01:00
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const char *default_name)
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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
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{
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return DepsNodeHandle(this, find_node(key), default_name);
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}
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Depsgraph: Cleanup and code simplification
This is mainly a maintenance commit which was aimed to make work with
this module more pleasant and solve such issues as:
- Annoyance with looong files, which had craftload in them
- Usage of STL for the data structures we've got in BLI
- Possible symbol conflicts
- Not real clear layout of what is located where
So in this commit the following changes are done:
- STL is prohibited, it's not really predictable on various compilers,
with our BLI algorithms we can predict things much better.
There are still few usages of std::vector, but that we'll be
solving later once we've got similar thing in BLI.
- Simplify foreach loops, avoid using const_iterator all over the place.
- New directory layout, which is hopefully easier to follow.
- Some files were split, some of them will be split soon.
The idea of this is to split huge functions into own files with
good documentation and everything.
- Removed stuff which was planned for use in the future but was never
finished, tested or anything.
Let's wipe it out for now, and bring back once we really start using
it, so it'll be more clear if it solves our needs.
- All the internal routines were moved to DEG namespace to separate
them better from rest of blender.
Some places now annoyingly using DEG::foo, but that we can olve by
moving some utility functions inside of the namespace.
While working on this we've found some hotspot in updates flush, so
now playback of blenrig is few percent faster (something like 96fps
with previous master and around 99-100fps after this change).
Not saying it's something final, there is still room for cleanup and
API simplification, but those might happen as a regular development
now without doing any global changes.
2016-05-27 18:01:18 +02:00
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} // namespace DEG
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