| 
									
										
											  
											
												Depsgraph: New dependency graph integration commit
This commit integrates the work done so far on the new dependency graph system,
where goal was to replace legacy depsgraph with the new one, supporting loads of
neat features like:
- More granular dependency relation nature, which solves issues with fake cycles
  in the dependencies.
- Move towards all-animatable, by better integration of drivers into the system.
- Lay down some basis for upcoming copy-on-write, overrides and so on.
The new system is living side-by-side with the previous one and disabled by
default, so nothing will become suddenly broken. The way to enable new depsgraph
is to pass `--new-depsgraph` command line argument.
It's a bit early to consider the system production-ready, there are some TODOs
and issues were discovered during the merge period, they'll be addressed ASAP.
But it's important to merge, because it's the only way to attract artists to
really start testing this system.
There are number of assorted documents related on the design of the new system:
* http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents
* http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph
There are also some user-related information online:
* http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/
* http://code.blender.org/2015/03/more-dependency-graph-tricks/
Kudos to everyone who was involved into the project:
- Joshua "Aligorith" Leung -- design specification, initial code
- Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes
- Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the
  project and so
- Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the
  issues and recording/writing documentation.
- Everyone else who i forgot to mention here :)
											
										 
											2015-05-12 15:05:57 +05:00
										 |  |  | /*
 | 
					
						
							|  |  |  |  * ***** BEGIN GPL LICENSE BLOCK ***** | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * This program is free software; you can redistribute it and/or | 
					
						
							|  |  |  |  * modify it under the terms of the GNU General Public License | 
					
						
							|  |  |  |  * as published by the Free Software Foundation; either version 2 | 
					
						
							|  |  |  |  * of the License, or (at your option) any later version. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * This program is distributed in the hope that it will be useful, | 
					
						
							|  |  |  |  * but WITHOUT ANY WARRANTY; without even the implied warranty of | 
					
						
							|  |  |  |  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the | 
					
						
							|  |  |  |  * GNU General Public License for more details. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * You should have received a copy of the GNU General Public License | 
					
						
							|  |  |  |  * along with this program; if not, write to the Free Software Foundation, | 
					
						
							|  |  |  |  * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * The Original Code is Copyright (C) 2013 Blender Foundation. | 
					
						
							|  |  |  |  * All rights reserved. | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * Original Author: Joshua Leung | 
					
						
							|  |  |  |  * Contributor(s): None Yet | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * ***** END GPL LICENSE BLOCK ***** | 
					
						
							|  |  |  |  */ | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-06-19 06:25:54 +10:00
										 |  |  | /** \file blender/depsgraph/intern/nodes/deg_node_component.h
 | 
					
						
							| 
									
										
										
										
											2015-05-20 12:54:45 +10:00
										 |  |  |  *  \ingroup depsgraph | 
					
						
							|  |  |  |  */ | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
											  
											
												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
										 |  |  | #pragma once
 | 
					
						
							| 
									
										
											  
											
												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
										 |  |  | 
 | 
					
						
							| 
									
										
											  
											
												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
										 |  |  | #include "intern/nodes/deg_node.h"
 | 
					
						
							| 
									
										
											  
											
												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
										 |  |  | 
 | 
					
						
							| 
									
										
											  
											
												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
										 |  |  | #include "BLI_utildefines.h"
 | 
					
						
							|  |  |  | #include "BLI_string.h"
 | 
					
						
							| 
									
										
											  
											
												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 ID; | 
					
						
							|  |  |  | struct bPoseChannel; | 
					
						
							| 
									
										
											  
											
												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
										 |  |  | struct GHash; | 
					
						
							| 
									
										
											  
											
												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 EvaluationContext; | 
					
						
							| 
									
										
											  
											
												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
										 |  |  | 
 | 
					
						
							|  |  |  | namespace DEG { | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | struct Depsgraph; | 
					
						
							| 
									
										
											  
											
												Depsgraph: New dependency graph integration commit
This commit integrates the work done so far on the new dependency graph system,
where goal was to replace legacy depsgraph with the new one, supporting loads of
neat features like:
- More granular dependency relation nature, which solves issues with fake cycles
  in the dependencies.
- Move towards all-animatable, by better integration of drivers into the system.
- Lay down some basis for upcoming copy-on-write, overrides and so on.
The new system is living side-by-side with the previous one and disabled by
default, so nothing will become suddenly broken. The way to enable new depsgraph
is to pass `--new-depsgraph` command line argument.
It's a bit early to consider the system production-ready, there are some TODOs
and issues were discovered during the merge period, they'll be addressed ASAP.
But it's important to merge, because it's the only way to attract artists to
really start testing this system.
There are number of assorted documents related on the design of the new system:
* http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents
* http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph
There are also some user-related information online:
* http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/
* http://code.blender.org/2015/03/more-dependency-graph-tricks/
Kudos to everyone who was involved into the project:
- Joshua "Aligorith" Leung -- design specification, initial code
- Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes
- Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the
  project and so
- Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the
  issues and recording/writing documentation.
- Everyone else who i forgot to mention here :)
											
										 
											2015-05-12 15:05:57 +05:00
										 |  |  | struct OperationDepsNode; | 
					
						
							|  |  |  | struct BoneComponentDepsNode; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | /* ID Component - Base type for all components */ | 
					
						
							|  |  |  | struct ComponentDepsNode : public DepsNode { | 
					
						
							|  |  |  | 	/* Key used to look up operations within a component */ | 
					
						
							|  |  |  | 	struct OperationIDKey | 
					
						
							|  |  |  | 	{ | 
					
						
							|  |  |  | 		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
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-11-03 16:03:12 +01:00
										 |  |  | 		OperationIDKey(); | 
					
						
							|  |  |  | 		OperationIDKey(eDepsOperation_Code opcode); | 
					
						
							| 
									
										
										
										
											2016-11-03 14:31:27 +01:00
										 |  |  | 		OperationIDKey(eDepsOperation_Code opcode, | 
					
						
							| 
									
										
										
										
											2016-11-03 14:45:47 +01:00
										 |  |  | 		               const char *name, | 
					
						
							| 
									
										
										
										
											2016-11-03 16:03:12 +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 16:03:12 +01:00
										 |  |  | 		string identifier() const; | 
					
						
							|  |  |  | 		bool operator==(const OperationIDKey &other) 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
										 |  |  | 	}; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	/* Typedef for container of operations */ | 
					
						
							|  |  |  | 	ComponentDepsNode(); | 
					
						
							|  |  |  | 	~ComponentDepsNode(); | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-11-03 14:45:47 +01:00
										 |  |  | 	void init(const ID *id, const char *subdata); | 
					
						
							| 
									
										
											  
											
												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
										 |  |  | 
 | 
					
						
							|  |  |  | 	string identifier() const; | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2017-11-24 15:24:33 +01:00
										 |  |  | 	/* Find an existing operation, if requested operation does not exist
 | 
					
						
							|  |  |  | 	 * NULL will be returned. | 
					
						
							|  |  |  | 	 */ | 
					
						
							|  |  |  | 	OperationDepsNode *find_operation(OperationIDKey key) const; | 
					
						
							|  |  |  | 	OperationDepsNode *find_operation(eDepsOperation_Code opcode, | 
					
						
							|  |  |  | 	                                 const char *name, | 
					
						
							|  |  |  | 	                                 int name_tag) 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
										 |  |  | 	/* Find an existing operation, will throw an assert() if it does not exist. */ | 
					
						
							| 
									
										
										
										
											2017-11-24 15:21:50 +01:00
										 |  |  | 	OperationDepsNode *get_operation(OperationIDKey key) const; | 
					
						
							|  |  |  | 	OperationDepsNode *get_operation(eDepsOperation_Code opcode, | 
					
						
							|  |  |  | 	                                 const char *name, | 
					
						
							|  |  |  | 	                                 int name_tag) 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
										 |  |  | 
 | 
					
						
							|  |  |  | 	/* Check operation exists and return it. */ | 
					
						
							| 
									
										
										
										
											2017-11-24 15:26:54 +01:00
										 |  |  | 	bool has_operation(OperationIDKey key) const; | 
					
						
							|  |  |  | 	bool has_operation(eDepsOperation_Code opcode, | 
					
						
							|  |  |  | 	                   const char *name, | 
					
						
							|  |  |  | 	                   int name_tag) 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
										 |  |  | 
 | 
					
						
							|  |  |  | 	/**
 | 
					
						
							|  |  |  | 	 * Create a new node for representing an operation and add this to graph | 
					
						
							| 
									
										
											  
											
												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
										 |  |  | 	 * \warning If an existing node is found, it will be modified. This helps | 
					
						
							|  |  |  | 	 * when node may have been partially created earlier (e.g. parent ref before | 
					
						
							|  |  |  | 	 * parent item is added) | 
					
						
							| 
									
										
											  
											
												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
										 |  |  | 	 * | 
					
						
							| 
									
										
											  
											
												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
										 |  |  | 	 * \param type: Operation node type (corresponding to context/component that | 
					
						
							|  |  |  | 	 *              it operates in) | 
					
						
							|  |  |  | 	 * \param optype: Role that operation plays within component | 
					
						
							|  |  |  | 	 *                (i.e. where in eval process) | 
					
						
							| 
									
										
											  
											
												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
										 |  |  | 	 * \param op: The operation to perform | 
					
						
							|  |  |  | 	 * \param name: Identifier for operation - used to find/locate it again | 
					
						
							|  |  |  | 	 */ | 
					
						
							| 
									
										
										
										
											2017-06-13 15:10:29 +02:00
										 |  |  | 	OperationDepsNode *add_operation(const DepsEvalOperationCb& op, | 
					
						
							| 
									
										
											  
											
												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
										 |  |  | 	                                 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
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2017-06-01 16:04:35 +02:00
										 |  |  | 	/* Entry/exit operations management.
 | 
					
						
							|  |  |  | 	 * | 
					
						
							|  |  |  | 	 * Use those instead of direct set since this will perform sanity checks. | 
					
						
							|  |  |  | 	 */ | 
					
						
							|  |  |  | 	void set_entry_operation(OperationDepsNode *op_node); | 
					
						
							|  |  |  | 	void set_exit_operation(OperationDepsNode *op_node); | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
											  
											
												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
										 |  |  | 	void clear_operations(); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	void tag_update(Depsgraph *graph); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	/* Evaluation Context Management .................. */ | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
											  
											
												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
										 |  |  | 	/* Initialize component's evaluation context used for the specified
 | 
					
						
							|  |  |  | 	 * purpose. | 
					
						
							|  |  |  | 	 */ | 
					
						
							| 
									
										
											  
											
												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
										 |  |  | 	virtual bool eval_context_init(EvaluationContext * /*eval_ctx*/) { return false; } | 
					
						
							| 
									
										
											  
											
												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
										 |  |  | 	/* Free data in component's evaluation context which is used for
 | 
					
						
							|  |  |  | 	 * the specified purpose | 
					
						
							|  |  |  | 	 * | 
					
						
							| 
									
										
											  
											
												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
										 |  |  | 	 * NOTE: this does not free the actual context in question | 
					
						
							|  |  |  | 	 */ | 
					
						
							|  |  |  | 	virtual void eval_context_free(EvaluationContext * /*eval_ctx*/) {} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	OperationDepsNode *get_entry_operation(); | 
					
						
							|  |  |  | 	OperationDepsNode *get_exit_operation(); | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
											  
											
												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 finalize_build(); | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
											  
											
												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
										 |  |  | 	IDDepsNode *owner; | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
											  
											
												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
										 |  |  | 	/* ** Inner nodes for this component ** */ | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	/* Operations stored as a hash map, for faster build.
 | 
					
						
							|  |  |  | 	 * This hash map will be freed when graph is fully built. | 
					
						
							|  |  |  | 	 */ | 
					
						
							|  |  |  | 	GHash *operations_map; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	/* This is a "normal" list of operations, used by evaluation
 | 
					
						
							|  |  |  | 	 * and other routines after construction. | 
					
						
							|  |  |  | 	 */ | 
					
						
							|  |  |  | 	vector<OperationDepsNode *> operations; | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
											  
											
												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
										 |  |  | 	OperationDepsNode *entry_operation; | 
					
						
							|  |  |  | 	OperationDepsNode *exit_operation; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	// XXX: a poll() callback to check if component's first node can be started?
 | 
					
						
							| 
									
										
										
										
											2015-10-29 14:14:09 +05:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-05-30 12:32:38 +02:00
										 |  |  | 	/* Temporary bitmask, used during graph construction. */ | 
					
						
							| 
									
										
										
										
											2016-07-26 10:38:13 +02:00
										 |  |  | 	unsigned int layers; | 
					
						
							| 
									
										
											  
											
												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
										 |  |  | }; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | /* ---------------------------------------- */ | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2017-11-23 15:23:19 +01:00
										 |  |  | #define DEG_COMPONENT_DECLARE_GENERIC(name)                        \
 | 
					
						
							|  |  |  | 	struct name ## ComponentDepsNode : public ComponentDepsNode {  \ | 
					
						
							|  |  |  | 		DEG_DEPSNODE_DECLARE;                                      \ | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | DEG_COMPONENT_DECLARE_GENERIC(Animation); | 
					
						
							|  |  |  | DEG_COMPONENT_DECLARE_GENERIC(Cache); | 
					
						
							|  |  |  | DEG_COMPONENT_DECLARE_GENERIC(Geometry); | 
					
						
							|  |  |  | DEG_COMPONENT_DECLARE_GENERIC(Parameters); | 
					
						
							|  |  |  | DEG_COMPONENT_DECLARE_GENERIC(Particles); | 
					
						
							|  |  |  | DEG_COMPONENT_DECLARE_GENERIC(Proxy); | 
					
						
							|  |  |  | DEG_COMPONENT_DECLARE_GENERIC(Pose); | 
					
						
							|  |  |  | DEG_COMPONENT_DECLARE_GENERIC(Sequencer); | 
					
						
							|  |  |  | DEG_COMPONENT_DECLARE_GENERIC(Shading); | 
					
						
							|  |  |  | DEG_COMPONENT_DECLARE_GENERIC(Transform); | 
					
						
							| 
									
										
											  
											
												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
										 |  |  | 
 | 
					
						
							|  |  |  | /* Bone Component */ | 
					
						
							|  |  |  | struct BoneComponentDepsNode : public ComponentDepsNode { | 
					
						
							| 
									
										
										
										
											2016-11-03 14:45:47 +01:00
										 |  |  | 	void init(const ID *id, const char *subdata); | 
					
						
							| 
									
										
											  
											
												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 bPoseChannel *pchan;     /* the bone that this component represents */ | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	DEG_DEPSNODE_DECLARE; | 
					
						
							|  |  |  | }; | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
											  
											
												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 deg_register_component_depsnodes(); | 
					
						
							| 
									
										
											  
											
												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
										 |  |  | 
 | 
					
						
							| 
									
										
											  
											
												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
										 |  |  | }  // namespace DEG
 |