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Depsgraph: New dependency graph integration commit This commit integrates the work done so far on the new dependency graph system, where goal was to replace legacy depsgraph with the new one, supporting loads of neat features like: - More granular dependency relation nature, which solves issues with fake cycles in the dependencies. - Move towards all-animatable, by better integration of drivers into the system. - Lay down some basis for upcoming copy-on-write, overrides and so on. The new system is living side-by-side with the previous one and disabled by default, so nothing will become suddenly broken. The way to enable new depsgraph is to pass `--new-depsgraph` command line argument. It's a bit early to consider the system production-ready, there are some TODOs and issues were discovered during the merge period, they'll be addressed ASAP. But it's important to merge, because it's the only way to attract artists to really start testing this system. There are number of assorted documents related on the design of the new system: * http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents * http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph There are also some user-related information online: * http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/ * http://code.blender.org/2015/03/more-dependency-graph-tricks/ Kudos to everyone who was involved into the project: - Joshua "Aligorith" Leung -- design specification, initial code - Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes - Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the project and so - Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the issues and recording/writing documentation. - Everyone else who i forgot to mention here :)
2015-05-12 15:05:57 +05:00
/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2013 Blender Foundation.
* All rights reserved.
*
* Original Author: Joshua Leung
* Contributor(s): None Yet
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/depsgraph/intern/nodes/deg_node.cc
* \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
#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
#include <stdio.h>
#include "BLI_utildefines.h"
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_ghash.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
extern "C" {
#include "DNA_ID.h"
#include "DNA_anim_types.h"
#include "BKE_animsys.h"
#include "DEG_depsgraph.h"
}
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.
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#include "intern/nodes/deg_node_component.h"
#include "intern/nodes/deg_node_operation.h"
#include "intern/depsgraph_intern.h"
#include "util/deg_util_foreach.h"
#include "util/deg_util_hash.h"
namespace DEG {
Depsgraph: New dependency graph integration commit This commit integrates the work done so far on the new dependency graph system, where goal was to replace legacy depsgraph with the new one, supporting loads of neat features like: - More granular dependency relation nature, which solves issues with fake cycles in the dependencies. - Move towards all-animatable, by better integration of drivers into the system. - Lay down some basis for upcoming copy-on-write, overrides and so on. The new system is living side-by-side with the previous one and disabled by default, so nothing will become suddenly broken. The way to enable new depsgraph is to pass `--new-depsgraph` command line argument. It's a bit early to consider the system production-ready, there are some TODOs and issues were discovered during the merge period, they'll be addressed ASAP. But it's important to merge, because it's the only way to attract artists to really start testing this system. There are number of assorted documents related on the design of the new system: * http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents * http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph There are also some user-related information online: * http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/ * http://code.blender.org/2015/03/more-dependency-graph-tricks/ Kudos to everyone who was involved into the project: - Joshua "Aligorith" Leung -- design specification, initial code - Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes - Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the project and so - Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the issues and recording/writing documentation. - Everyone else who i forgot to mention here :)
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/* *************** */
/* Node Management */
/* Add ------------------------------------------------ */
DepsNode::TypeInfo::TypeInfo(eDepsNode_Type type, const char *tname)
{
this->type = type;
if (type == DEPSNODE_TYPE_OPERATION)
this->tclass = DEPSNODE_CLASS_OPERATION;
else if (type < DEPSNODE_TYPE_PARAMETERS)
this->tclass = DEPSNODE_CLASS_GENERIC;
else
this->tclass = DEPSNODE_CLASS_COMPONENT;
this->tname = tname;
}
DepsNode::DepsNode()
{
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
name[0] = '\0';
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
}
DepsNode::~DepsNode()
{
/* Free links. */
/* NOTE: We only free incoming links. This is to avoid double-free of links
* when we're trying to free same link from both it's sides. We don't have
* dangling links so this is not a problem from memory leaks point of view.
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
foreach (DepsRelation *rel, inlinks) {
Depsgraph: New dependency graph integration commit This commit integrates the work done so far on the new dependency graph system, where goal was to replace legacy depsgraph with the new one, supporting loads of neat features like: - More granular dependency relation nature, which solves issues with fake cycles in the dependencies. - Move towards all-animatable, by better integration of drivers into the system. - Lay down some basis for upcoming copy-on-write, overrides and so on. The new system is living side-by-side with the previous one and disabled by default, so nothing will become suddenly broken. The way to enable new depsgraph is to pass `--new-depsgraph` command line argument. It's a bit early to consider the system production-ready, there are some TODOs and issues were discovered during the merge period, they'll be addressed ASAP. But it's important to merge, because it's the only way to attract artists to really start testing this system. There are number of assorted documents related on the design of the new system: * http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents * http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph There are also some user-related information online: * http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/ * http://code.blender.org/2015/03/more-dependency-graph-tricks/ Kudos to everyone who was involved into the project: - Joshua "Aligorith" Leung -- design specification, initial code - Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes - Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the project and so - Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the issues and recording/writing documentation. - Everyone else who i forgot to mention here :)
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OBJECT_GUARDED_DELETE(rel, DepsRelation);
}
}
/* Generic identifier for Depsgraph Nodes. */
string DepsNode::identifier() const
{
char typebuf[7];
sprintf(typebuf, "(%d)", type);
return string(typebuf) + " : " + name;
}
/* ************* */
/* Generic Nodes */
/* Time Source Node ============================================== */
void TimeSourceDepsNode::tag_update(Depsgraph *graph)
{
foreach (DepsRelation *rel, outlinks) {
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
DepsNode *node = rel->to;
node->tag_update(graph);
}
}
/* Root Node ============================================== */
2015-05-26 16:46:11 +10:00
RootDepsNode::RootDepsNode() : scene(NULL), time_source(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
RootDepsNode::~RootDepsNode()
{
OBJECT_GUARDED_DELETE(time_source, TimeSourceDepsNode);
}
TimeSourceDepsNode *RootDepsNode::add_time_source(const string &name)
{
if (!time_source) {
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
DepsNodeFactory *factory = deg_get_node_factory(DEPSNODE_TYPE_TIMESOURCE);
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
time_source = (TimeSourceDepsNode *)factory->create_node(NULL, "", name);
/*time_source->owner = this;*/ // XXX
}
return time_source;
}
DEG_DEPSNODE_DEFINE(RootDepsNode, DEPSNODE_TYPE_ROOT, "Root DepsNode");
static DepsNodeFactoryImpl<RootDepsNode> DNTI_ROOT;
/* Time Source Node ======================================= */
DEG_DEPSNODE_DEFINE(TimeSourceDepsNode, DEPSNODE_TYPE_TIMESOURCE, "Time Source");
static DepsNodeFactoryImpl<TimeSourceDepsNode> DNTI_TIMESOURCE;
/* ID Node ================================================ */
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
static unsigned int id_deps_node_hash_key(const void *key_v)
{
const IDDepsNode::ComponentIDKey *key =
reinterpret_cast<const IDDepsNode::ComponentIDKey *>(key_v);
return hash_combine(BLI_ghashutil_uinthash(key->type),
BLI_ghashutil_strhash_p(key->name.c_str()));
}
static bool id_deps_node_hash_key_cmp(const void *a, const void *b)
{
const IDDepsNode::ComponentIDKey *key_a =
reinterpret_cast<const IDDepsNode::ComponentIDKey *>(a);
const IDDepsNode::ComponentIDKey *key_b =
reinterpret_cast<const IDDepsNode::ComponentIDKey *>(b);
return !(*key_a == *key_b);
}
static void id_deps_node_hash_key_free(void *key_v)
{
typedef IDDepsNode::ComponentIDKey ComponentIDKey;
ComponentIDKey *key = reinterpret_cast<ComponentIDKey *>(key_v);
OBJECT_GUARDED_DELETE(key, ComponentIDKey);
}
static void id_deps_node_hash_value_free(void *value_v)
{
ComponentDepsNode *comp_node = reinterpret_cast<ComponentDepsNode *>(value_v);
OBJECT_GUARDED_DELETE(comp_node, ComponentDepsNode);
}
Depsgraph: New dependency graph integration commit This commit integrates the work done so far on the new dependency graph system, where goal was to replace legacy depsgraph with the new one, supporting loads of neat features like: - More granular dependency relation nature, which solves issues with fake cycles in the dependencies. - Move towards all-animatable, by better integration of drivers into the system. - Lay down some basis for upcoming copy-on-write, overrides and so on. The new system is living side-by-side with the previous one and disabled by default, so nothing will become suddenly broken. The way to enable new depsgraph is to pass `--new-depsgraph` command line argument. It's a bit early to consider the system production-ready, there are some TODOs and issues were discovered during the merge period, they'll be addressed ASAP. But it's important to merge, because it's the only way to attract artists to really start testing this system. There are number of assorted documents related on the design of the new system: * http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents * http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph There are also some user-related information online: * http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/ * http://code.blender.org/2015/03/more-dependency-graph-tricks/ Kudos to everyone who was involved into the project: - Joshua "Aligorith" Leung -- design specification, initial code - Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes - Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the project and so - Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the issues and recording/writing documentation. - Everyone else who i forgot to mention here :)
2015-05-12 15:05:57 +05:00
/* Initialize 'id' node - from pointer data given. */
void IDDepsNode::init(const ID *id, const string &UNUSED(subdata))
{
/* Store ID-pointer. */
BLI_assert(id != NULL);
this->id = (ID *)id;
this->layers = (1 << 20) - 1;
this->eval_flags = 0;
/* For object we initialize layers to layer from base. */
if (GS(id->name) == ID_OB) {
this->layers = 0;
}
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
components = BLI_ghash_new(id_deps_node_hash_key,
id_deps_node_hash_key_cmp,
"Depsgraph id components hash");
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: components themselves are created if/when needed.
* This prevents problems with components getting added
* twice if an ID-Ref needs to be created to house it...
*/
}
/* Free 'id' node. */
IDDepsNode::~IDDepsNode()
{
clear_components();
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
BLI_ghash_free(components, id_deps_node_hash_key_free, 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
}
ComponentDepsNode *IDDepsNode::find_component(eDepsNode_Type type,
const string &name) const
{
ComponentIDKey key(type, name);
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
return reinterpret_cast<ComponentDepsNode *>(BLI_ghash_lookup(components, &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
}
ComponentDepsNode *IDDepsNode::add_component(eDepsNode_Type type,
const string &name)
{
ComponentDepsNode *comp_node = find_component(type, name);
if (!comp_node) {
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
DepsNodeFactory *factory = deg_get_node_factory(type);
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
comp_node = (ComponentDepsNode *)factory->create_node(this->id, "", name);
/* Register. */
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
ComponentIDKey *key = OBJECT_GUARDED_NEW(ComponentIDKey, type, name);
BLI_ghash_insert(components, key, comp_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
comp_node->owner = this;
}
return comp_node;
}
void IDDepsNode::remove_component(eDepsNode_Type type, const string &name)
{
ComponentDepsNode *comp_node = find_component(type, name);
if (comp_node) {
/* Unregister. */
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
ComponentIDKey key(type, name);
BLI_ghash_remove(components,
&key,
id_deps_node_hash_key_free,
id_deps_node_hash_value_free);
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 IDDepsNode::clear_components()
{
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
BLI_ghash_clear(components,
id_deps_node_hash_key_free,
id_deps_node_hash_value_free);
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 IDDepsNode::tag_update(Depsgraph *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
GHASH_FOREACH_BEGIN(ComponentDepsNode *, comp_node, components)
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
{
/* TODO(sergey): What about drievrs? */
bool do_component_tag = comp_node->type != DEPSNODE_TYPE_ANIMATION;
if (comp_node->type == DEPSNODE_TYPE_ANIMATION) {
AnimData *adt = BKE_animdata_from_id(id);
/* Animation data might be null if relations are tagged for update. */
if (adt != NULL && (adt->recalc & ADT_RECALC_ANIM)) {
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
do_component_tag = true;
}
}
if (do_component_tag) {
comp_node->tag_update(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
GHASH_FOREACH_END();
}
void IDDepsNode::finalize_build()
{
GHASH_FOREACH_BEGIN(ComponentDepsNode *, comp_node, components)
{
comp_node->finalize_build();
}
GHASH_FOREACH_END();
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
}
DEG_DEPSNODE_DEFINE(IDDepsNode, DEPSNODE_TYPE_ID_REF, "ID Node");
static DepsNodeFactoryImpl<IDDepsNode> DNTI_ID_REF;
/* Subgraph Node ========================================== */
/* Initialize 'subgraph' node - from pointer data given. */
void SubgraphDepsNode::init(const ID *id, const string &UNUSED(subdata))
{
/* Store ID-ref if provided. */
this->root_id = (ID *)id;
/* NOTE: graph will need to be added manually,
* as we don't have any way of passing this down.
*/
}
/* Free 'subgraph' node */
SubgraphDepsNode::~SubgraphDepsNode()
{
/* Only free if graph not shared, of if this node is the first
* reference to it...
*/
// XXX: prune these flags a bit...
if ((this->flag & SUBGRAPH_FLAG_FIRSTREF) || !(this->flag & SUBGRAPH_FLAG_SHARED)) {
/* Free the referenced 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
DEG_graph_free(reinterpret_cast< ::Depsgraph* >(graph));
graph = 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
}
}
DEG_DEPSNODE_DEFINE(SubgraphDepsNode, DEPSNODE_TYPE_SUBGRAPH, "Subgraph Node");
static DepsNodeFactoryImpl<SubgraphDepsNode> DNTI_SUBGRAPH;
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_base_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
deg_register_node_typeinfo(&DNTI_ROOT);
deg_register_node_typeinfo(&DNTI_TIMESOURCE);
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
deg_register_node_typeinfo(&DNTI_ID_REF);
deg_register_node_typeinfo(&DNTI_SUBGRAPH);
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