Fix T99733: Objects with driven visibility are evaluated when not needed

The issue was caused by the fact that objects with driven or animated
visibility were considered visible by the dependency graph evaluation.

This change makes it so the dependency graph evaluation is aware of
visibility which might be changing. This is achieved by evaluating the
path of the graph which affects objects visibility and adjusts to it
before evaluating the rest of the graph.

There is some time penalty to this, but there does not seem to be a
way to fully avoid this penalty.

With the production shot from the heist project the FPS drops by a
tenth of a frame (~9.4 vs ~9.3 fps) when adding a driver to an object
which keeps it visible. Note that this is a bit hard to measure since
the FPS fluctuates quite a bit throughout the playback. On the other
hand, having a driver on a visibility of a heavy object from character
and setting visibility to false gives big speedup.

Also worth noting that there is no penalty at all when there are no
animated visibilities in the scene.

Differential Revision: https://developer.blender.org/D15498
This commit is contained in:
2022-07-20 10:04:02 +02:00
parent 4089b7b80b
commit 0dcee6a386
17 changed files with 348 additions and 129 deletions

View File

@@ -69,7 +69,8 @@ void IDNode::init(const ID *id, const char *UNUSED(subdata))
customdata_masks = DEGCustomDataMeshMasks();
previous_customdata_masks = DEGCustomDataMeshMasks();
linked_state = DEG_ID_LINKED_INDIRECTLY;
is_directly_visible = true;
is_visible_on_build = true;
is_enabled_on_eval = true;
is_collection_fully_expanded = false;
has_base = false;
is_user_modified = false;
@@ -138,8 +139,8 @@ string IDNode::identifier() const
BLI_snprintf(orig_ptr, sizeof(orig_ptr), "%p", id_orig);
BLI_snprintf(cow_ptr, sizeof(cow_ptr), "%p", id_cow);
return string(nodeTypeAsString(type)) + " : " + name + " (orig: " + orig_ptr +
", eval: " + cow_ptr + ", is_directly_visible " +
(is_directly_visible ? "true" : "false") + ")";
", eval: " + cow_ptr + ", is_visible_on_build " +
(is_visible_on_build ? "true" : "false") + ")";
}
ComponentNode *IDNode::find_component(NodeType type, const char *name) const
@@ -188,7 +189,7 @@ IDComponentsMask IDNode::get_visible_components_mask() const
{
IDComponentsMask result = 0;
for (ComponentNode *comp_node : components.values()) {
if (comp_node->affects_directly_visible) {
if (comp_node->possibly_affects_visible_id) {
const int component_type_as_int = static_cast<int>(comp_node->type);
BLI_assert(component_type_as_int < 64);
result |= (1ULL << component_type_as_int);