For now the "Simulation" modifier only exists for point cloud objects, because
we need this for the particle system. Right now, the modifier is doing nothing.
There is a new `DEG_add_simulation_relation` function that is used
by the modifier to make sure that the simulation is evaluated before
the modifier is executed.
Reviewers: brecht, sergey
Differential Revision: https://developer.blender.org/D7549
Surrounding includes with an 'extern "C"' block is not necessary anymore.
Also that made it harder to add any C++ code to some headers, or include headers
that have "optional" C++ code like `MEM_guardedalloc.h`.
I tested compilation on linux and windows (and got help from @LazyDodo).
If this still breaks compilation due to some linker error, the header containing
the symbol in question is probably missing an 'extern "C"' block.
Differential Revision: https://developer.blender.org/D7653
Unused no-op operation nodes are not bound to a callback function, and
have no outgoing relations. Incoming relations of such nodes are removed
since ff60dd8b18. However, this was done
too broadly, causing too many relations to be lost and indirectly linked
objects to be unevaluated.
This commit introduces a `DEPSOP_FLAG_FAKE_USER` flag for operation
nodes, which indicates they are not to be removed, even when they appear
to be unused.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D7074
This is the companion of D7031. That patch adds a new DIMENSIONS node to
the depsgraph for each object that has geometry. However, this node is
only necessary when there are drivers using an object's dimensions as
variable. Since this is rare, it's easiest to remove these nodes after
they turn out to be unnecessary. This is what (almost) happens in this
patch.
Removing nodes from the depsgraph is hard, and there are no functions to
do this yet. Instead, this patch recursively removes all the incoming
relations from unused no-op nodes (i.e. no-op operation nodes without
outgoing connections). Actually removing the nodes will be left as a
future improvement.
I've tested this on a Spring file [1]. Here are there results of blender
--debug-depsgraph-time spring_02_055_A.eevee.blend and letting it run
for a while to stabilise the reported FPS:
master: 11.7 FPS
Just D7031: 11.7 FPS
Just D7033: 11.8 FPS
Both D7031 + D7033: 12.3 FPS
[1] https://cloud.blender.org/p/spring/5d30a1076249366fa1939cf1
Differential Revision: https://developer.blender.org/D7033
This fixes a threading issue (T73593) between drivers that write to the
same memory address. Driver nodes in the depsgraph now get relations to
each other in order to ensure serialisation.
These relations are only added between drivers that target the same
struct in RNA, which is determined by removing everything after the last
period. For example, a driver with data path
`pose.bones["Arm_L"].rotation_euler[2]` will be grouped with all other
drivers on that datablock with a data path that starts with
`pose.bones["Arm_L"]` to form a 'driver group'.
To find a suitable relation within such a driver group, say the relation
(from → to), a depth-first search is performed (turned out to be
marginally faster than a breadth-first in my test case) to see whether
this will create a cycle, and to see whether there already is such a
connection (direct or transitive). This is done by recursively
inspecting the incoming connections of the 'to' node and thereby walking
from it towards the 'from' node. This is an order of magnitde faster
than inspecting the outgoing connections of the 'from' node.
This approach generalises the special case for array properties, so the
code to support that special case has been removed from
`DepsgraphRelationBuilder::build_animdata_drivers()`.
A test on the Spring rig [1] shows that this process adds approximately
8% to the build time of the dependency graph. In my test case, it takes
28 ms for this process on a total 329 ms construction time. However,
since it also made some code obsolete, it only adds 24 ms (=8%) to the
construction time. I have experimented with a simple cache to keep track
of known-connected (from, to) node pairs, but this did not significantly
improve the timing.
Note that animation data and drivers are already connected by a
relation, which means that animating a field and also changing it with a
driver will not cause conflicts.
[1] https://cloud.blender.org/p/spring/5d30a1076249366fa1939cf1
Differential Revision: https://developer.blender.org/D6905
Reviewed By: sergey, mont29
Was only using first ID instead of all of them.
Might have been causing issues when updating motion paths of
multiple objects.
Spotted by Jack C, thanks!
The title explains it all actually: this commit introduces special
dependency graph builder API which builds graph which is sufficient
to evaluate given set of IDs.
The static mesh issue described in T65816 has been resolved by @Sergey
in T60094.
This commit fixes the last bit of the puzzle, which was two-fold:
- A missing depsgraph update when setting `orig_object.data = new_mesh`
from Python. Thanks @Sergey for providing the fix :)
- Properly locking the interface while exporting. This prevents crashes
as described in T60094. The previous approach of calling
`BKE_spacedata_draw_locks()` was not enough.
Currently unused, but will allow to keep of an owner of the depsgraph.
Could also simplify other APIs in the future by avoiding to pass bmain
explicitly to relation update functions and things like that.
Part of the issue was caused by missing speaker objects in the depsgraph
used for post-processing.
Remaining part was caused by missing scene sound update for this depsgraph.
Respect do_time flag in on_visible_update, matching behavior of old
dependency graph and avoids unwanted animation updates.
Reviewers: brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D5026
This change makes it so sound handles are created for evaluated scene,
sequencer and speakers. This allows to have properly evaluated animation
on them.
For the viewport playback sound uses regular dependency graph.
For the final render sound uses dependency graph created for render pipeline,
which now also contains sequencer and sound datablocks.
All the direct sound update calls are replaced with corresponding dependency
graph recalc tag.
This is probably just one of the related issues.
Root of the problem was that compositor job was using original scene and node
tree for compositing. It is not guaranteed to have all the evaluated data.
Switched compositor job to use it's own render-pipeline-like dependency graph
which has everything evaluated in it.
Reviewers: brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D4998
This change makes it so a minimal dependency graph which only includes
compositor and sequencer is built for the render pipeline purposes.
Tricky part here is that it's only compositor itself and sequencer who
to use this dependency graph and IDs from it. Render engines are still
to be provided original IDs because:
- They will create dependency graph for the given scene, and currently
it is not possible to create dependency graph from CoW scene.
- IDs from the compositor/sequencer dependency graph are "stripped",
as in, they wouldn't have all view layers, collections or objects
required for proper final render.
This creates annoying mess of mixing evaluated and original scene
access in various parts of the pipeline.
Fixes T63927: Compositing nodes - drivers don't really work
Reviewers: brecht
Maniphest Tasks: T63927
Differential Revision: https://developer.blender.org/D4911
This happened to be a bigger rabbit hole to hell than it originally seemed,
and there are higher priority design tasks to be handled (at this point high
priority design task is more important than high priority bug fix).
After talking to Brecht the decision was made to revert to the known isolated
issue, which will allow everyone in the studio work same as prior to last
Friday.
The remaining bits will be worked on after all the design tasks are out of
the way.
This commit reverts:
4cdb4b9532 Fix T64161: Crashing using undo and multiple windows
064273a4ae Sound: Port more cases to be a part of dependency graph
2e582f8ab5 Sound: Fix access wrong dependency graph
5fc49d9c91 Sound: add stubs to build without audaspace
c68c81a870 Sound: Make sure spin lock is initialized for new sound datablocks
c02534469a Sound: Delay creating sound scene handle for until is needed
9f681bea68 Fix T64144: Crash when displaying audio waveforms in VSE
2f79286453 Cleanup: unused vars
bed8ad6f95 Fix crash in background rendering after recent sound changes
773691310f Fix T64143: Crash when scrubbing in the graph editor
888852055c Sound: Fix for being unable to jump to a frame during playback with A/V sync
6ab7b38464 Sound: More fixes for access of original scene
35db119545 Sound: Fix access original scene during playback
211c4fd2e9 Depsgraph: Make comment about evaluation more obvious
c5fe16e121 Sound: Make sound handles only be in evaluated datablocks
b4e1e0946b Depsgraph: Preserve sound and audio pointers through copy-on-write
4eedf784b0 Depsgraph: Store original sequencer strip pointer
6990ef151c Sound: Move evaluation to dependency graph
d02da8de23 Sound: Delay opening handlers for until really needed
3369b82891 Depsgraph: Add scene audio component
e8f10d6475 Depsgraph: Tag sequencer for update on changes
6e4b7a6e4d Depsgraph: Initial work to cover sequencer
17447ac5a6 Depsgraph: Make sound ID part of the graph
Just adds sequencer operation and links possible sound ID to it.
No functional changes, just moving towards sound system integration
into the dependency graph.
Allows to speed up lookups like "is property FOO of data BAR animated".
Can be used to optimize object's visibility check, but also allows to
check animation on bones without too much of time penalty.
The cache is shared between both nodes and relations builder.
Currently is not used, just a boilerplate for an upcoming changes in
an actual logic.
Convention was not to but after discussion on 918941483f we agree its
best to change the convention.
Names now mostly follow RNA.
Some exceptions:
- Use 'nodetrees' instead of 'nodegroups'
since the struct is called NodeTree.
- Use 'gpencils' instead of 'grease_pencil'
since 'gpencil' is a common abbreviation in the C code.
Other exceptions:
- Leave 'wm' as it's a list of one.
- Leave 'ipo' as is for versioning.
We already have different storages for cddata of verts, edges etc.,
'simply' do the same for the mask flags we use all around Blender code
to request some data, or limit some operation to some layers, etc.
Reason we need this is that some cddata types (like Normals) are
actually shared between verts/polys/loops, and we don’t want to generate
clnors everytime we request vnors!
As a side note, this also does final fix to T59338, which was the
trigger for this patch (need to request computed loop normals for
another mesh than evaluated one).
Reviewers: brecht, campbellbarton, sergey
Differential Revision: https://developer.blender.org/D4407
This is what modifiers are to use to indicate that they depend
on a transformation of the object itself.
Currently should be no functional changes, but in the future
this will allow to easily change transform operation depending
on whether there is a simulation associated with the object.
BF-admins agree to remove header information that isn't useful,
to reduce noise.
- BEGIN/END license blocks
Developers should add non license comments as separate comment blocks.
No need for separator text.
- Contributors
This is often invalid, outdated or misleading
especially when splitting files.
It's more useful to git-blame to find out who has developed the code.
See P901 for script to perform these edits.
Some summary of changes:
- Don't use DEG prefix for types and enumerator values:
the code is already inside DEG namespace.
- Put code where it locally belongs to: avoid having one
single header file with all sort of definitions in it.
- Take advantage of modern C++11 enabled by default.
Move all mask-related fields from Object and OperationDepsNode
to Object_Runtime and IDDepsNode. Auto-apply DEG_TAG_GEOMETRY
if the mask changes after DEG rebuild. Update DEG API and all
code that uses it.
This fixes "source mesh data is not ready" errors from Data
Transfer modifier when parameters are changed in the UI after
the recent mesh_get_eval_final fix.
Reviewers: sergey
Differential Revision: https://developer.blender.org/D4025
Among all the lines moved around, the general idea is quite simple.
Actually, there are two ideas implemented there.
First one, is when object itself is tagged for update, we tag its
point cache component for evaluation, which makes it so point cache
is properly reset. We do it implicitly because otherwise we'll need
to go everywhere and add explicit tag in almost all the properties.
Second thing is, we link all collider and force fields to a point
cache component using special type of link. This type of link only
allows flush if change is caused by a user update. This way reset
does not happen when change is caused due to animation, but will
properly happen when user causes indirect change to the objects
which are part of physics simulation.
- Use the original ID pointer for lookup in DEG_get_eval_flags_for_id.
- When the flags change after a DEG rebuild, tag the object for update.
- Instead of mixing int and short in different places, use uint32_t.
This fixes text not updating when a Follow Curve reference is set.
There were a few copies of the same few lines in depsgraph build code,
so it seems to be logical to introduce a function for it, and make it
accessible from C code for completeness.
As an example, register the mask needs of the Data Transfer modifier.
To find all effectors in the scene, we need to loop over all objects.
Doing this during depsgraph evaluation caused crashes because not all
objects are guaranteed to be evaluated yet.
To fix this, we now cache the relations as part of the dependency graph
build. As a bonus this also makes evaluation faster for big scenes,
since looping over all objects for each particle system is slow.
Fixes T55156.
After discussion with Sergey and Dalai, we have decided to remove
this option completely. We're getting to the point where it is almost
impossible to really use 2.8 without COW, and keeping the old option
running ends up diverting dev resources away towards tracking down
and fixing problems with a parallel system that will be going away.
OVERVIEW
* In 2.7 terminology, all layers and groups are now collection datablocks.
* These collections are nestable, linkable, instanceable, overrideable, ..
which opens up new ways to set up scenes and link + override data.
* Viewport/render visibility and selectability are now a part of the collection
and shared across all view layers and linkable.
* View layers define which subset of the scene collection hierarchy is excluded
for each. For many workflows one view layer can be used, these are more of an
advanced feature now.
OUTLINER
* The outliner now has a "View Layer" display mode instead of "Collections",
which can display the collections and/or objects in the view layer.
* In this display mode, collections can be excluded with the right click menu.
These will then be greyed out and their objects will be excluded.
* To view collections not linked to any scene, the "Blender File" display mode
can be used, with the new filtering option to just see Colleciton datablocks.
* The outliner right click menus for collections and objects were reorganized.
* Drag and drop still needs to be improved. Like before, dragging the icon or
text gives different results, we'll unify this later.
LINKING AND OVERRIDES
* Collections can now be linked into the scene without creating an instance,
with the link/append operator or from the collections view in the outliner.
* Collections can get static overrides with the right click menu in the outliner,
but this is rather unreliable and not clearly communicated at the moment.
* We still need to improve the make override operator to turn collection instances
into collections with overrides directly in the scene.
PERFORMANCE
* We tried to make performance not worse than before and improve it in some
cases. The main thing that's still a bit slower is multiple scenes, we have to
change the layer syncing to only updated affected scenes.
* Collections keep a list of their parent collections for faster incremental
updates in syncing and caching.
* View layer bases are now in a object -> base hash to avoid quadratic time
lookups internally and in API functions like visible_get().
VERSIONING
* Compatibility with 2.7 files should be improved due to the new visibility
controls. Of course users may not want to set up their scenes differently
now to avoid having separate layers and groups.
* Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero
files. There's a few things which are know to be not quite compatible, like
nested layer collections inside groups.
* The versioning code for 2.8 files is quite complicated, and isolated behind
#ifdef so it can be removed at the end of the release cycle.
KNOWN ISSUES
* The G-key group operators in the 3D viewport were left mostly as is, they
need to be modified still to fit better.
* Same for the groups panel in the object properties. This needs to be updated
still, or perhaps replaced by something better.
* Collections must all have a unique name. Less restrictive namespacing is to
be done later, we'll have to see how important this is as all objects within
the collections must also have a unique name anyway.
* Full scene copy and delete scene are exactly doing the right thing yet.
Differential Revision: https://developer.blender.org/D3383https://code.blender.org/2018/05/collections-and-groups/