Helps in cases of not very complex scenes and lots of system threads available.
A bit hard to measure change on it's own, it works best with the upcoming
changes and gives measurable improvements.
Now all the fine-tuning is happening using parallel range settings structure,
which avoid passing long lists of arguments, allows extend fine-tuning further,
avoid having lots of various functions which basically does the same thing.
Not only this helps merges form master to the branch, but also:
- Allows us to production-check changes as soon as possible.
- Avoids some unnecessary editors update about ID changes.
- Adds small optimization on queue size by always keeping one of the pointers
outside of the queue.
Currently this is a no-visible-changes change, but the idea is to use this
dedicated flag to tell which exact components of ID changed, make it more
granular than just OBJECT and OBJECT_DATA. Allow setting this field based
on what components new dependency graph flushed on evaluation.
Was rather weird and only used for time source. It is simpler to make depsgraph
to keep track of time source directly.
No need to introduce extra entitites without actual need.
The idea of the change is to avoid queue growing too long
and handle all the operations as quick as possible.
Gives about 3% speedup on one of the barber shots here.
This reverts commit 47d0d9cca4.
Reverting the commit. Not only it did not solve all the cases of proxy popping,
but also broke real cases with single proxy involved.
Makes behavior of proxy_from backlink working similar to the old dependency graph.
it's nasty, but needed here in the studio to get proxies fixes ASAP.
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.