This allows us to:
- Not mock around with tags stored in a global space,
and not to iterate over all datablocks in the database
to clear the tags.
- Properly deal with datablocks which might not be in main database.
While it sounds crazy, it might be handy when dealing with preview,
or some partial scene updates, such as motion paths.
- Avoids majority of places where depsgraph construction needed bmain.
This is something what could help in blender2.8 branch.
From tests with production file here did not see any measurable slowdown.
Hopefully, there is no functional changes :)
It is not possible to address transform at particular position of constraint
stack, and when constraint is being addressed is usually from driver variable.
This fixes some of dependency cycles reported in T54083.
This is kind of doesn't matter where macro itself is defined.
We should stick to the following:
- If some macro is actually more an inline function, follow regular
function name conventions.
- If macro is a macro, type it in capitals. Use module prefix if that
helps readability or it if helps avoiding accidents.
One thing i'm not fully happy with is all this is_same_* functions. Need to
get rid of this by probably adding explicit entry/init/whatever nodes and
maybe making node criteria aware of whether key will be used as "from" or
as "to" node.
The idea is to allow iterating over ID nodes in exact order of their
construction, and in order which will not change dependent on memory
pointers or anything.
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.
We can't use a single component here, sine it might consist of multiple
operations. So, for example, having driver operation will confuse targets
of another driver.
This commit effectively reverts fix T45702 done in 067fe2719a.
Reasoning:
- Blender Internal is being replaced with Eevee, and will be removed entirely
rather soon.
- All render engines are planned to have own depsgraph, so such threading
conflicts should no longer be an issue.
- We don't want to spend time on porting workarounds for EOL things to a new
design. Less code -- faster the work :)
- If such notifications will end up needed for some other cases, we would
need to re-implement this a more proper depsgraph tagging/flushing and make
it to work with all copy-on-write datablocks and everything.
The RenderResult struct still has a listbase of RenderLayer, but that's ok
since this is strictly for rendering.
* Subversion bump (to 2.80.2)
* DNA low level doversion (renames) - only for .blend created since 2.80 started
Note: We can't use DNA_struct_elem_find or get file version in init_structDNA,
so we are manually iterating over the array of the SDNA elements instead.
Note 2: This doversion change with renames can be reverted in a few months. But
so far it's required for 2.8 files created between October 2016 and now.
Reviewers: campbellbarton, sergey
Differential Revision: https://developer.blender.org/D2927
This is a final step of having proper ownership. Now selecting different
layers in the "top bar" will actually do what this is expected to do.
Surely, there are still things to be done under the hood, that will happen
in a less intrusive way.
The idea is to allow iterating over ID nodes in exact order of their
construction, and in order which will not change dependent on memory
pointers or anything.
Before it was a compile time option which was not very easy to use or test. Now
the project is getting more mature, so very soon we will be able to call for a
public tests of limited features.
The copy-on-write (which includes animation, modifiers) is enabled using
--enable-copy-on-write command line argument.
This commit is a work forward having less updates during playback, which speeds
things up a lot here. The idea is simple: stop update all copy-on-write
datablocks (which implies full re-evaluation actually) on frame change and
re-use existing evaluated meshes as much as possible.
This brings playback speed to 24 fps on the dino test scene here. Performance
drops down a lot when armature is animated tho, but that's because of need of
tangent space calculation which we can't do much about from just a dependency
graph.
Hopefully this doesn't make copy-on-write too unstable, quick tests here are
surviving fine.