Commit Graph

40 Commits

Author SHA1 Message Date
65c71fc410 Depsgraph: Provide more information about component 2018-09-24 15:55:02 +02:00
afb4da6650 Despgraph: Keep track of per-component visibility
The idea of those flags is to avoid evaluation of operations
which are not needed to bring visible objects to an up to date
state.

Previously, dependency graph attempted to do combine those
into an ID level flag. In practice it proved to be rather
tricky, since there could be dependency cycles on ID level
which will not exist on component level.
2018-09-19 16:10:12 +02:00
cc061d349b Depsgraph: Connect duplicating geometry to duplicator
This allows to force duplicated object to be fully evaluated for
display/draw.

Previously only transform component of duplicated object was
forced to become evaluated.
2018-09-19 16:10:12 +02:00
7c47b338c0 Depsgraph: Don't force copy-on-write when shading changes
Shading is supposed to be dealing with draw manager batch cached
thingamajigs, but was causing full object update.

This was causing both flickering in sculpt mode (PBVH was removed,
why it was SOMETIMES restored before draw is a mystery), and was
also causing things to be really slow.
2018-07-04 16:44:44 +02:00
00eeb05f4c Depsgraph: Make certain components NOT tag copy-on-write when they are tagged
Currently done for mesh batch cache update, and for base flags sync.
Those components do not need anything from original object, and hence
can skip CoW tag and have faster update after them used.
2018-06-14 16:04:09 +02:00
42d8872014 Depsgraph: Use dedicated ocmponent for object's base flags flush 2018-06-14 16:04:09 +02:00
34ab90f546 Depsgraph: remove EvaluationContext, pass Depsgraph instead.
The depsgraph was always created within a fixed evaluation context. Passing
both risks the depsgraph and evaluation context not matching, and it
complicates the Python API where we'd have to expose both which is not so
easy to understand.

This also removes the global evaluation context in main, which assumed there
to be a single active scene and view layer.

Differential Revision: https://developer.blender.org/D3152
2018-04-16 19:55:33 +02:00
9f0d067c2e Merge branch 'master' into blender2.8 2017-12-21 11:17:34 +01:00
0ed3a72012 Depsgraph: Remove unused component context functions 2017-12-21 10:37:00 +01:00
a52452c043 Merge branch 'master' into blender2.8 2017-12-20 16:40:49 +01:00
3474db4b37 Depsgraph: Move ID node to own file 2017-12-20 16:35:48 +01:00
90021402e2 Merge branch 'master' into blender2.8 2017-12-18 16:51:05 +01:00
443789d7c6 Depsgraph: Add facilities to store what ID recalc flag component corresponds to
The idea is to de-duplicate logic in DEG_id_tag_update() and flushing where we
need to translate depsgraph tag or component type to ID level recalc flag.

Currently unused, but is required for Blender 2.8.
2017-12-18 16:46:32 +01:00
c546fb9e85 Merge branch 'master' into blender2.8 2017-11-24 15:40:53 +01:00
d8f33fc818 Depsgraph: Make has_ prefixed function to return boolean 2017-11-24 15:26:54 +01:00
93e8a045df Depsgraph: Introduce explicit method which finds operation or returns NULL 2017-11-24 15:24:33 +01:00
68654c0be5 Depsgraph: Make more clear what find_operation() is doing for component 2017-11-24 15:21:50 +01:00
a5d763a11e Depsgraph: Use depsgraph to handle edit mode selection
This is crucial bit since batch cache is stored in the evaluated object,
meaning we can't tag it's hatch cache dirty from the notifier system.
Not easily at least. Better to leave this job to depsgraph, it knows
all the copies of data.
2017-11-24 10:19:48 +01:00
35e8138c95 Merge branch 'master' into blender2.8 2017-11-23 15:26:53 +01:00
75a87abdc9 Depsgraph: Cleanup, deduplicate code around component registration 2017-11-23 15:23:19 +01:00
fbcf05f443 Depsgraph: Copy-on-write component does not depend on itself 2017-08-30 11:15:58 +02:00
f846846941 Depsgraph: Fix missing updates when tweaking node tree parameters
The is following: split copy on write update for node trees, and if we are only
tagging for uniform buffer update we skip whole datablock copy and only invoke
copy default_values form original nodetree to a copied one.

Thing which i'm not sure is: whether we need to use different branches in graph
itself to control such a conditional behavior, or whether we need to store tag
somewhere in the dependency graph. There are obviously cons and pros in both
approaches, and need to think about this. Maybe with more examples it becomes
more obvious which way is better.

This only fixes manual tweaks for now, animation support is coming.
2017-08-29 12:58:55 +02:00
802027f3f8 Depsgraph: Initial groundwork for copy-on-write support
< Dependency graph Copy-on-Write >
 --------------------------------
        \   ^__^
         \  (oo)\_______
            (__)\       )\/\
                ||----w |
                ||     ||

This is an initial commit of Copy-on-write support added to dependency graph.
Main priority for now: get playback (Alt-A) and all operators (selection,
transform etc) to work with the new concept of clear separation between
evaluated data coming from dependency graph and original data coming from
.blend file (and stored in bmain).

= How does this work? =

The idea is to support Copy-on-Write on the ID level. This means, we duplicate
the whole ID before we cann it's evaluaiton function. This is currently done
in the following way:

- At the depsgraph construction time we create "shallow" copy of the ID
  datablock, just so we know it's pointer in memory and can use for function
  bindings.

- At the evaluaiton time, the copy of ID get's "expanded" (needs a better
  name internally, so it does not conflict with expanding datablocks during
  library linking), which means the content of the datablock is being
  copied over and all IDs are getting remapped to the copied ones.

  Currently we do the whole copy, in the future we will support some tricks
  here to prevent duplicating geometry arrays (verts, edges, loops, faces
  and polys) when we don't need that.

- Evaluation functions are operating on copied datablocks and never touching
  original datablock.

- There are some cases when we need to know non-ID pointers for function
  bindings. This mainly applies to scene collections and armatures. The
  idea of dealing with this is to "expand" copy-on-write datablock at
  the dependency graph build time. This might introduce some slowdown to the
  dependency graph construction time, but allows us to have minimal changes
  in the code and avoid any hash look-up from evaluation function (one of
  the ideas to avoid using pointers as function bindings is to pass name
  of layer or a bone to the evaluation function and look up actual data based
  on that name).

  Currently there is a special function in depsgraph which does such a
  synchronization, in the future we might want to make it more generic.

At some point we need to synchronize copy-on-write version of datablock with
the original version. This happens, i.e., when we change active object or
change selection. We don't want any actual evaluation of update flush happening
for such thins, so now we have a special update tag:

  DEG_id_tag_update((id, DEG_TAG_COPY_ON_WRITE)

- For the render engines we now have special call for the dependency graph to
  give evaluated datablock for the given original one. This isn't fully ideal
  but allows to have Cycles viewport render.

  This is definitely a subject for further investigation / improvement.

This call will tag copy-on-write component tagged for update without causing
updates to be flushed to any other objects, causing chain reaction of updates.
This tag is handy when selection in the scene changes.

This basically summarizes ideas underneath this commit. The code should be
reasonably documented.

Here is a demo of dependency graph with all copy-on-write stuff in it:

  https://developer.blender.org/F635468

= What to expect to (not) work? =

- Only meshes are properly-ish aware of copy-on-write currently, Non-mesh
  geometry will probably crash or will not work at all.

- Armatures will need similar depsgraph built-time expansion of the copied
  datablock.

- There are some extra tags / relations added, to keep things demo-able but
  which are slowing things down for evaluation.

- Edit mode works for until click selection is used (due to the selection
  code using EditDerivedMesh created ad-hoc).

- Lots of tools will lack tagging synchronization of copied datablock for
  sync with original ID.

= How to move forward? =

There is some tedious work related on going over all the tools, checking
whether they need to work with original or final evaluated object and make
the required changes.

Additionally, there need synchronization tag done in fair amount of tools
and operators as well. For example, currently it's not possible to change
render engine without re-opening the file or forcing dependency graph for
re-build via python console.

There is also now some thoughts required about copying evaluated properties
between objects or from collection to a new object. Perhaps easiest way
would be to move base flag flush to Object ID node and tag new objects for
update instead of doing manual copy.

here is some WIP patch which moves such evaluaiton / flush:

  https://developer.blender.org/F635479

Lots of TODOs in the code, with possible optimization.

= How to test? =

This is a feature under heavy development, so obviously it is disabled by
default. The only reason it goes to 2.8 branch is to avoid possible merge
hell.

In order to enable this feature use WITH_DEPSGRAPH_COPY_ON_WRITE CMake
configuration option.
2017-06-19 13:21:44 +02:00
7cfa6094ab Merge branch 'master' into blender2.8 2017-06-13 15:11:58 +02:00
6becdf5d00 Depsgraph: Pass function bindings by const reference
Avoids using copy-constructor invoked every time we pass function
to the builder functions.

Should lower number of CPU ticks spent during DEG construction.
2017-06-13 15:10:29 +02:00
237e17a957 Merge branch 'master' into blender2.8 2017-06-01 16:31:56 +02:00
df7d38c111 Depsgraph: Remove operation types enum
Was only used to indicate entry/exit operation of component,
which is now done explicitly. No reason to keep something which
is unused and confusing.
2017-06-01 16:22:35 +02:00
a72daea36e Depsgraph: use explicit marking of component entry/exit operations
This isn't used too often, and haivng such API will let us to skip
specifying operation type for all oeprations.
2017-06-01 16:22:35 +02:00
ba5b792dd9 Depsgraph: Remove all layer bit flags related checks
These bits became obsolete with the new layer system, so we can
simplify some code around them or avoid existing workarounds which
were trying to keep things working for them.

There are still work needed to be done for on_visible_change to
avoid unnecessary updates, but that can also happen later.
2017-04-05 11:39:30 +02:00
eba09b1520 Blender 2.8: Hook of layer collections evaluation in DEG
This moves selectability/visibility flag flush from some hardcoded
places in the code to depsgraph. This way it is possible to simply
tag depsgraph to update those flags and rest it'll do on its own.

Using depsgraph for such flush is an overkill: those flags are fully
static and can not be animated, so it doesn't really make sense to
hook only those to depsgraph.

However, in the future we will have overrides on collections, which
ideally would need to be animatable and drivable and easiest way
to support this is to do this on depsgraph level, so it ensures
proper order of evaluation for animation and drivers. And it seems
logical to do both overrides and flags flush from depsgraph from
this point of view.

This commit also includes the evaluation of IDProperty for collections,
which basically are just another form of override. So once we implement
the other kind of overrides the flushing and collection evaluation won't
change.

Patch by Sergey Sharybin and Dalai Felinto
2017-04-01 01:27:08 +02:00
109be7ed39 Depsgraph: Move class implementation from header to implementation files
This is more proper way to go:

- Avoids re-compilation of all dependent files when implementation changes
  without changed API,

- Linker should have much simpler time now de-duplicating and getting rid
  of redundant implementations.
2016-11-07 11:04:49 +01:00
287197c4e3 Depsgraph: Fully switch from string to const char*
This brings up to 10-20% depsgraph build time improvement in the layout
files from the studio repository.
2016-11-07 11:04:49 +01:00
c9eca0c6c9 Depsgraph: Add extra name tag for operation nodes
The idea here is to address issue that name on it's own is not
always unique: for example, when adding driver operations the
name used for nodes is the RNA path (and multiple drivers can
write to different array indices of the path). Basically, now
it's possible to pass extra integer value to distinguish
operations in such cases.

So now we've already switched from sprintf() to construct unique
operation name to pass RNA path and array index.

There should be no functional changes yet, but this work is
required for further work about replacing string with const
char*.
2016-11-07 11:04:49 +01:00
9331930345 Depsgraph: Remove unused function
A residue from times where we thought to do partial graph updates,
which we are not committing any time soon.
2016-11-07 11:04:49 +01:00
61050f75b1 Basic Alembic support
All in all, this patch adds an Alembic importer, an Alembic exporter,
and a new CacheFile data block which, for now, wraps around an Alembic
archive. This data block is made available through a new modifier ("Mesh
Sequence Cache") as well as a new constraint ("Transform Cache") to
somewhat properly support respectively geometric and transformation data
streaming from alembic caches.

A more in-depth documentation is to be found on the wiki, as well as a
 guide to compile alembic: https://wiki.blender.org/index.php/
User:Kevindietrich/AlembicBasicIo.

Many thanks to everyone involved in this little project, and huge shout
out to "cgstrive" for the thorough testings with Maya, 3ds Max, Houdini
and Realflow as well as @fjuhec, @jensverwiebe and @jasperge for the
custom builds and compile fixes.

Reviewers: sergey, campbellbarton, mont29

Reviewed By: sergey, campbellbarton, mont29

Differential Revision: https://developer.blender.org/D2060
2016-08-06 10:58:13 +02:00
40a0fa8a8f Depsgraph: Use proper unsigned int bitfield for layers flags 2016-07-26 10:45:07 +02:00
2465bd90d5 Cleanup: style, whitespace, doxy filepaths 2016-06-19 06:33:29 +10:00
c683c3805e Depsgraph: Remove unused code
Became obsolete after recent changes.
2016-06-08 17:33:04 +02:00
673fabbb64 Depsgraph: Fix wrong layers flush form children to parent
It was possible to have issues in cases when several child dependencies
goes to IDs with different layers. In this case order of flushing was not
really well defined, which could lead to cases when indirect dependency
via invisible object wouldn't work.

Need some sort of barrier to prevent scheduling of parent nodes for until
all children are done, but that's becoming quite nasty thing to implement.

Added a temp field to component for now. maybe it's not so crazy actually
and we might use it for evaluation as well, so we wouldn't flush updates
to components which does not affect visible stuff.
2016-05-30 12:35:03 +02:00
55b24bef55 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