Continuation of the D13404 which finished the design of not having
geometry-level nodes dependent on object-level.
Differential Revision: https://developer.blender.org/D13405
Goals of this refactor:
* More unified approach to updating everything that needs to be updated
after a change in a node tree.
* The updates should happen in the correct order and quadratic or worse
algorithms should be avoided.
* Improve detection of changes to the output to avoid tagging the depsgraph
when it's not necessary.
* Move towards a more declarative style of defining nodes by having a
more centralized update procedure.
The refactor consists of two main parts:
* Node tree tagging and update refactor.
* Generally, when changes are done to a node tree, it is tagged dirty
until a global update function is called that updates everything in
the correct order.
* The tagging is more fine-grained compared to before, to allow for more
precise depsgraph update tagging.
* Depsgraph changes.
* The shading specific depsgraph node for node trees as been removed.
* Instead, there is a new `NTREE_OUTPUT` depsgrap node, which is only
tagged when the output of the node tree changed (e.g. the Group Output
or Material Output node).
* The copy-on-write relation from node trees to the data block they are
embedded in is now non-flushing. This avoids e.g. triggering a material
update after the shader node tree changed in unrelated ways. Instead
the material has a flushing relation to the new `NTREE_OUTPUT` node now.
* The depsgraph no longer reports data block changes through to cycles
through `Depsgraph.updates` when only the node tree changed in ways
that do not affect the output.
Avoiding unnecessary updates seems to work well for geometry nodes and cycles.
The situation is a bit worse when there are drivers on the node tree, but that
could potentially be improved separately in the future.
Avoiding updates in eevee and the compositor is more tricky, but also less urgent.
* Eevee updates are triggered by calling `DRW_notify_view_update` in
`ED_render_view3d_update` indirectly from `DEG_editors_update`.
* Compositor updates are triggered by `ED_node_composite_job` in `node_area_refresh`.
This is triggered by calling `ED_area_tag_refresh` in `node_area_listener`.
Removing updates always has the risk of breaking some dependency that no
one was aware of. It's not unlikely that this will happen here as well. Adding
back missing updates should be quite a bit easier than getting rid of
unnecessary updates though.
Differential Revision: https://developer.blender.org/D13246
- Added space below non doc-string comments to make it clear
these aren't comments for the symbols directly below them.
- Use doxy sections for some headers.
Ref T92709
The are few things in the dependency graph which lead to the issue:
- IDs are only built once.
- Object-data level (Armature, i,e,) builder dependent on the object
visibility.
This caused issues when an armature is first built as not directly
visible (via driver, i.e.) and then was built as a directly visible.
This did not update visibility flag on the node for the custom shape
object.
The idea behind the fix is to go away form passing object visibility
flag to the geometry-level builders and instead rely on the common
visibility flush post-processing to make sure certain objects are
fully visible when needed.
This is the safest minimal part of the change for 3.0 release which
acts as an additional way to ensure visibility. This means that it
might not be a complete fix (if some configuration was overseen) but
it should not make currently working cases to not work.
The fix should also make modifiers used on rigify widgets to work.
The more complete fix will have `is_object_visible` argument removed
from the geometry-level builder functions.
Differential Revision: https://developer.blender.org/D13404
During a mesh transformation in edit mode (Move, Rotate...), only part of
the batch cache needs to be updated.
This commit allows only update only the drawn batches seen in
`BKE_object_data_eval_batch_cache_deform_tag` if the new
`ID_RECALC_GEOMETRY_DEFORM` flag is used.
This new flag is used in the transforms operation for edit-mesh and
results in 1.6x overall speedup in heavy subdiv cube.
Differential Revision: https://developer.blender.org/D11599
This resolves a bottleneck where every update while transforming
copied the entire mesh data-block, which isn't needed as the edit-mesh
is the source of the data being edited.
Testing shows a significant overall speedup when transforming:
- ~1.5x with a subdivided cube 1.5 million vertices.
- ~3.0x with the spring mesh (edit-mode with modifiers disabled,
duplicated 10x to drop performance).
Reviewed By: sergey
Ref D11337
Avoid computationally expensive copying operations
when only some settings have been modified.
This is done by adding support for updating parameters
without tagging for copy-on-write.
Currently only mesh data blocks are supported,
other data-blocks can be added individually.
This prepares for changing values such as edit-mesh auto-smooth angle
in edit-mode without duplicating all mesh-data.
The benefit will only be seen when the user interface no longer tags
all ID's for copy on write updates.
ID_RECALC_GEOMETRY_ALL_MODES has been added to support situations
where non edit-mode geometry is modified in edit-mode.
While this isn't something user are likely to do,
Python scripts may change the underlying mesh.
Reviewed By: sergey
Ref D11377
Some persistent data code was disable due to a deeper design issue, which
meant some updates were not communicated to renderers.
Dependency graph updates work in two passes, once where Blender scene
animation updates are done, then app handler scripts can run to make further
scene modifications, and then the depsgraph is updated again to take those
into account.
Previously the viewport would update renderers twice when such app handler
scripts were present. Now both viewport and persistent data rendering update
the renderers only once, accumulating updates from both passes.
This removes a lot of unnecessary code that is generated by
the compiler automatically.
In very few cases, a defaulted destructor in a .cc file is
still necessary, because of forward declarations in the header.
I removed some defaulted virtual destructors, because they are not
necessary, when the parent class has a virtual destructor already.
Defaulted constructors are only necessary when there is another
constructor, but the class should still be default constructible.
Differential Revision: https://developer.blender.org/D10911
The root of the issue was caused by the dependency graph using ID pointer
to map evaluated state from old depsgraph to new one upon relations update.
This was failing when IDs were re-allocated rapidly: was possible that
Object ID's evaluated state assigned to Mesh and vice versa.
Now depsgraph uses Session UUID to identify which IDs to restore evaluated
state to. The session UUID is stored in the IDNode, so that id_orig is not
dereferenced on depsgraph update since the ID might be freed.
The root of the issue is identified by Campbell, original patch was done
by Bastien, thanks! Also thanks to Oliver and Ray and everyone else for
testing!
Corrects incorrect usage of contraction for 'it is', when possessive 'its' was required.
Differential Revision: https://developer.blender.org/D9250
Reviewed by Campbell Barton
This reverts {rB1693a5efe91999b60b3dc0bdff727473b3bd00bb}
and implements an alternative solution.
The old patch had the problem that the depsgraph would always
evaluate at the current frame of the original scene (even when
`DEG_evaluate_on_framechange` was used). Now it is possible
to evaluate the depsgraph at a specific frame without having to
change the original scene.
Reviewers: sergey, sybren
Differential Revision: https://developer.blender.org/D8616
This updates the usage of integer types in code I wrote according to our new style guides.
Major changes:
* Use signed instead of unsigned integers in many places.
* C++ containers in blenlib use `int64_t` for size and indices now (instead of `uint`).
* Hash values for C++ containers are 64 bit wide now (instead of 32 bit).
I do hope that I broke no builds, but it is quite likely that some compiler reports
slightly different errors. Please let me know when there are any errors. If the fix
is small, feel free to commit it yourself.
I compiled successfully on linux with gcc and on windows.
Having a sound strip in the VSE caused a missing relation error to be
logged on the console. This was caused by the AUDIO depsgraph component
not having an entry node. This commits adds that node, and sets up
relations correctly.
Differential Revision: https://developer.blender.org/D8290
Reviewed By: Sergey
A driver reading `Object.hide_viewport` would break when that object was
hidden. Hidden objects don't have the `OBJECT_BASE_FLAGS` node in the
depsgraph, but that node was required for the driver to work.
Now the `OBJECT_FROM_LAYER` component (which optionally contains the
`OBJECT_FROM_LAYER` node) has explicit `ENTRY` and `EXIT` nodes, which
are used for relations with other components. These relations now remain
valid, even when the `OBJECT_FROM_LAYER` node is absent.
Differential Revision: https://developer.blender.org/D8124
Reviewed By: sergey
We decided that `blender::Vector` should be the default choice for
a vector data structure in Blender.
Reviewers: sergey
Differential Revision: https://developer.blender.org/D7981
The main focus here was to improve the docs significantly. Furthermore,
I reimplemented `Set`, `Map` and `VectorSet`. They are now (usually)
faster, simpler and more customizable. I also rewrote `Stack` to make
it more efficient by avoiding unnecessary copies.
Thanks to everyone who helped with constructive feedback.
Approved by brecht and sybren.
Differential Revision: https://developer.blender.org/D7931
Lamps were not tagged with `ID_RECALC_SHADING` when they were updated
from drivers. As a result, Cycles considered the lamp as unchanged. This
is resolved by having a (seemingly non-functional) callback in a new
`LIGHT_UPDATE` depsgraph node.
This patch unconditionally adds the `LIGHT_UPDATE` node + the relation
from the lamp's PARAMETERS node.
Differential Revision: https://developer.blender.org/D7822
Reviewed by: brecht
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