Avoids using copy-constructor invoked every time we pass function
to the builder functions.
Should lower number of CPU ticks spent during DEG construction.
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.
Was internally a no-op operation, which only caused extra work
to be done during depsgrpah traversal and evaluation, without
making any measurable improvement.
It was never actually used apart from being stored at a construciton time.
This caused some redundancy and ncertanty about which relation type to use
during construciton (often existing types were not close enough to particular
use case).
The idea is to accumulate all new tasks in a thread local queue
first without doing any thread synchronization (aka, locks and
conditional variables) and move those tasks to a scheduler queue
once they are all ready. This way we avoid per-task-pool lock
and only have one lock per bunch of tasks.
This is particularly handy when scheduling new dependency graph
node children. Brings FPS of cached simulation from the linked
below file from ~30 to ~50.
See documentation for BLI_task_pool_delayed_push_{begin, end}
and for TaskThreadLocalStorage::do_delayed_push.
Fixes T50027: Rigidbody playback and simulation performance regression with new depsgraph
Thanks Bastien for the review!
This way we always have predictable behavior, especially from the
performance point of view. Additionally, if some bottleneck is found
in stack implementation it'll be easier for us to address.
Was preventing update in 3DView etc. when changing something in the
World's NodeTree, especially annoying in blender2.8 branch (since legacy
depsgraph has been removed there), but also affecting master.
The change was initially needed for Blender 2.8 branch but the actual
function was reverted in there. So no reason to keep dead unused
placeholder in the dependency graph.
This reverts commit fd69ba2255.
This area is a subject of reconsideration, so for now used simplest
way possible -- ensure depsgraph's nodes have proper layer flags
when going in and out of local mode.
The thing i'm really starting to hate is the requirement to specify both
operation code and node type. Seems to be duplicated enums without real
need for that.
Suspended pools allows to push huge amount of initial tasks
without any threading synchronization and hence overhead.
This gives ~50% speedup of cached rigid body with file from
T50027 and seems to have no negative affect in other scenes
here.