Commit Graph

149 Commits

Author SHA1 Message Date
87c821ff26 Depsgraph: Flush flags from base to object as an evaluation step
Previously it was done during depsgraph iteration, which is not good at all,
since after evaluation nobody should really modify how object was evaluated.
2017-11-24 10:19:48 +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
6ee7a02558 Depsgraph: Tag evaluated mesh as such
Helps troubleshooting.
2017-11-21 15:33:48 +01:00
0debe33617 Depsgraph: Report pointer from object evaluation functions 2017-11-21 14:46:02 +01:00
88c88c4610 Fix T51210: Draw Manager: Support for Metaball Drawing
Differential Revision: D2914
2017-11-16 15:12:32 -02:00
91af8f2ae2 Merge branch 'master' into blender2.8
Conflicts:
	intern/cycles/device/device.cpp
	source/blender/blenkernel/intern/library.c
	source/blender/blenkernel/intern/material.c
	source/blender/editors/object/object_add.c
	source/blender/editors/object/object_relations.c
	source/blender/editors/space_outliner/outliner_draw.c
	source/blender/editors/space_outliner/outliner_edit.c
	source/blender/editors/space_view3d/drawobject.c
	source/blender/editors/util/ed_util.c
	source/blender/windowmanager/intern/wm_files_link.c
2017-11-06 18:02:46 +01:00
66a6d160fe Rename ID_IS_LINKED_DATABLOCK to ID_IS_LINKED.
This makes code closer to id_override/assent-engine ones, which
introduce a new type of linked data, and hence reserve
ID_IS_LINKED_DATABLOCK to real linked datablocks.
2017-11-06 17:17:10 +01:00
025f4a046f Depsgraph: Remove driver evaluation from object update
With new dependency graph this direct call to driver/animation update should
not be needed,
2017-10-25 15:49:59 +02:00
3e8abc0535 Depsgraph: Make Copy-on-Write a command line option
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.
2017-10-18 14:35:34 +02:00
7e6b702e65 Fix T52053: Sculpt missing update w/ clay engine
Leaving sculpt mode wasn't updating the mesh because the update
flushed from the depsgraph ignored edits to vertex location.
2017-08-22 22:10:13 +10:00
2f19559258 Cleanup: naming for mesh dirty flags
- NOCHECK -> ALL
- ALL -> MAYBE_ALL

Where 'MAYBE_ALL' checks to see if the mesh has changed.
This is clearer that `BKE_MESH_BATCH_DIRTY_ALL` is dirty and
going to be updated without any guess-work.
2017-08-22 22:07:25 +10:00
1b462e5a51 Pass EvaluationContext instead of bContext
2.8x branch added bContext arg in many places,
pass eval-context instead since its not simple to reason about what
what nested functions do when they can access and change almost anything.

Also use const to prevent unexpected modifications.

This fixes crash loading files with shadows,
since off-screen buffers use a NULL context for rendering.
2017-08-16 12:46:04 +10:00
4c5537ed42 Copy on write: Make sure freeing evaluated mesh does not cause crash when re-evaluating the object 2017-07-27 15:19:36 +02:00
1c4c288727 Pass EvaluationContext argument everywhere
Note that some little parts of code have been dissabled because eval_ctx
was not available there. This should be resolved once DerivedMesh is
replaced.
2017-07-21 14:47:26 +02:00
b7d0cfaa60 Depsgraph: Fix missing UV layers with copy on write enabled 2017-07-20 14:29:13 +02:00
45897f12f8 Fix T51931: VBO not updating when UVs are added to shader node tree
UVs need specific data in the VBO, which is not computed unless the
shaders assigned to the mesh actually use UVs. When adding UVs to the
shader, the VBOs were not being recomputed to include the required data.

This adds a DEG relation between the shader and the mesh, and recomputes
the required data if the shader changed.

Thanks Sergey, for all the DEG stuff...
2017-07-10 14:43:57 +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
3b6facb3d2 Merge branch 'master' into blender2.8 2017-06-07 14:09:53 +02:00
a3bb309275 Depsgraph: Remove modifiers operation code
Was internally a no-op operation, which only caused extra work
to be done during depsgrpah traversal and evaluation, without
making any measurable improvement.
2017-06-07 14:08:11 +02:00
bfa888cef2 Cleanup: move draw-cache creation from BKE to DRW
Creating draw-cache should only ever be used by the draw-manager.
2017-04-21 22:06:06 +10:00
677aa36632 Curve: draw curve/surface/text geometry
Note that displists will be removed, but this wont be hard to replace.

Signed-off-by: Campbell Barton <ideasman42@gmail.com>
2017-04-21 04:23:28 +10:00
cdba73c8fa Draw Manager: curve support
Draws the curve centerline and editmode verts/handles.

Handle theme colors, and normal display still need adding.
2017-04-20 00:38:44 +10:00
2128e26d86 Draw Manager: initial lattice support
Still misses support for edit-mode selection & weight drawing.
2017-04-13 22:09:59 +10:00
7b45edacab Depsgraph: Remove old header from blenkernel 2017-04-06 16:11:50 +02:00
79f94674fb Merge branch 'master' into blender2.8 2017-03-15 12:48:48 +01:00
9ad252d157 Fix T50938: Cache not being reset when changing simulation settings with new depsgraph
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.
2017-03-15 11:10:42 +01:00
Dalai Felinto
7b1de2b407 Revert "Depsgraph: Add placeholder function to handle objects update"
This reverts commit 9023abbf27.
2017-03-02 13:05:17 +01:00
Dalai Felinto
4bf9a65da9 Fix mesh edit wasn't updating for new objects
The problem was that we were updating the mesh cache on
BKE_object_eval_shading, not on mesh change.
2017-03-02 12:58:30 +01:00
Dalai Felinto
4c43dddeb7 Use the ultimate depsgraph callback function
Note: when in edit mode this depsgraph update is not being called. We are using DerivedMesh in those cases, so it is fine. I would like to investigate this though
2017-01-26 18:56:52 +01:00
9023abbf27 Depsgraph: Add placeholder function to handle objects update
This way @dfelinto can do some special trickery in there.
2017-01-26 17:24:57 +01:00
46d6992907 Depsgraph: Remove special exception in update logging 2017-01-24 12:34:28 +01:00
6ecab6dd8e Revert particle system and point cache removal in blender2.8 branch.
This reverts commit 5aa19be912 and b4a721af69.

Due to postponement of particle system rewrite it was decided to put particle code
back into the 2.8 branch for the time being.
2016-12-28 17:30:58 +01:00
9186b9ae48 Merge branch 'master' into blender2.8 2016-07-18 19:25:44 +10:00
c0d8166f82 Revert "Depsgraph: Russian electric tape bodge to have multiple proxies work"
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.
2016-07-13 10:41:09 +02:00
cfbd605567 Merge branch 'master' into blender2.8
Conflicts:
	intern/cycles/blender/addon/ui.py
	source/blender/blenkernel/BKE_particle.h
	source/blender/blenkernel/intern/dynamicpaint.c
	source/blender/blenkernel/intern/library.c
	source/blender/blenkernel/intern/object.c
	source/blender/blenkernel/intern/particle.c
	source/blender/blenkernel/intern/particle_distribute.c
	source/blender/blenkernel/intern/texture.c
	source/blender/editors/object/object_add.c
	source/blender/editors/object/object_relations.c
	source/blender/editors/physics/particle_edit.c
	source/blender/editors/physics/particle_object.c
	source/blender/editors/transform/transform_snap_object.c
2016-07-12 00:07:44 +02:00
d231260212 Replace of (id->lib != NULL) check by meaningful macro.
Idea is to replace hard-to-track (id->lib != NULL) 'is linked datablock' check everywhere in Blender
by a macro doing the same thing. This will allow to easily spot those checks in future, and more importantly,
to easily change it (see work done in asset-engine branch).

Note: did not touch to readfile.c, since there most of the time 'id->lib' check actually concerns the pointer,
and not a check whether ID is linked or not. Will have a closer look at it later.

Reviewers: campbellbarton, brecht, sergey

Differential Revision: https://developer.blender.org/D2082
2016-07-06 14:11:01 +02:00
29448bd99b Fix T48658: Cycles render & render preview corrupts particles
Replaces `G.is_rendering` with `use_render_params` argument.

This is needed for Cycles, which attempts to restore render-preview settings from particles,
after it gets its own particle data, but fails to restore because
`G.is_rendering` was being checked in psys_cache_paths (and other places).
2016-06-23 07:54:35 +10:00
24d29f2e50 Merge branch 'master' into blender2.8
Conflicts:
	source/blender/blenkernel/intern/particle.c
	source/blender/editors/transform/transform_snap_object.c
2016-06-07 09:59:26 +02:00
420bd15262 Cleanup: warning 2016-06-07 00:34:16 +10:00
47d0d9cca4 Depsgraph: Russian electric tape bodge to have multiple proxies work
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.
2016-06-06 12:09:04 +02:00
d47173c8ca Removed blenkernel particle code. 2016-04-13 10:49:39 +02:00
c61e4f2683 Don't allocate MFace's by default
This removes CD_MASK_MFACE from CD_MASK_BAREMESH, CD_MASK_DERIVEDMESH and others.

Callers that need it must explicitly add it to their data-masks.
2015-07-27 21:47:41 +10:00
1844160a22 DerivedMesh: cleanup & minor edirs
- place return args last position
- move crazyspace function out of DerivedMesh header
- use bool for args
- flow control on own lines to ease debugging
2015-07-02 16:20:22 +10:00
45afc02f11 Solve threading conflict related on proxy group's inverse matrix
It was possible that two threads will start calculating proxy group's inverted
matrix and store it in the object itself. This isn't good idea because it means
some threads might be using partially written matrix.
2015-05-18 16:40:52 +05:00
61f9f508a4 Make object material drivers evaluation thread safe
Previously it was very easy to run into situation when two objects are sharing
the same materials with drivers which will cause threading access issues.

This actually only needed for the old depsgraph, but since it's still the one
we're using by default we'd better solve this issue.
2015-05-18 16:40:52 +05:00
e4cd4c383f Cleanup: style 2015-05-13 06:10:49 +10:00
bac7353801 Depsgraph: New dependency graph integration commit
This commit integrates the work done so far on the new dependency graph system,
where goal was to replace legacy depsgraph with the new one, supporting loads of
neat features like:

- More granular dependency relation nature, which solves issues with fake cycles
  in the dependencies.

- Move towards all-animatable, by better integration of drivers into the system.

- Lay down some basis for upcoming copy-on-write, overrides and so on.

The new system is living side-by-side with the previous one and disabled by
default, so nothing will become suddenly broken. The way to enable new depsgraph
is to pass `--new-depsgraph` command line argument.

It's a bit early to consider the system production-ready, there are some TODOs
and issues were discovered during the merge period, they'll be addressed ASAP.
But it's important to merge, because it's the only way to attract artists to
really start testing this system.

There are number of assorted documents related on the design of the new system:

* http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents
* http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph

There are also some user-related information online:

* http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/
* http://code.blender.org/2015/03/more-dependency-graph-tricks/

Kudos to everyone who was involved into the project:

- Joshua "Aligorith" Leung -- design specification, initial code
- Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes
- Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the
  project and so
- Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the
  issues and recording/writing documentation.
- Everyone else who i forgot to mention here :)
2015-05-12 16:06:37 +05:00
a09341469e Depsgraph: Add evaluation callbacks for granular nodes update
This commit only adds callbacks which then later be used with major dependency
graph commit, keeping the upcoming commit more clean to follow.

Should be no functional changes so far still.
2015-05-12 16:06:37 +05:00
dbbe721c2a Depsgraph: Move update-related functions into own files
Currently it is just moving existing functions into a new file,
but in the future those new files will be grown much more due
to upcoming more granular scene updates.

Should be no functional changes.
2015-05-12 16:06:36 +05:00