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.
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!
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.
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
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
The `BKE_animsys.h` and `anim_sys.c` files already had a an "AnimData
API" section. The code in that section has now been split off, and
placed into `BKE_anim_data.h` and `anim_data.c`.
All files that used to include `BKE_animsys.h` have been adjusted to
only include the animation headers they need (sometimes none).
No functional changes.
Was happening when having compositor open with Viewer node attached
directly to Render Layers output.
There were two things involved here:
1. The code which was storing CoW-ed versions of IDs was checking all
IDs for whether they are expanded or not. This was causing access
of freed memory for deleted IDs which do not need CoW (such as IM).
Simple fix: store ID type as a scalar and use early check before
doing more elaborate check based on accessing fields of id_cow.
2. The code which was ensuring view layer pointer is doing CoW for
scene. This isn't an issue on its own, but scene might have an
embedded ID such as compositor which was actually traversed by the
ID remap routines. This was causing remapping procedure to go into
non-updated copy of compositor, accessing freed Viewer image ID.
Solved by not recursing into embedded IDs for datablocks as those
are supposed to have own copy-on-write operations which takes care
of re-mapping.
Reported my Bastien, and also pair-coded with him.
This is how it worked in 2.79 and it is how it is expected to be working.
Avoids unintended icons update during animation playback.
Fixes T64318: Update of material icons during animation 2x performance penalty
Should be no functional changes, just switching code to use more
generic checks now.
One thing which goes a bit deeper than that is check for whether
base is a part of dependency graph. This is now done by explicitly
tagging corresponding ID node (of an object) rather than doing
animation check again.
We already have different storages for cddata of verts, edges etc.,
'simply' do the same for the mask flags we use all around Blender code
to request some data, or limit some operation to some layers, etc.
Reason we need this is that some cddata types (like Normals) are
actually shared between verts/polys/loops, and we don’t want to generate
clnors everytime we request vnors!
As a side note, this also does final fix to T59338, which was the
trigger for this patch (need to request computed loop normals for
another mesh than evaluated one).
Reviewers: brecht, campbellbarton, sergey
Differential Revision: https://developer.blender.org/D4407
BF-admins agree to remove header information that isn't useful,
to reduce noise.
- BEGIN/END license blocks
Developers should add non license comments as separate comment blocks.
No need for separator text.
- Contributors
This is often invalid, outdated or misleading
especially when splitting files.
It's more useful to git-blame to find out who has developed the code.
See P901 for script to perform these edits.
Some summary of changes:
- Don't use DEG prefix for types and enumerator values:
the code is already inside DEG namespace.
- Put code where it locally belongs to: avoid having one
single header file with all sort of definitions in it.
- Take advantage of modern C++11 enabled by default.