Commit Graph

400 Commits

Author SHA1 Message Date
2d05466700 Fix T44213: Bevel object from different scene won't update generated bezier curve geometry
The issue was caused by bevel object being automatically added to the scene graph
by dag_get_node() and had no incoming relations, even form the scene. This confused
scene update flush logic.

Now there'll be a scene relation added to such nodes, so they're always reachable
from the root node.
2015-04-08 20:06:42 +05:00
268524c025 Cleanup: use const for typeinfo 2015-03-30 21:18:49 +11:00
aa4cb95a5c Pass proper bmain to the updateDepgraph() of modifiers
This is mainly to make physics modifiers being able to work
with it. For other cases this main is not needed.
2015-03-13 12:03:23 +05:00
01bda15832 Fix T42472: Undoing/Redoing repeated transform operator gives wrong final matrix on objects with no geom data.
This hack should not be needed here, quoting Sergey, the actual issue comes from BKE_object_handle_update_ex,
which is calling BKE_object_where_is_calc_ex when it shouldn't.

Propper fix is depsgraph refactor topic, though.
2014-12-10 13:57:16 +01:00
c03951da14 Texture painting:
Do not generate materials/images/UVs if they are missing.

Now we spawn a panel ("Missing Data") with operators to generate the missing data and
pop a warning if user tries to paint without them.

The reason we have reverted this is that it is too easy to end up with more textures
than we wanted. It was impossible to enter texture paint without having textures added,
and code makes too many assumptions about what user may want.

Discussed during Sunday's meeting.

This might be a candidate for 2.72a but I'm not sure how other artists will take this
(and how refined and crash-free it is), better make a few iterations first.

And for interested parties...test please, don't wait until after a release to poke with such issues.

Also, add slot operator now adds a new unconnected image node in cycles. Only
used in the "Missing Data" panel. This should be a separate commit but I am squashing it into the same commit because
it relies too much on changes done here and can be reverted easily if complainstorm occurs again.
2014-10-06 20:10:12 +02:00
9c19ad1f79 Fix T41703: Blender crashes trying to load character file.
Core of the issue is that pointcache handling in depsgraph were (re-) tagging
for update some objects on hidden layers, when all their dependencies remained
untag.

Since we do not want to update objects on hidden layers, take this data into account
when flushing pointcache.

Investigations and org patch by self, reviews, advices and final patch by sergey, many thanks! :)
2014-09-08 11:49:55 +02:00
728687c571 Texture painting:
Free draw objects instead of tagging object update and doing
recalculation of derived meshes. The reason is that if user deletes all
slots and tries to paint, the system will invalidate the cached in
projection painting derivedmesh. This will promptly crash. Invalidating
the draw objects only is also much cheaper.
2014-09-03 12:14:09 +02:00
63b981bf9b Changing render engine now refreshes the texture paint display better.
Also avoid looping over all objects for texture paint checks when a
material changes, only check active object.
2014-08-27 19:15:41 +02:00
57ccd29cae Only calculate texture paint slots from mtex if renderer is blender
internal.

This should eliminate some confusion when people use external render
engines.
2014-08-27 15:52:24 +02:00
da638d49e3 Style cleanup 2014-08-01 02:03:09 +10:00
6a2cefc061 Fix T40839: Object Font Text Rendering Bug
The issue was caused by the wrong objects order for
convertblender.c. Dependency graph totally missed
handling of this situation.

Fixed now, but it's not that pretty, don't try this
at home obviously. But consider this to be good enough
for the current dependency graph.

Details are in the build_dag_object().
2014-07-21 21:32:58 +06:00
f745564e4e GSOC 2013 paint
Yep, at last it's here!

There are a few minor issues remaining but development can go on in
master after discussion at blender institute.

For full list of features see:

http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.72/Painting

Thanks to Sergey and Campbell for the extensive review and to the
countless artists that have given their input and reported issues during
development.
2014-07-21 12:02:05 +02:00
00b29156e0 Defines: replace ELEM3-16 with ELEM(...), that can take varargs 2014-07-20 01:33:40 +10:00
9a45c9dadf Fix T41109: Reloading image that has been modified outside Blender does not update image in Image Texture nodes 2014-07-18 19:37:32 +06:00
61e5f81e37 Fix T40556: Curve Modifier does not work when used in a Background scene
A bit hackish solution for now, cleaner solution we'll look into as a
part of the new DAG project, when it's clear what kind of data is passed
to the evaluation callbacks.
2014-07-01 17:46:55 +06:00
164841e30e Code cleanup: style 2014-05-09 18:29:42 +10:00
75d49b7f55 Removed a Freestyle hack for DAG updates introduced in commit rBae58968e0a61.
Now that Freestyle employs a separate Main, this workaround is no longer necessary.

Reviewers: sergey

Reviewed By: sergey

Differential Revision: https://developer.blender.org/D513
2014-05-08 18:42:47 +09:00
4ca67869cc Code cleanup: remove unused includes
Opted to keep includes if they are used indirectly (even if removing is possible).
2014-05-01 04:47:51 +10:00
3216e4b202 API Cleanup: Use BKE_constraint prefix for constraint api 2014-04-11 11:47:07 +10:00
71a2ff12a8 Fix crash happening in DAG_pose_sort() due to threading issues
This function used ugly hack with static variable which was
preventing some type checks in DAG nodes. Using this variable
form multiple threads is not considered safe, apparently.

Solved by moving this variable inside the DAGForest structure.
so it's global for the graph now, but different graphs does not
run into conflicts.

This required passing the forest to some functions, which doesn't
look so much nice, but don't want to spend time on making this
code look beautiful because it is really to be replaced by the
new dependency graph.

This is really bad bug actually which is must go to 'a'.
2014-04-04 12:46:08 +06:00
617557b08e Code cleanup: remove TRUE/FALSE & WITH_BOOL_COMPAT define 2014-04-01 15:22:28 +11:00
f2309ba579 Fix T38824: curve which is constrained on a hidden layer causes cycles crash
Issue was caused by cycles setting scene frame which will update scene for
all the layers (not just visible ones) which confuses depsgraph making
objects which are needed as dependency are not really evaluated.

Made it so setting frame via scene.frame_set() which check whether update
need to be flushed to an invisible objects and do this if so.

Not ideal solution but seems to be safest at this point.
2014-02-25 15:52:56 +06:00
b7fa08f88a Code cleanup: style 2014-02-22 11:14:15 +11:00
c9233bfd82 Code cleanup: style 2014-02-19 08:02:59 +11:00
f5ae5698d0 Fix T38691: Curve object bevel not working in group instance
It is possible that objects from dupli-groups depends on objects which are
not in the dupli-group. We do need this objects to be evaluated as well on
visible changes, so all dependencies for objects from the dupli-group are
met. Unfortunately, we don't have parent relations on this state, so we're
to use DFS over the whole DAG to gather such dependencies.

This is probably not so bad since visible update is called really rarely.

Reviewers: brecht

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D326
2014-02-18 23:12:16 +06:00
30c9fe19a3 Fix for crash caused by effectors doing precalculation //during// DAG
updates.

This file crashes on loading with NULL pointer access to curve_cache:
{F77132}

The pdInitEffectors function was amalgamating the simple
collection of effector objects with an automatic precalculation for
curve guides and the like. This precalculation requires object data
that may not be available until the DAG has finished.

Since for DAG dependencies only the list of effectors is required,
added an argument to disable precalculation when collecting effectors.
2014-02-14 12:58:43 +01:00
b3afbcab8f ListBase API: add utility api funcs for clearing and checking empty 2014-02-08 06:24:05 +11:00
290e1fc528 Add debug print to ID update tagging 2014-02-05 23:46:01 +06:00
d900f5be55 Code cleanup: use bools where possible 2014-02-03 19:35:44 +11:00
0f72a8a7f0 Fix T38337: Crash when calling to_mesh() on a Curve object after clearing its parent
This is rather a workaround which only works because curve evaluation is only called
for a temporary object. Not a big deal if we'll skip path creation for such objects.

Still would need to think of general solution.
2014-01-24 00:18:22 +06:00
26ae14d2dc Fix crash when changing space type to 3D space when having multiple windows
it is possible that different windows shares scene but displays different
layers. And it's also possible that different areas in the same window will
show different layers.

First case was violated in `dag_current_scene_layers()` which only checked
scene layers only once and if multiple windows shares the same scene only
one window was handled. Now made it so layers from all windows will be
squashed together into a single `DagSceneLayer`. This mainly solves issue
with `DAG_on_visible_update()` which didn't work reliable with multiple
open windows.

Second case required call of `DAG_on_visible_update()` when changing space
are type.

This commit slows things a bit actually because `dag_current_scene_layers()`
is actually called on every main WM loop iteration. It is possible to speed
some logic up perhaps. Not sure it's so much critical to do now because there
are unlikely to be more than few windows open anyway.

Will rather think of skipping all that flushing things if no objects are
tagged for update actually.
2014-01-23 19:35:20 +06:00
1b3fdc4309 Followup for 1728c1e: we don't need to replace flags at all
Replacing the flags isn't thread safe and could lead to bi troubles.
Such things are to be handled by the dependency graph.
2014-01-20 16:10:34 +06:00
bec9a3fa7c Followup to d03e768: was wrongly (void) non-existing argument 2014-01-17 19:45:13 +06:00
d03e768761 Fix T38260: Missing object update with two visible scenes
It was an issue with early object update check which was
screwing up for second scene because of first one reset
ID recalc flags.

From the comment in the code about this:

  We need to check all visible scenes, otherwise resetting
  OB_ID changed flag will only work fine for first scene of
  multiple visible and all the rest will skip update.

  This could also lead to wrong behavior scene update handlers
  because of missing ID datablock changed flags.

  This is a bit of a bummer to allocate list here, but likely
  it wouldn't become too much bad because it only happens when
  objects were actually changed.
2014-01-17 18:57:49 +06:00
63ccb26303 Code Cleanup: spelling 2014-01-17 17:35:03 +11:00
95acd3b20a Tweak to early threaded update escape
Issue was caused by some objects being in bMain and tagged
for update but not being in the DAG. This means objects
wouldn't be updated and their recalc flag remains untouched
triggering threaded for the next frame.

Solved by tweaking POST_UPDATE_HANDLER_WORKAROUND in the way
that it checks objects' recalc flags from the DAG, not from
the bMain. This will work a bit longer since DAG stored more
nodes than objects in the scene, but this code only runs in
cases when there're some objects tagged for update, which
keeps overall CPU usage on such a workaround pretty low.

Now CPU usage on 11a_comp scene from project Pampa went down
from ~15% down to ~5% (2,69 release uses ~%7).

Pointed by Thomas Dinges in IRC.
2014-01-16 02:07:59 +06:00
8ff58ee491 Eek, terrible typo in previous commit
Pointed by Bastien!
2014-01-15 16:42:00 +06:00
1ad4b85e8f Fix T38224: Blender crashes on duplicating curve
Issue is caused by the evaluation flags getter called with
NULL depsgraph. It happens on direct object update from the
transform code after duplicating the curve.

Proper solution is probably to make sure depsgraph is rebuild
after duplication, but for now it's better to prevent crashes.
2014-01-15 16:27:25 +06:00
2678b12a36 Fix T38216: Cycles render crash Blender in some scene in versions
Issue was caused by evaluation flags getter function polluting
the DAG. Need to use dag_find_node() instead.

Still need to doublecheck exporting objects with curve deform
works properly. On the first thought it should, but might be
wrong again.
2014-01-15 15:54:27 +06:00
ff98be83a9 Empties with Images draw type: add support for movies and image sequences
This adds an ImageUser to such empties with all the typical settings.

Reviewed By: brecht, campbellbarton

Differential Revision: https://developer.blender.org/D108
2014-01-13 22:18:31 +01:00
bc989497de Fix T38139: Objects which are in cyclic dependency are not updated
Graph traversal which is based on counting parents which are still
to be updated fails in cases there are cycles in the graph.

If there are cyclic dependencies in the scene all the objects from
the cycles will be updated in a single thread now one by one. This
makes blender behave the same way as it was before multi-threaded
DAG landed to master.

This needed to tweak depsgraph a bit so now dag_check_cycle() sets
is_acyclic field of DAG forest if there are cycles in the graph.

TODO: It might be possible to save some time on evaluation when
      all the tagged objects were updated in multi-threaded DAG
      traversal.
2014-01-13 15:57:51 +06:00
e618d8238e Fix T38054: High CPU usage with many objects
This is a regression since threaded dependency graph landed to master.
Root of the issue goes to the loads of graph preparation being done
even if there's nothing to be updated.

The idea of this change is to use ID type recalc bits to determine
whether there're objects to be updated. Generally speaking, we now
check object and object data datablocks with DAG_id_type_tagged()
and if there's no such IDs tagged we skip the whole task pool creation
and so,

The only difficult aspect was that in some circumstances it was possible
that there are tagged objects but nothing in ID recalc bit fields.

There were several different circumstances when it was possible:

* When one assigns object->recalc flag directly DAG flush didn't
  set corresponding bits to ID recalc bits. Partially it is fixed
  by making it so flush will set bitfield, but also for object
  types there's no reason to assign recalc flag directly. Using
  generic DAG_id_type_tag works almost the same fast as direct
  assignment, ensures all the bitflags are set properly and for the
  long run it seems it's what we would actually want to.

* DAG_on_visible_update() didn't set recalc bits at all.

* Some areas were checking for object->recalc != 0, however it is was
  possible that object recalc flag contains PSYS_RECALC_CHILD which
  was never cleaned from there.

  No idea why would we need to assign such a flag when enabling
  scene simplification, this is to be investigated separately.

* It is possible that scene_update_post and frame_update_post handlers
  will modify objects. The issue is that DAG_ids_clear_recalc is called
  just after callbacks, which leaves objects with recalc flags but no
  corresponding bit in ID recalc bitfield. This leads to some kind of
  regression when using ID type tag fields to check whether there objects
  to be updated internally comparing threaded DAG with legacy one.

  For now let's have a workaround which will preserve tag for ID_OB
  if there're objects with OB_RECALC_ALL bits. This keeps behavior
  unchanged comparing with 2.69 release.
2014-01-13 15:57:51 +06:00
f00f959d52 Remove direct displist creation from curve deform
This solves threading conflict which happens when having
multiple objects using Curve Deform modifier with the same
curve datablock. This conflict was caused by the fact that
curve_deform_verts() used to temporary override curve's
flags to make it path is there.

Actually, it was setting CU_FOLLOW flag temporary which
was only used where_on_path() (only in terms that this
temporary assignment only affected this function) but it
is now commented out for a while, so no reason to set
this flag temporary, If it's ever to be done, we'll need
to pass flags as an additional function argument.

For the path creation i've extended DegNode structure
which now holds extra bits which indicates what additional
data depending on the graph topology is to be evaluated.

Currently this is only used to indicate that curve needs
path to be evaluated regardless to cu->flag state. This
is so Curve Deform modifier is always happy.

In the future this flag might also be used to indicate
whether bmesh verts are to update (see recent commit to
3-vertex parent crash fix) or to indicate that the object
is the motherball etc.
2014-01-13 15:57:51 +06:00
f86fbc4ea3 Remove direct displist creation from BKE_vfont_to_curve_ex()
This goes back to ancient era again and such a call isn't
safe for threading and really DAG is to make it sure display
list for dependencies is always there.
2014-01-13 15:57:51 +06:00
ba15dd595f Remove direct displist creation from drawing code
It was some kind of workaround for DAG glitch in 2009
(commit hash 8c5c7ebb0) and according to the comment
was needed to make select outline show immediately.

After some tests it appears DAG behaves almost fine now
(just needed to make it so layer is flushed properly to
the set scene) and no reason to have rather confusing
call in the code.
2014-01-13 15:57:50 +06:00
3d10343888 Code cleanup: remove WIP code came from the GSoC branch
DAG node tagging was rather an experiment to make derived render working.
However, it ended up in a whole can of worms and need to be re-considered.
It is likely that regular object update tagging and scene update routines
are to be used for this.

Meanwhile no need to keep extra field in dag node. Would save us the whole
byte of the struct which we can use for other purposes meanwhile.
2014-01-10 01:23:49 +06:00
0d6ae3fda2 Main API: refactor naming, use BKE_main_ prefix and add main arg. 2013-12-30 13:25:27 +11:00
79d8f1e4a5 Fix T37955: Freestyle render misalignment
Issue was caused by missing objects update for temporary
freestyle objects. This happened because of the fact that
such objects doesn't have any relations, as in they're
corresponding to root nodes in the DAG.

This situation wasn't handled by DAG_threaded_update_begin()
which considered there's only one root node in the DAG.
2013-12-27 02:32:56 +06:00
709041ed0b Threaded object update and EvaluationContext
Summary:
Made objects update happening from multiple threads. It is a task-based
scheduling system which uses current dependency graph for spawning new
tasks. This means threading happens on object level, but the system is
flexible enough for higher granularity.

Technical details:

- Uses task scheduler which was recently committed to trunk
  (that one which Brecht ported from Cycles).

- Added two utility functions to dependency graph:
  * DAG_threaded_update_begin, which is called to  initialize threaded
    objects update. It will also schedule root DAG node to the queue,
    hence starting evaluation process.

    Initialization will calculate how much parents are to be evaluation
    before current DAG node can be scheduled. This value is used by task
    threads for faster detecting which nodes might be scheduled.

  * DAG_threaded_update_handle_node_updated which is  called from task
    thread function when node was fully handled.

	This function decreases num_pending_parents of node children and
	schedules children with zero valency.

    As it might have become clear, task thread receives DAG nodes and
    decides which callback to call for it.

    Currently only BKE_object_handle_update is called for object nodes.

    In the future it'll call node->callback() from Ali's new DAG.

- This required adding some workarounds to the render pipeline.
  Mainly to stop using get_object_dm() from modifiers' apply callback.
  Such a call was only a workaround for dependency graph glitch when
  rendering scene with, say, boolean modifiers before displaying
  this scene.

  Such change moves workaround from one place to another, so overall
  hackentropy remains the same.

- Added paradigm of EvaluaitonContext. Currently it's more like just a
  more reliable replacement for G.is_rendering which fails in some
  circumstances.

  Future idea of this context is to also store all the local data needed
  for objects evaluation such as local time, Copy-on-Write data and so.

  There're two types of EvaluationContext:

  * Context used for viewport updated and owned by Main. In the future
    this context might be easily moved to Window or Screen to allo
    per-window/per-screen local time.

  * Context used by render engines to evaluate objects for render purposes.
    Render engine is an owner of this context.

  This context is passed to all object update routines.

Reviewers: brecht, campbellbarton

Reviewed By: brecht

CC: lukastoenne

Differential Revision: https://developer.blender.org/D94
2013-12-26 17:24:42 +06:00
63caaa2b12 Code Cleanup: rename vars for detecting change to be more consistent
rename change/is_change/is_changed/modified -> changed
also use bools over int/short/char and once accidental float.
2013-11-26 06:39:14 +11:00