Commit Graph

124 Commits

Author SHA1 Message Date
4dd409a185 Fix T99976: Animated visibility not rendering properly in viewport
A mistake in the 0dcee6a386 which made specific driven visibility
to work, but did not properly handle actual time-based visibility.

The basic idea of the change is to preserve recalculation flags of
nodes which were tagged for update but were not evaluated due to
visibility constraints. In the file from the report this makes it
so tagging which is done first time ID is in the dependency graph
are handled when the ID actually becomes visible. This is what
solved the root of the problem from the report: there was missing
geometry update since it was "swallowed" by the evaluation during
the object being invisible. In other configurations this change
allows to handle pending geometry updates due to animated modifiers
be handled when object becomes visible without time change.

This change also solves visibility issue of the synchronization
component which also started to be handled badly since the
previous fix attempt. Basically, the needed exception in its
visibility handling did not happen and a regular logic was used
for it.

Tested with files from the T99733, T99976, and from the Heist
project.

Differential Revision: https://developer.blender.org/D15544
2022-07-27 10:19:42 +02:00
f7252e9692 Cleanup: Unused forward declaration 2022-07-21 12:16:31 +02:00
0dcee6a386 Fix T99733: Objects with driven visibility are evaluated when not needed
The issue was caused by the fact that objects with driven or animated
visibility were considered visible by the dependency graph evaluation.

This change makes it so the dependency graph evaluation is aware of
visibility which might be changing. This is achieved by evaluating the
path of the graph which affects objects visibility and adjusts to it
before evaluating the rest of the graph.

There is some time penalty to this, but there does not seem to be a
way to fully avoid this penalty.

With the production shot from the heist project the FPS drops by a
tenth of a frame (~9.4 vs ~9.3 fps) when adding a driver to an object
which keeps it visible. Note that this is a bit hard to measure since
the FPS fluctuates quite a bit throughout the playback. On the other
hand, having a driver on a visibility of a heavy object from character
and setting visibility to false gives big speedup.

Also worth noting that there is no penalty at all when there are no
animated visibilities in the scene.

Differential Revision: https://developer.blender.org/D15498
2022-07-21 09:49:16 +02:00
e8465f941c Depsgraph: Cleanup, use nested namespace definition 2022-07-19 14:44:07 +02:00
835203fde8 Depsgraph: Localize synchronization component visibility handling
Move it from generic visibility handling to the synchronization
component node implementation. Should be no functional changes.
2022-07-19 14:36:36 +02:00
73f8a7ca0a Depsgraph: Cleanup, comments wrapping and spacing between lines
Should make it easier to read. No functional changes expected.
2022-07-19 14:25:02 +02:00
6d2100f7de Depsgraph: Introduce operation code for visibility operation
No functional changes, just makes code more semantically clear.
2022-07-19 13:00:19 +02:00
d3c063188e Depsgraph: Make name and name tag optional in component node
Matches the builder API, making some code less verbose.
2022-07-19 11:31:44 +02:00
ff98b5eaa8 Depsgraph: Clarify comment in the component node 2022-07-19 11:29:00 +02:00
c434782e3a File headers: SPDX License migration
Use a shorter/simpler license convention, stops the header taking so
much space.

Follow the SPDX license specification: https://spdx.org/licenses

- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile

While most of the source tree has been included

- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
  use different header conventions.

doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.

See P2788 for the script that automated these edits.

Reviewed By: brecht, mont29, sergey

Ref D14069
2022-02-11 09:14:36 +11:00
Bastien Montagne
e9fc25835f Remove internal proxy code, and deprecate related DNA data.
Part of T91671.

Not much else to say, this is mainly a massive deletion of code.

Note that a few cleanups possible after this proxy removal were kept out
of this commit to try to reduce a bit its size.

Reviewed By: sergey, brecht

Maniphest Tasks: T91671

Differential Revision: https://developer.blender.org/D13995
2022-02-04 09:30:44 +01:00
6f9828289f Fix T95356: Crash in armature edit mode and certain condition
Blender would have crashed when renaming bone in Edit Mode, Saving, and
than selecting/deselecting.

Caused by a mistake in the 0f89bcdbeb: can not "short-circuit" the
CoW update if it was explicitly requested.

Safest for now solution seems to be to store whether the CoW component
has been explicitly tagged, so that the following configuration can be
supported:

    DEG_id_tag_update(id, ID_RECALC_GEOMETRY);
    DEG_id_tag_update(id, ID_RECALC_COPY_ON_WRITE);

Differential Revision: https://developer.blender.org/D13966
2022-02-01 11:04:19 +01:00
0f89bcdbeb Fix depsgraphs sharing IDs via evaluated edit mesh
The evaluated mesh is a result of evaluated modifiers, and referencing
other evaluated IDs such as materials.
It can not be stored in the EditMesh structure which is intended to be
re-used by many areas. Such sharing was causing ownership errors causing
bugs like

  T93855: Cycles crash with edit mode and simultaneous viewport and final render

The proposed solution is to store the evaluated edit mesh and its cage in
the object's runtime field. The motivation goes as following:

- It allows to avoid ownership problems like the ones in the linked report.
- Object level is chosen over mesh level is because the evaluated mesh
  is affected by modifiers, which are on the object level.

This patch allows to have modifier stack of an object which shares mesh with
an object which is in edit mode to be properly taken into account (before
the change the modifier stack from the active object will be used for all
objects which share the mesh).

There is a change in the way how copy-on-write is handled in the edit mode to
allow proper state update when changing active scene (or having two windows
with different scenes). Previously, the copt-on-write would have been ignored
by skipping tagging CoW component. Now it is ignored from within the CoW
operation callback. This allows to update edit pointers for objects which are
not from the current depsgraph and where the edit_mesh was never assigned in
the case when the depsgraph was evaluated prior the active depsgraph.

There is no user level changes changes expected with the CoW handling changes:
should not affect on neither performance, nor memory consumption.

Tested scenarios:

- Various modifiers configurations of objects sharing mesh and be part of the
  same scene.

- Steps from the reports: T93855, T82952, T77359

This also fixes T76609, T72733 and perhaps other reports.

Differential Revision: https://developer.blender.org/D13824
2022-01-25 14:32:23 +01:00
fb6bd88644 Revert "BLI: Refactor vector types & functions to use templates"
Includes unwanted changes

This reverts commit 46e049d0ce.
2022-01-12 12:50:02 +01:00
Clment Foucault
46e049d0ce BLI: Refactor vector types & functions to use templates
This patch implements the vector types (i.e:`float2`) by making heavy
usage of templating. All vector functions are now outside of the vector
classes (inside the `blender::math` namespace) and are not vector size
dependent for the most part.

In the ongoing effort to make shaders less GL centric, we are aiming
to share more code between GLSL and C++ to avoid code duplication.

####Motivations:
 - We are aiming to share UBO and SSBO structures between GLSL and C++.
 This means we will use many of the existing vector types and others
 we currently don't have (uintX, intX). All these variations were
 asking for many more code duplication.
 - Deduplicate existing code which is duplicated for each vector size.
 - We also want to share small functions. Which means that vector
 functions should be static and not in the class namespace.
 - Reduce friction to use these types in new projects due to their
 incompleteness.
 - The current state of the `BLI_(float|double|mpq)(2|3|4).hh` is a
 bit of a let down. Most clases are incomplete, out of sync with each
 others with different codestyles, and some functions that should be
 static are not (i.e: `float3::reflect()`).

####Upsides:
 - Still support `.x, .y, .z, .w` for readability.
 - Compact, readable and easilly extendable.
 - All of the vector functions are available for all the vectors types
 and can be restricted to certain types. Also template specialization
 let us define exception for special class (like mpq).
 - With optimization ON, the compiler unroll the loops and performance
 is the same.

####Downsides:
 - Might impact debugability. Though I would arge that the bugs are
 rarelly caused by the vector class itself (since the operations are
 quite trivial) but by the type conversions.
 - Might impact compile time. I did not saw a significant impact since
 the usage is not really widespread.
 - Functions needs to be rewritten to support arbitrary vector length.
 For instance, one can't call `len_squared_v3v3` in
 `math::length_squared()` and call it a day.
 - Type cast does not work with the template version of the `math::`
 vector functions. Meaning you need to manually cast `float *` and
 `(float *)[3]` to `float3` for the function calls.
 i.e: `math::distance_squared(float3(nearest.co), positions[i]);`
 - Some parts might loose in readability:
 `float3::dot(v1.normalized(), v2.normalized())`
 becoming
 `math::dot(math::normalize(v1), math::normalize(v2))`
 But I propose, when appropriate, to use
 `using namespace blender::math;` on function local or file scope to
 increase readability.
 `dot(normalize(v1), normalize(v2))`

####Consideration:
 - Include back `.length()` method. It is quite handy and is more C++
 oriented.
 - I considered the GLM library as a candidate for replacement. It felt
 like too much for what we need and would be difficult to extend / modify
 to our needs.
 - I used Macros to reduce code in operators declaration and potential
 copy paste bugs. This could reduce debugability and could be reverted.
 - This touches `delaunay_2d.cc` and the intersection code. I would like
 to know @howardt opinion on the matter.
 - The `noexcept` on the copy constructor of `mpq(2|3)` is being removed.
 But according to @JacquesLucke it is not a real problem for now.

I would like to give a huge thanks to @JacquesLucke who helped during this
and pushed me to reduce the duplication further.

Reviewed By: brecht, sergey, JacquesLucke

Differential Revision: https://developer.blender.org/D13791
2022-01-12 12:47:43 +01:00
e5766752d0 Revert "BLI: Refactor vector types & functions to use templates"
Reverted because the commit removes a lot of commits.

This reverts commit a2c1c368af.
2022-01-12 12:44:26 +01:00
a2c1c368af BLI: Refactor vector types & functions to use templates
This patch implements the vector types (i.e:float2) by making heavy
usage of templating. All vector functions are now outside of the vector
classes (inside the blender::math namespace) and are not vector size
dependent for the most part.

In the ongoing effort to make shaders less GL centric, we are aiming
to share more code between GLSL and C++ to avoid code duplication.

Motivations:
- We are aiming to share UBO and SSBO structures between GLSL and C++.
  This means we will use many of the existing vector types and others we
  currently don't have (uintX, intX). All these variations were asking
  for many more code duplication.
- Deduplicate existing code which is duplicated for each vector size.
- We also want to share small functions. Which means that vector functions
  should be static and not in the class namespace.
- Reduce friction to use these types in new projects due to their
  incompleteness.
- The current state of the BLI_(float|double|mpq)(2|3|4).hh is a bit of a
  let down. Most clases are incomplete, out of sync with each others with
  different codestyles, and some functions that should be static are not
  (i.e: float3::reflect()).

Upsides:
- Still support .x, .y, .z, .w for readability.
- Compact, readable and easilly extendable.
- All of the vector functions are available for all the vectors types and
  can be restricted to certain types. Also template specialization let us
  define exception for special class (like mpq).
- With optimization ON, the compiler unroll the loops and performance is
  the same.

Downsides:
- Might impact debugability. Though I would arge that the bugs are rarelly
  caused by the vector class itself (since the operations are quite trivial)
  but by the type conversions.
- Might impact compile time. I did not saw a significant impact since the
  usage is not really widespread.
- Functions needs to be rewritten to support arbitrary vector length. For
  instance, one can't call len_squared_v3v3 in math::length_squared() and
  call it a day.
- Type cast does not work with the template version of the math:: vector
  functions. Meaning you need to manually cast float * and (float *)[3] to
  float3 for the function calls.
  i.e: math::distance_squared(float3(nearest.co), positions[i]);
- Some parts might loose in readability:
  float3::dot(v1.normalized(), v2.normalized())
  becoming
  math::dot(math::normalize(v1), math::normalize(v2))
  But I propose, when appropriate, to use
  using namespace blender::math; on function local or file scope to
  increase readability. dot(normalize(v1), normalize(v2))

Consideration:
- Include back .length() method. It is quite handy and is more C++
  oriented.
- I considered the GLM library as a candidate for replacement.
  It felt like too much for what we need and would be difficult to
  extend / modify to our needs.
- I used Macros to reduce code in operators declaration and potential
  copy paste bugs. This could reduce debugability and could be reverted.
- This touches delaunay_2d.cc and the intersection code. I would like to
  know @Howard Trickey (howardt) opinion on the matter.
- The noexcept on the copy constructor of mpq(2|3) is being removed.
  But according to @Jacques Lucke (JacquesLucke) it is not a real problem
  for now.

I would like to give a huge thanks to @Jacques Lucke (JacquesLucke) who
helped during this and pushed me to reduce the duplication further.

Reviewed By: brecht, sergey, JacquesLucke

Differential Revision: http://developer.blender.org/D13791
2022-01-12 12:19:39 +01:00
0dc309bef6 Cleanup: remove redundant const qualifiers for POD types 2022-01-12 12:51:11 +11:00
499fec6f79 Cleanup: spelling in comments 2022-01-06 13:54:52 +11:00
a230445cae Depsgraph: Remove object-level visibility from geometry builders
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
2022-01-03 15:30:14 +01:00
7e712b2d6a Nodes: refactor node tree update handling
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
2021-12-21 15:18:56 +01:00
566a458950 Cleanup: move public doc-strings into headers for 'depsgraph'
- 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
2021-12-10 12:19:36 +11:00
b67dca9b76 Depsgraph: remove shading parameters component
This component served no purpose anymore. It was technical
dept from the early 2.80 days.

Differential Revision: https://developer.blender.org/D13422
2021-11-30 12:14:23 +01:00
4e45265dc6 Cleanup: spelling in comments & strings 2021-11-30 10:15:17 +11:00
aa7051c8f2 Fix T93439: Armature widgets from hidden collections are invisible
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
2021-11-29 16:59:50 +01:00
f49dff97d4 Cleanup: spelling in strings 2021-10-03 12:13:29 +11:00
b524153d61 Cleanup: use C comments for plain text 2021-09-29 07:30:34 +10:00
84f048fda5 Cleanup: use C style comments for descriptive text 2021-08-26 12:36:58 +10:00
ceb612a79c Revert "Depsgraph: Implement 'ID_RECALC_GEOMETRY_DEFORM'"
This reverts commits
 bfa3dc91b7,
 52b94049f2,
 ae379714e4,
 a770faa811,
 4ed029fc02,
 101a493ab5 and
 62a2faa7ef.

And fixes T89955.

Changing the dependency graph is a can of worms and the result is
a kind of unpredictable.

A different solution will be planned.
2021-07-19 10:17:38 -03:00
8e8a6b80cf Cleanup: replace BLI_assert(!"text") with BLI_assert_msg(0, "text")
This shows the text as part of the assertion message.
2021-07-15 18:29:01 +10:00
Germano Cavalcante
bfa3dc91b7 Depsgraph: Implement 'ID_RECALC_GEOMETRY_DEFORM'
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
2021-07-12 18:05:13 -03:00
f0f7282d9d Cleanup: spelling in comments 2021-07-05 15:54:57 +10:00
cbdddc5648 Workaround for assert from 27da305a40
This worked for existing scenes but adding new objects was asserting
needs further investigation.
2021-06-24 21:01:48 +10:00
51568030e9 Depsgraph: remove redundant mesh data duplication in edit-mode
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
2021-06-24 20:23:00 +10:00
27da305a40 Depsgraph: support flushing parameters without a full COW update
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
2021-06-24 20:23:00 +10:00
4b9ff3cd42 Cleanup: comment blocks, trailing space in comments 2021-06-24 15:59:34 +10:00
cedd8b8c56 Fix T87535, T87295: issues with new persistent data option
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.
2021-04-19 20:00:00 +02:00
19dfb6ea1f Cleanup: enable modernize-use-equals-default check
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
2021-04-08 11:07:27 +02:00
255c850e0b Cleanup: spelling 2021-01-20 16:15:53 +11:00
abbc43e4e4 Fix T84397: Creating and removing many objects very quickly causes a crash
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!
2021-01-12 17:16:48 +01:00
958df2ed1b Cleanup: Clang-Tidy, modernize-deprecated-headers
No functional changes.
2020-12-04 11:28:09 +01:00
4525049aa0 Cleanup: Clang-tidy, modernize-concat-nested-namespaces 2020-11-07 18:48:13 +05:30
aa3a4973a3 Cleanup: use ELEM macro 2020-11-06 12:32:54 +11:00
3a7fd309fc Spelling: It's Versus Its
Corrects incorrect usage of contraction for 'it is', when possessive 'its' was required.

Differential Revision: https://developer.blender.org/D9250

Reviewed by Campbell Barton
2020-10-19 08:12:33 -07:00
2abfcebb0e Cleanup: use C comments for descriptive text
Follow our code style guide by using C-comments for text descriptions.
2020-10-10 22:04:51 +11:00
17a2820da8 Cleanup: consistent TODO/FIXME formatting for names
Following the most widely used convention for including todo's in
the code, that is: `TODO(name):`, `FIXME(name)` ... etc.
2020-09-19 14:34:32 +10:00
263148dbac Depsgraph: refactor tagging after time changes
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
2020-08-20 16:29:34 +02:00
2922f9b83d Cleanup: remove TimeSourceNode->cfra which is never read 2020-08-18 15:40:29 +02:00
63998d3522 Cleanup: remove unused TimeSourceNode->offset 2020-08-18 15:32:43 +02:00
94eaaf097c Cleanup: Depsgraph, Clang-Tidy else-after-return fixes
This addresses warnings from Clang-Tidy's `readability-else-after-return`
rule in the `source/blender/depsgraph` module.

No functional changes.
2020-08-07 13:38:06 +02:00