In this bug report it resulted in rendering animations stopping too early,
but this affected more areas.
After the previous cleanup commit, it becomes clear that frame and ctime
values were mixed up.
Delay depsgraph visibility update tagging until it is known that
graph relations are up to date, and until it is known that the graph
is actually needed to be evaluated.
Differential Revision: https://developer.blender.org/D11660
For Cycles, when enabling the Persistent Data option, the full render data
will be preserved from frame-to-frame in animation renders and between
re-renders of the scene. This means that any modifier evaluation, BVH
building, OpenGL vertex buffer uploads, etc, can be done only once for
unchanged objects. This comes at an increased memory cost.
Previously there option was named Persistent Images and had a more limited
impact on render time and memory.
When using multiple view layers, only data from a single view layer is
preserved to keep memory usage somewhat under control. However objects
shared between view layers are preserved, and so this can speedup such
renders as well, even single frame renders.
For Eevee and Workbench this option is not available, however these engines
will now always reuse the depsgraph for animation and multiple view layers.
This can significantly speed up rendering.
These engines do not support sharing the depsgraph between re-renders, due
to technical issues regarding OpenGL contexts. Support for this could be added
if those are solved, see the code comments for details.
The `MAX_LIBARRAY` define was an annoying doublon to the `INDEX_ID_MAX` enum value
now defined in `DNA_ID.h`, and it is no more useful.
And comments were somewhat outdated. Also added an explanation about
chosen order for the `INDEX_ID_<IDTYPE>` order.
Remove redundant call to `ofstream::close()` from `~PSStrokeRenderer`
and `~TextStrokeRenderer`. ofstream will be destructed automatically.
- For `~Depsgraph`, `std::function`'s constructor can throw.
- Passing throwing statements in the lambda will not be detected by
clang-tidy.
Fix these issues by using lambda as function argument.
Reviewed By: sergey, sybren
Differential Revision: https://developer.blender.org/D9497
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
We decided that `blender::Vector` should be the default choice for
a vector data structure in Blender.
Reviewers: sergey
Differential Revision: https://developer.blender.org/D7981
Currently unused, but will allow to keep of an owner of the depsgraph.
Could also simplify other APIs in the future by avoiding to pass bmain
explicitly to relation update functions and things like that.
Current frame is stored in a scene, and scene might have multiple view
layers. The inactive view layers were not informed about scene's frame
being changed, so when user switched back to view after changing scene
frame it was in an inconsistent state between current scene frame and
animation.
Now we tag scene for time changes, so dependency graph can catch up
and do proper update.
Currently tagging is from quite generic place. Probably better approach
would be to tag from where frame is actually being assigned. Downside
of this is that it's easy to miss some places.
Reviewers: brecht, mont29
Reviewed By: brecht
Maniphest Tasks: T66378
Differential Revision: https://developer.blender.org/D5332
Fix for GPencil and Cycles Render draw type. GPencil objects were only
shown when overlays were turned on. The cause of this is an
optimization we did to not populate any draw engine when an
external renderer was used with overlays turned off.
This will check if there is any visible GPencil object in the scene. if
so it will still perform the loop.
`DEG_id_type_any_exists` can check if any object of a certain type_id is in the
result. This check is also being used to check if there are any
visible grease pencil objects as a precheck in `DRW_render_check_grease_pencil`.
Reviewed By: brecht, fclem, antoniov
Maniphest Tasks: T65191
Differential Revision: https://developer.blender.org/D4962
This change makes it so a minimal dependency graph which only includes
compositor and sequencer is built for the render pipeline purposes.
Tricky part here is that it's only compositor itself and sequencer who
to use this dependency graph and IDs from it. Render engines are still
to be provided original IDs because:
- They will create dependency graph for the given scene, and currently
it is not possible to create dependency graph from CoW scene.
- IDs from the compositor/sequencer dependency graph are "stripped",
as in, they wouldn't have all view layers, collections or objects
required for proper final render.
This creates annoying mess of mixing evaluated and original scene
access in various parts of the pipeline.
Fixes T63927: Compositing nodes - drivers don't really work
Reviewers: brecht
Maniphest Tasks: T63927
Differential Revision: https://developer.blender.org/D4911
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.
Makes it more explicit whether RNA property is used as a source
dependency for something else, or whether some other dependency
is being hooked up to evaluate that property.
The issue was caused by dependency cycle solver killing relation
which was guaranteed various things: i.e. copy-on-write component
orders and pose evaluation order (which must first run pose init
function).
Now it is possible to prevent such relations from being ignored.
This is not a complete fix, but is enough to make this specific
rig to work. Ideally, we also need to run copy-on-write operation
prior to anything else.
Among all the lines moved around, the general idea is quite simple.
Actually, there are two ideas implemented there.
First one, is when object itself is tagged for update, we tag its
point cache component for evaluation, which makes it so point cache
is properly reset. We do it implicitly because otherwise we'll need
to go everywhere and add explicit tag in almost all the properties.
Second thing is, we link all collider and force fields to a point
cache component using special type of link. This type of link only
allows flush if change is caused by a user update. This way reset
does not happen when change is caused due to animation, but will
properly happen when user causes indirect change to the objects
which are part of physics simulation.
We already had a BKE_main.h header, no reason not to put there
Main-specific functions, BKE_library has already more than enough to
handle with IDs and library management!
To find all effectors in the scene, we need to loop over all objects.
Doing this during depsgraph evaluation caused crashes because not all
objects are guaranteed to be evaluated yet.
To fix this, we now cache the relations as part of the dependency graph
build. As a bonus this also makes evaluation faster for big scenes,
since looping over all objects for each particle system is slow.
Fixes T55156.
When active dependency graph is evaluated, it will apply animation,
drivers and scalar evaluation data (such as object matrix) to an
original datablock. This way operators and tools can easily read
data from original datablock.
This will simplify porting them to copy-on-write, and solve issues
when some operator will allocate new datablock based on original one,
and will want to read data from it.
This introduces a new depsgraph API for getting updated datablocks,
rather than getting it from bpy.data.
* depsgraph.ids_updated gives a list of all datablocks in the depsgraph
which have been updated.
* depsgraph.id_type_updated('TYPE') is true if any datablock of the given
type has been added, removed or modified.
More API updates are coming to properly handle multiple depsgraphs and
finer update granularity, but this should make Cycles work again.