Building IDs which are not covered by copy-on-write process was not implemented, which was causing parameters block not present, and, hence causing crashes in areas which expected parameters to present. First part of this change is related on making it so Copy-on-Write is optional for ID nodes in the dependency graph. Second part is related on using a generic builder for all ID types which were not covered by Copy-on-Write before. The final part is related on making it so build_id() is properly handling ParticleSettings and Grease Pencil Data. Before they were not covered there at all, and they need special handling because they do have own build functions. Not sure it worth trying to split those parts, as they are related to each other and are not really possible to be tested standalone. Open for a second opinion though. Possible nut-tightening is to re-organize build_id() function so that every branch does return and have an assert at the end, so that missing ID type in the switch statement is easier to spot even when using compilers which do not report missing switch cases. As for question "why not use default" the answer is: to make it more explicit and clear what is a decision when adding new ID types. We do not want to quietly fall-back to a non-copy-on-write case for a newly added ID types. Differential Revision: https://developer.blender.org/D10075
301 lines
12 KiB
C++
301 lines
12 KiB
C++
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2013 Blender Foundation.
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* All rights reserved.
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*/
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/** \file
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* \ingroup depsgraph
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*/
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#pragma once
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#include "intern/builder/deg_builder.h"
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#include "intern/builder/deg_builder_map.h"
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#include "intern/depsgraph_type.h"
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#include "intern/node/deg_node_id.h"
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#include "intern/node/deg_node_operation.h"
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#include "DEG_depsgraph.h"
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struct CacheFile;
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struct Camera;
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struct Collection;
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struct FCurve;
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struct FreestyleLineSet;
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struct FreestyleLineStyle;
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struct ID;
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struct IDProperty;
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struct Image;
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struct Key;
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struct LayerCollection;
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struct Light;
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struct LightProbe;
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struct ListBase;
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struct Main;
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struct Mask;
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struct Material;
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struct MovieClip;
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struct Object;
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struct ParticleSettings;
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struct Scene;
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struct Simulation;
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struct Speaker;
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struct Tex;
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struct World;
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struct bAction;
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struct bArmature;
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struct bConstraint;
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struct bGPdata;
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struct bNodeSocket;
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struct bNodeTree;
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struct bPoseChannel;
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struct bSound;
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namespace blender {
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namespace deg {
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struct ComponentNode;
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struct Depsgraph;
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class DepsgraphBuilderCache;
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struct IDNode;
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struct OperationNode;
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struct TimeSourceNode;
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class DepsgraphNodeBuilder : public DepsgraphBuilder {
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public:
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DepsgraphNodeBuilder(Main *bmain, Depsgraph *graph, DepsgraphBuilderCache *cache);
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~DepsgraphNodeBuilder();
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/* For given original ID get ID which is created by CoW system. */
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ID *get_cow_id(const ID *id_orig) const;
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/* Similar to above, but for the cases when there is no ID node we create
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* one. */
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ID *ensure_cow_id(ID *id_orig);
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/* Helper wrapper function which wraps get_cow_id with a needed type cast. */
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template<typename T> T *get_cow_datablock(const T *orig) const
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{
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return (T *)get_cow_id(&orig->id);
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}
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/* For a given COW datablock get corresponding original one. */
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template<typename T> T *get_orig_datablock(const T *cow) const
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{
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return (T *)cow->id.orig_id;
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}
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virtual void begin_build();
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virtual void end_build();
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IDNode *add_id_node(ID *id);
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IDNode *find_id_node(ID *id);
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TimeSourceNode *add_time_source();
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ComponentNode *add_component_node(ID *id, NodeType comp_type, const char *comp_name = "");
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OperationNode *add_operation_node(ComponentNode *comp_node,
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OperationCode opcode,
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const DepsEvalOperationCb &op = nullptr,
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const char *name = "",
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int name_tag = -1);
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OperationNode *add_operation_node(ID *id,
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NodeType comp_type,
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const char *comp_name,
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OperationCode opcode,
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const DepsEvalOperationCb &op = nullptr,
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const char *name = "",
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int name_tag = -1);
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OperationNode *add_operation_node(ID *id,
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NodeType comp_type,
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OperationCode opcode,
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const DepsEvalOperationCb &op = nullptr,
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const char *name = "",
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int name_tag = -1);
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OperationNode *ensure_operation_node(ID *id,
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NodeType comp_type,
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OperationCode opcode,
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const DepsEvalOperationCb &op = nullptr,
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const char *name = "",
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int name_tag = -1);
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bool has_operation_node(ID *id,
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NodeType comp_type,
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const char *comp_name,
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OperationCode opcode,
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const char *name = "",
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int name_tag = -1);
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OperationNode *find_operation_node(ID *id,
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NodeType comp_type,
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const char *comp_name,
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OperationCode opcode,
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const char *name = "",
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int name_tag = -1);
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OperationNode *find_operation_node(
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ID *id, NodeType comp_type, OperationCode opcode, const char *name = "", int name_tag = -1);
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virtual void build_id(ID *id);
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/* Build function for ID types that do not need their own build_xxx() function. */
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virtual void build_generic_id(ID *id);
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virtual void build_idproperties(IDProperty *id_property);
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virtual void build_scene_render(Scene *scene, ViewLayer *view_layer);
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virtual void build_scene_parameters(Scene *scene);
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virtual void build_scene_compositor(Scene *scene);
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virtual void build_layer_collections(ListBase *lb);
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virtual void build_view_layer(Scene *scene,
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ViewLayer *view_layer,
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eDepsNode_LinkedState_Type linked_state);
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virtual void build_collection(LayerCollection *from_layer_collection, Collection *collection);
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virtual void build_object(int base_index,
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Object *object,
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eDepsNode_LinkedState_Type linked_state,
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bool is_visible);
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virtual void build_object_proxy_from(Object *object, bool is_object_visible);
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virtual void build_object_proxy_group(Object *object, bool is_object_visible);
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virtual void build_object_instance_collection(Object *object, bool is_object_visible);
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virtual void build_object_from_layer(int base_index,
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Object *object,
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eDepsNode_LinkedState_Type linked_state);
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virtual void build_object_flags(int base_index,
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Object *object,
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eDepsNode_LinkedState_Type linked_state);
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virtual void build_object_data(Object *object, bool is_object_visible);
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virtual void build_object_data_camera(Object *object);
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virtual void build_object_data_geometry(Object *object, bool is_object_visible);
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virtual void build_object_data_geometry_datablock(ID *obdata, bool is_object_visible);
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virtual void build_object_data_light(Object *object);
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virtual void build_object_data_lightprobe(Object *object);
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virtual void build_object_data_speaker(Object *object);
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virtual void build_object_transform(Object *object);
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virtual void build_object_constraints(Object *object);
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virtual void build_object_pointcache(Object *object);
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virtual void build_pose_constraints(Object *object,
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bPoseChannel *pchan,
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int pchan_index,
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bool is_object_visible);
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virtual void build_rigidbody(Scene *scene);
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virtual void build_particle_systems(Object *object, bool is_object_visible);
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virtual void build_particle_settings(ParticleSettings *part);
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virtual void build_animdata(ID *id);
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virtual void build_animdata_nlastrip_targets(ListBase *strips);
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virtual void build_animation_images(ID *id);
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virtual void build_action(bAction *action);
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virtual void build_driver(ID *id, FCurve *fcurve, int driver_index);
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virtual void build_driver_variables(ID *id, FCurve *fcurve);
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virtual void build_driver_id_property(ID *id, const char *rna_path);
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virtual void build_parameters(ID *id);
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virtual void build_dimensions(Object *object);
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virtual void build_ik_pose(Object *object, bPoseChannel *pchan, bConstraint *con);
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virtual void build_splineik_pose(Object *object, bPoseChannel *pchan, bConstraint *con);
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virtual void build_rig(Object *object, bool is_object_visible);
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virtual void build_proxy_rig(Object *object, bool is_object_visible);
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virtual void build_armature(bArmature *armature);
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virtual void build_armature_bones(ListBase *bones);
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virtual void build_shapekeys(Key *key);
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virtual void build_camera(Camera *camera);
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virtual void build_light(Light *lamp);
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virtual void build_nodetree(bNodeTree *ntree);
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virtual void build_nodetree_socket(bNodeSocket *socket);
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virtual void build_material(Material *ma);
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virtual void build_materials(Material **materials, int num_materials);
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virtual void build_freestyle_lineset(FreestyleLineSet *fls);
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virtual void build_freestyle_linestyle(FreestyleLineStyle *linestyle);
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virtual void build_texture(Tex *tex);
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virtual void build_image(Image *image);
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virtual void build_world(World *world);
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virtual void build_gpencil(bGPdata *gpd);
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virtual void build_cachefile(CacheFile *cache_file);
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virtual void build_mask(Mask *mask);
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virtual void build_movieclip(MovieClip *clip);
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virtual void build_lightprobe(LightProbe *probe);
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virtual void build_speaker(Speaker *speaker);
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virtual void build_sound(bSound *sound);
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virtual void build_simulation(Simulation *simulation);
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virtual void build_scene_sequencer(Scene *scene);
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virtual void build_scene_audio(Scene *scene);
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virtual void build_scene_speakers(Scene *scene, ViewLayer *view_layer);
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/* Per-ID information about what was already in the dependency graph.
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* Allows to re-use certain values, to speed up following evaluation. */
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struct IDInfo {
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/* Copy-on-written pointer of the corresponding ID. */
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ID *id_cow;
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/* Mask of visible components from previous state of the
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* dependency graph. */
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IDComponentsMask previously_visible_components_mask;
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/* Special evaluation flag mask from the previous depsgraph. */
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uint32_t previous_eval_flags;
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/* Mesh CustomData mask from the previous depsgraph. */
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DEGCustomDataMeshMasks previous_customdata_masks;
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};
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protected:
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/* Allows to identify an operation which was tagged for update at the time
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* relations are being updated. We can not reuse operation node pointer
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* since it will change during dependency graph construction. */
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struct SavedEntryTag {
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ID *id_orig;
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NodeType component_type;
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OperationCode opcode;
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string name;
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int name_tag;
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};
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Vector<SavedEntryTag> saved_entry_tags_;
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struct BuilderWalkUserData {
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DepsgraphNodeBuilder *builder;
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/* Denotes whether object the walk is invoked from is visible. */
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bool is_parent_visible;
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};
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static void modifier_walk(void *user_data,
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struct Object *object,
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struct ID **idpoin,
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int cb_flag);
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static void constraint_walk(bConstraint *constraint,
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ID **idpoin,
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bool is_reference,
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void *user_data);
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/* State which demotes currently built entities. */
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Scene *scene_;
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ViewLayer *view_layer_;
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int view_layer_index_;
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/* NOTE: Collection are possibly built recursively, so be careful when
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* setting the current state. */
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Collection *collection_;
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/* Accumulated flag over the hierarchy of currently building collections.
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* Denotes whether all the hierarchy from parent of collection_ to the
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* very root is visible (aka not restricted.). */
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bool is_parent_collection_visible_;
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/* Indexed by original ID.session_uuid, values are IDInfo. */
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Map<uint, IDInfo *> id_info_hash_;
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/* Set of IDs which were already build. Makes it easier to keep track of
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* what was already built and what was not. */
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BuilderMap built_map_;
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};
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} // namespace deg
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} // namespace blender
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