This was essentially a use-after-free issue. When a geometry nodes group changes it has to be preprocessed again before it can be evaluated. This part was working, the issue was that parent node groups have to be preprocessed as well, which was missing. The lazy-function graph cached on the parent node group was still referencing data that was freed when the child group changed. Now the depsgraph makes sure that all relevant geometry node groups are preprocessed again after a change. This issue was found by Simon Thommes.
197 lines
6.4 KiB
C++
197 lines
6.4 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
|
|
* Copyright 2016 Blender Foundation. All rights reserved. */
|
|
|
|
/** \file
|
|
* \ingroup depsgraph
|
|
*/
|
|
|
|
#include "intern/builder/deg_builder.h"
|
|
|
|
#include <cstring>
|
|
|
|
#include "DNA_ID.h"
|
|
#include "DNA_anim_types.h"
|
|
#include "DNA_armature_types.h"
|
|
#include "DNA_layer_types.h"
|
|
#include "DNA_modifier_types.h"
|
|
#include "DNA_object_types.h"
|
|
|
|
#include "BLI_stack.h"
|
|
#include "BLI_utildefines.h"
|
|
|
|
#include "BKE_action.h"
|
|
|
|
#include "RNA_prototypes.h"
|
|
|
|
#include "intern/builder/deg_builder_cache.h"
|
|
#include "intern/builder/deg_builder_remove_noop.h"
|
|
#include "intern/depsgraph.h"
|
|
#include "intern/depsgraph_relation.h"
|
|
#include "intern/depsgraph_tag.h"
|
|
#include "intern/depsgraph_type.h"
|
|
#include "intern/eval/deg_eval_copy_on_write.h"
|
|
#include "intern/eval/deg_eval_visibility.h"
|
|
#include "intern/node/deg_node.h"
|
|
#include "intern/node/deg_node_component.h"
|
|
#include "intern/node/deg_node_id.h"
|
|
#include "intern/node/deg_node_operation.h"
|
|
|
|
#include "DEG_depsgraph.h"
|
|
|
|
namespace blender::deg {
|
|
|
|
bool deg_check_id_in_depsgraph(const Depsgraph *graph, ID *id_orig)
|
|
{
|
|
IDNode *id_node = graph->find_id_node(id_orig);
|
|
return id_node != nullptr;
|
|
}
|
|
|
|
bool deg_check_base_in_depsgraph(const Depsgraph *graph, Base *base)
|
|
{
|
|
Object *object_orig = base->base_orig->object;
|
|
IDNode *id_node = graph->find_id_node(&object_orig->id);
|
|
if (id_node == nullptr) {
|
|
return false;
|
|
}
|
|
return id_node->has_base;
|
|
}
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Base Class for Builders
|
|
* \{ */
|
|
|
|
DepsgraphBuilder::DepsgraphBuilder(Main *bmain, Depsgraph *graph, DepsgraphBuilderCache *cache)
|
|
: bmain_(bmain), graph_(graph), cache_(cache)
|
|
{
|
|
}
|
|
|
|
bool DepsgraphBuilder::need_pull_base_into_graph(const Base *base)
|
|
{
|
|
/* Simple check: enabled bases are always part of dependency graph. */
|
|
const int base_flag = (graph_->mode == DAG_EVAL_VIEWPORT) ? BASE_ENABLED_VIEWPORT :
|
|
BASE_ENABLED_RENDER;
|
|
if (base->flag & base_flag) {
|
|
return true;
|
|
}
|
|
|
|
/* More involved check: since we don't support dynamic changes in dependency graph topology and
|
|
* all visible objects are to be part of dependency graph, we pull all objects which has animated
|
|
* visibility. */
|
|
return is_object_visibility_animated(base->object);
|
|
}
|
|
|
|
bool DepsgraphBuilder::is_object_visibility_animated(const Object *object)
|
|
{
|
|
AnimatedPropertyID property_id;
|
|
if (graph_->mode == DAG_EVAL_VIEWPORT) {
|
|
property_id = AnimatedPropertyID(&object->id, &RNA_Object, "hide_viewport");
|
|
}
|
|
else if (graph_->mode == DAG_EVAL_RENDER) {
|
|
property_id = AnimatedPropertyID(&object->id, &RNA_Object, "hide_render");
|
|
}
|
|
else {
|
|
BLI_assert_msg(0, "Unknown evaluation mode.");
|
|
return false;
|
|
}
|
|
return cache_->isPropertyAnimated(&object->id, property_id);
|
|
}
|
|
|
|
bool DepsgraphBuilder::is_modifier_visibility_animated(const Object *object,
|
|
const ModifierData *modifier)
|
|
{
|
|
AnimatedPropertyID property_id;
|
|
if (graph_->mode == DAG_EVAL_VIEWPORT) {
|
|
property_id = AnimatedPropertyID(
|
|
&object->id, &RNA_Modifier, (void *)modifier, "show_viewport");
|
|
}
|
|
else if (graph_->mode == DAG_EVAL_RENDER) {
|
|
property_id = AnimatedPropertyID(&object->id, &RNA_Modifier, (void *)modifier, "show_render");
|
|
}
|
|
else {
|
|
BLI_assert_msg(0, "Unknown evaluation mode.");
|
|
return false;
|
|
}
|
|
return cache_->isPropertyAnimated(&object->id, property_id);
|
|
}
|
|
|
|
bool DepsgraphBuilder::check_pchan_has_bbone(const Object *object, const bPoseChannel *pchan)
|
|
{
|
|
BLI_assert(object->type == OB_ARMATURE);
|
|
if (pchan == nullptr || pchan->bone == nullptr) {
|
|
return false;
|
|
}
|
|
/* We don't really care whether segments are higher than 1 due to static user input (as in,
|
|
* rigger entered value like 3 manually), or due to animation. In either way we need to create
|
|
* special evaluation. */
|
|
if (pchan->bone->segments > 1) {
|
|
return true;
|
|
}
|
|
bArmature *armature = static_cast<bArmature *>(object->data);
|
|
AnimatedPropertyID property_id(&armature->id, &RNA_Bone, pchan->bone, "bbone_segments");
|
|
/* Check both Object and Armature animation data, because drivers modifying Armature
|
|
* state could easily be created in the Object AnimData. */
|
|
return cache_->isPropertyAnimated(&object->id, property_id) ||
|
|
cache_->isPropertyAnimated(&armature->id, property_id);
|
|
}
|
|
|
|
bool DepsgraphBuilder::check_pchan_has_bbone_segments(const Object *object,
|
|
const bPoseChannel *pchan)
|
|
{
|
|
return check_pchan_has_bbone(object, pchan);
|
|
}
|
|
|
|
bool DepsgraphBuilder::check_pchan_has_bbone_segments(const Object *object, const char *bone_name)
|
|
{
|
|
const bPoseChannel *pchan = BKE_pose_channel_find_name(object->pose, bone_name);
|
|
return check_pchan_has_bbone_segments(object, pchan);
|
|
}
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Builder Finalizer.
|
|
* \{ */
|
|
|
|
void deg_graph_build_finalize(Main *bmain, Depsgraph *graph)
|
|
{
|
|
deg_graph_flush_visibility_flags(graph);
|
|
deg_graph_remove_unused_noops(graph);
|
|
|
|
/* Re-tag IDs for update if it was tagged before the relations
|
|
* update tag. */
|
|
for (IDNode *id_node : graph->id_nodes) {
|
|
ID *id_orig = id_node->id_orig;
|
|
id_node->finalize_build(graph);
|
|
int flag = 0;
|
|
/* Tag rebuild if special evaluation flags changed. */
|
|
if (id_node->eval_flags != id_node->previous_eval_flags) {
|
|
flag |= ID_RECALC_TRANSFORM | ID_RECALC_GEOMETRY;
|
|
}
|
|
/* Tag rebuild if the custom data mask changed. */
|
|
if (id_node->customdata_masks != id_node->previous_customdata_masks) {
|
|
flag |= ID_RECALC_GEOMETRY;
|
|
}
|
|
if (!deg_copy_on_write_is_expanded(id_node->id_cow)) {
|
|
flag |= ID_RECALC_COPY_ON_WRITE;
|
|
/* This means ID is being added to the dependency graph first
|
|
* time, which is similar to "ob-visible-change" */
|
|
if (GS(id_orig->name) == ID_OB) {
|
|
flag |= ID_RECALC_TRANSFORM | ID_RECALC_GEOMETRY;
|
|
}
|
|
if (GS(id_orig->name) == ID_NT) {
|
|
flag |= ID_RECALC_NTREE_OUTPUT;
|
|
}
|
|
}
|
|
/* Restore recalc flags from original ID, which could possibly contain recalc flags set by
|
|
* an operator and then were carried on by the undo system. */
|
|
flag |= id_orig->recalc;
|
|
if (flag != 0) {
|
|
graph_id_tag_update(bmain, graph, id_node->id_orig, flag, DEG_UPDATE_SOURCE_RELATIONS);
|
|
}
|
|
}
|
|
}
|
|
|
|
/** \} */
|
|
|
|
} // namespace blender::deg
|