107 lines
3.3 KiB
C++
107 lines
3.3 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2020 Blender Foundation. All rights reserved. */
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#include "pipeline.h"
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#include "PIL_time.h"
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#include "BKE_global.h"
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#include "DNA_scene_types.h"
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#include "deg_builder_cycle.h"
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#include "deg_builder_nodes.h"
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#include "deg_builder_relations.h"
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#include "deg_builder_transitive.h"
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namespace blender::deg {
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AbstractBuilderPipeline::AbstractBuilderPipeline(::Depsgraph *graph)
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: deg_graph_(reinterpret_cast<Depsgraph *>(graph)),
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bmain_(deg_graph_->bmain),
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scene_(deg_graph_->scene),
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view_layer_(deg_graph_->view_layer)
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{
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}
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void AbstractBuilderPipeline::build()
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{
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double start_time = 0.0;
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if (G.debug & (G_DEBUG_DEPSGRAPH_BUILD | G_DEBUG_DEPSGRAPH_TIME)) {
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start_time = PIL_check_seconds_timer();
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}
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build_step_sanity_check();
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build_step_nodes();
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build_step_relations();
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build_step_finalize();
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if (G.debug & (G_DEBUG_DEPSGRAPH_BUILD | G_DEBUG_DEPSGRAPH_TIME)) {
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printf("Depsgraph built in %f seconds.\n", PIL_check_seconds_timer() - start_time);
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}
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}
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void AbstractBuilderPipeline::build_step_sanity_check()
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{
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BLI_assert(BLI_findindex(&scene_->view_layers, view_layer_) != -1);
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BLI_assert(deg_graph_->scene == scene_);
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BLI_assert(deg_graph_->view_layer == view_layer_);
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}
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void AbstractBuilderPipeline::build_step_nodes()
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{
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/* Generate all the nodes in the graph first */
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unique_ptr<DepsgraphNodeBuilder> node_builder = construct_node_builder();
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node_builder->begin_build();
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build_nodes(*node_builder);
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node_builder->end_build();
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}
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void AbstractBuilderPipeline::build_step_relations()
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{
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/* Hook up relationships between operations - to determine evaluation order. */
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unique_ptr<DepsgraphRelationBuilder> relation_builder = construct_relation_builder();
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relation_builder->begin_build();
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build_relations(*relation_builder);
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relation_builder->build_copy_on_write_relations();
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relation_builder->build_driver_relations();
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}
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void AbstractBuilderPipeline::build_step_finalize()
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{
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/* Detect and solve cycles. */
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deg_graph_detect_cycles(deg_graph_);
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/* Simplify the graph by removing redundant relations (to optimize
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* traversal later). */
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/* TODO: it would be useful to have an option to disable this in cases where
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* it is causing trouble. */
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if (G.debug_value == 799) {
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deg_graph_transitive_reduction(deg_graph_);
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}
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/* Store pointers to commonly used evaluated datablocks. */
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deg_graph_->scene_cow = (Scene *)deg_graph_->get_cow_id(°_graph_->scene->id);
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/* Flush visibility layer and re-schedule nodes for update. */
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deg_graph_build_finalize(bmain_, deg_graph_);
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DEG_graph_tag_on_visible_update(reinterpret_cast<::Depsgraph *>(deg_graph_), false);
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#if 0
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if (!DEG_debug_consistency_check(deg_graph_)) {
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printf("Consistency validation failed, ABORTING!\n");
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abort();
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}
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#endif
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/* Relations are up to date. */
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deg_graph_->need_update_relations = false;
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}
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unique_ptr<DepsgraphNodeBuilder> AbstractBuilderPipeline::construct_node_builder()
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{
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return std::make_unique<DepsgraphNodeBuilder>(bmain_, deg_graph_, &builder_cache_);
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}
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unique_ptr<DepsgraphRelationBuilder> AbstractBuilderPipeline::construct_relation_builder()
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{
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return std::make_unique<DepsgraphRelationBuilder>(bmain_, deg_graph_, &builder_cache_);
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}
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} // namespace blender::deg
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