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blender-archive/source/blender/depsgraph/intern/builder/deg_builder_nodes.h
Sergey Sharybin 50cc0aa0d1 Depsgraph: Re-use evaluated mesh across frames and remove time dependency from all CoW components
This commit is a work forward having less updates during playback, which speeds
things up a lot here. The idea is simple: stop update all copy-on-write
datablocks (which implies full re-evaluation actually) on frame change and
re-use existing evaluated meshes as much as possible.

This brings playback speed to 24 fps on the dino test scene here. Performance
drops down a lot when armature is animated tho, but that's because of need of
tangent space calculation which we can't do much about from just a dependency
graph.

Hopefully this doesn't make copy-on-write too unstable, quick tests here are
surviving fine.
2017-07-28 12:27:34 +02:00

213 lines
7.1 KiB
C++

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2013 Blender Foundation.
* All rights reserved.
*
* Original Author: Lukas Toenne
* Contributor(s): None Yet
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/depsgraph/intern/builder/deg_builder_nodes.h
* \ingroup depsgraph
*/
#pragma once
#include "intern/depsgraph_types.h"
struct CacheFile;
struct bGPdata;
struct ListBase;
struct GHash;
struct ID;
struct Image;
struct FCurve;
struct Group;
struct Key;
struct LayerCollection;
struct Main;
struct Material;
struct Mask;
struct MTex;
struct MovieClip;
struct bNodeTree;
struct Object;
struct ParticleSettings;
struct Probe;
struct bPoseChannel;
struct bConstraint;
struct Scene;
struct Tex;
struct World;
struct PropertyRNA;
namespace DEG {
struct Depsgraph;
struct DepsNode;
struct IDDepsNode;
struct TimeSourceDepsNode;
struct ComponentDepsNode;
struct OperationDepsNode;
struct DepsgraphNodeBuilder {
DepsgraphNodeBuilder(Main *bmain, Depsgraph *graph);
~DepsgraphNodeBuilder();
/* For given original ID get ID which is created by CoW system. */
ID *get_cow_id(const ID *id_orig) const;
/* Similar to above, but for the cases when there is no ID node we create
* one.
*/
ID *ensure_cow_id(ID *id_orig);
/* Helper wrapper function which wraps get_cow_id with a needed type cast. */
template<typename T>
T *get_cow_datablock(const T *orig) const {
return (T *)get_cow_id(&orig->id);
}
/* Get fully expanded (ready for use) copy-on-write datablock for the given
* original datablock.
*/
ID *expand_cow_id(IDDepsNode *id_node);
ID *expand_cow_id(ID *id_orig);
template<typename T>
T *expand_cow_datablock(T *orig) {
return (T *)expand_cow_id(&orig->id);
}
/* For a given COW datablock get corresponding original one. */
template<typename T>
T *get_orig_datablock(const T *cow) const {
#ifdef WITH_COPY_ON_WRITE
return (T *)cow->id.newid;
#else
return (T *)cow;
#endif
}
void begin_build(Main *bmain);
IDDepsNode *add_id_node(ID *id, bool do_tag = true);
TimeSourceDepsNode *add_time_source();
ComponentDepsNode *add_component_node(ID *id,
eDepsNode_Type comp_type,
const char *comp_name = "");
OperationDepsNode *add_operation_node(ComponentDepsNode *comp_node,
const DepsEvalOperationCb& op,
eDepsOperation_Code opcode,
const char *name = "",
int name_tag = -1);
OperationDepsNode *add_operation_node(ID *id,
eDepsNode_Type comp_type,
const char *comp_name,
const DepsEvalOperationCb& op,
eDepsOperation_Code opcode,
const char *name = "",
int name_tag = -1);
OperationDepsNode *add_operation_node(ID *id,
eDepsNode_Type comp_type,
const DepsEvalOperationCb& op,
eDepsOperation_Code opcode,
const char *name = "",
int name_tag = -1);
bool has_operation_node(ID *id,
eDepsNode_Type comp_type,
const char *comp_name,
eDepsOperation_Code opcode,
const char *name = "",
int name_tag = -1);
OperationDepsNode *find_operation_node(ID *id,
eDepsNode_Type comp_type,
const char *comp_name,
eDepsOperation_Code opcode,
const char *name = "",
int name_tag = -1);
OperationDepsNode *find_operation_node(ID *id,
eDepsNode_Type comp_type,
eDepsOperation_Code opcode,
const char *name = "",
int name_tag = -1);
void build_scene(Main *bmain, Scene *scene);
void build_group(Scene *scene, Group *group);
void build_object(Scene *scene, Object *ob);
void build_object_transform(Scene *scene, Object *ob);
void build_object_constraints(Scene *scene, Object *ob);
void build_pose_constraints(Scene *scene, Object *ob, bPoseChannel *pchan);
void build_rigidbody(Scene *scene);
void build_particles(Scene *scene, Object *ob);
void build_particle_settings(ParticleSettings *part);
void build_cloth(Scene *scene, Object *object);
void build_animdata(ID *id);
OperationDepsNode *build_driver(ID *id, FCurve *fcurve);
void build_ik_pose(Scene *scene,
Object *ob,
bPoseChannel *pchan,
bConstraint *con);
void build_splineik_pose(Scene *scene,
Object *ob,
bPoseChannel *pchan,
bConstraint *con);
void build_rig(Scene *scene, Object *ob);
void build_proxy_rig(Object *ob);
void build_shapekeys(Key *key);
void build_obdata_geom(Scene *scene, Object *ob);
void build_camera(Object *ob);
void build_lamp(Object *ob);
void build_nodetree(bNodeTree *ntree);
void build_material(Material *ma);
void build_texture(Tex *tex);
void build_texture_stack(MTex **texture_stack);
void build_image(Image *image);
void build_world(World *world);
void build_compositor(Scene *scene);
void build_gpencil(bGPdata *gpd);
void build_cachefile(CacheFile *cache_file);
void build_mask(Mask *mask);
void build_movieclip(MovieClip *clip);
void build_lightprobe(Object *object);
struct LayerCollectionState {
int index;
LayerCollection *parent;
};
void build_layer_collection(Scene *scene,
LayerCollection *layer_collection,
LayerCollectionState *state);
void build_layer_collections(Scene *scene,
ListBase *layer_collections,
LayerCollectionState *state);
void build_scene_layer_collections(Scene *scene);
protected:
Main *m_bmain;
Depsgraph *m_graph;
GHash *m_cow_id_hash;
};
} // namespace DEG