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.
213 lines
7.1 KiB
C++
213 lines
7.1 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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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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* Original Author: Lukas Toenne
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* Contributor(s): None Yet
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/depsgraph/intern/builder/deg_builder_nodes.h
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* \ingroup depsgraph
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*/
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#pragma once
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#include "intern/depsgraph_types.h"
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struct CacheFile;
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struct bGPdata;
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struct ListBase;
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struct GHash;
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struct ID;
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struct Image;
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struct FCurve;
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struct Group;
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struct Key;
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struct LayerCollection;
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struct Main;
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struct Material;
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struct Mask;
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struct MTex;
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struct MovieClip;
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struct bNodeTree;
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struct Object;
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struct ParticleSettings;
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struct Probe;
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struct bPoseChannel;
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struct bConstraint;
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struct Scene;
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struct Tex;
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struct World;
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struct PropertyRNA;
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namespace DEG {
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struct Depsgraph;
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struct DepsNode;
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struct IDDepsNode;
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struct TimeSourceDepsNode;
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struct ComponentDepsNode;
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struct OperationDepsNode;
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struct DepsgraphNodeBuilder {
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DepsgraphNodeBuilder(Main *bmain, Depsgraph *graph);
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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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*/
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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>
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T *get_cow_datablock(const T *orig) const {
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return (T *)get_cow_id(&orig->id);
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}
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/* Get fully expanded (ready for use) copy-on-write datablock for the given
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* original datablock.
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*/
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ID *expand_cow_id(IDDepsNode *id_node);
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ID *expand_cow_id(ID *id_orig);
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template<typename T>
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T *expand_cow_datablock(T *orig) {
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return (T *)expand_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>
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T *get_orig_datablock(const T *cow) const {
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#ifdef WITH_COPY_ON_WRITE
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return (T *)cow->id.newid;
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#else
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return (T *)cow;
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#endif
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}
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void begin_build(Main *bmain);
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IDDepsNode *add_id_node(ID *id, bool do_tag = true);
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TimeSourceDepsNode *add_time_source();
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ComponentDepsNode *add_component_node(ID *id,
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eDepsNode_Type comp_type,
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const char *comp_name = "");
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OperationDepsNode *add_operation_node(ComponentDepsNode *comp_node,
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const DepsEvalOperationCb& op,
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eDepsOperation_Code opcode,
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const char *name = "",
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int name_tag = -1);
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OperationDepsNode *add_operation_node(ID *id,
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eDepsNode_Type comp_type,
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const char *comp_name,
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const DepsEvalOperationCb& op,
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eDepsOperation_Code opcode,
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const char *name = "",
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int name_tag = -1);
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OperationDepsNode *add_operation_node(ID *id,
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eDepsNode_Type comp_type,
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const DepsEvalOperationCb& op,
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eDepsOperation_Code opcode,
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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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eDepsNode_Type comp_type,
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const char *comp_name,
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eDepsOperation_Code opcode,
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const char *name = "",
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int name_tag = -1);
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OperationDepsNode *find_operation_node(ID *id,
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eDepsNode_Type comp_type,
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const char *comp_name,
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eDepsOperation_Code opcode,
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const char *name = "",
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int name_tag = -1);
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OperationDepsNode *find_operation_node(ID *id,
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eDepsNode_Type comp_type,
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eDepsOperation_Code opcode,
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const char *name = "",
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int name_tag = -1);
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void build_scene(Main *bmain, Scene *scene);
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void build_group(Scene *scene, Group *group);
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void build_object(Scene *scene, Object *ob);
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void build_object_transform(Scene *scene, Object *ob);
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void build_object_constraints(Scene *scene, Object *ob);
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void build_pose_constraints(Scene *scene, Object *ob, bPoseChannel *pchan);
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void build_rigidbody(Scene *scene);
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void build_particles(Scene *scene, Object *ob);
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void build_particle_settings(ParticleSettings *part);
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void build_cloth(Scene *scene, Object *object);
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void build_animdata(ID *id);
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OperationDepsNode *build_driver(ID *id, FCurve *fcurve);
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void build_ik_pose(Scene *scene,
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Object *ob,
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bPoseChannel *pchan,
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bConstraint *con);
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void build_splineik_pose(Scene *scene,
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Object *ob,
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bPoseChannel *pchan,
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bConstraint *con);
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void build_rig(Scene *scene, Object *ob);
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void build_proxy_rig(Object *ob);
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void build_shapekeys(Key *key);
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void build_obdata_geom(Scene *scene, Object *ob);
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void build_camera(Object *ob);
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void build_lamp(Object *ob);
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void build_nodetree(bNodeTree *ntree);
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void build_material(Material *ma);
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void build_texture(Tex *tex);
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void build_texture_stack(MTex **texture_stack);
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void build_image(Image *image);
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void build_world(World *world);
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void build_compositor(Scene *scene);
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void build_gpencil(bGPdata *gpd);
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void build_cachefile(CacheFile *cache_file);
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void build_mask(Mask *mask);
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void build_movieclip(MovieClip *clip);
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void build_lightprobe(Object *object);
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struct LayerCollectionState {
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int index;
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LayerCollection *parent;
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};
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void build_layer_collection(Scene *scene,
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LayerCollection *layer_collection,
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LayerCollectionState *state);
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void build_layer_collections(Scene *scene,
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ListBase *layer_collections,
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LayerCollectionState *state);
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void build_scene_layer_collections(Scene *scene);
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protected:
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Main *m_bmain;
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Depsgraph *m_graph;
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GHash *m_cow_id_hash;
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};
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} // namespace DEG
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