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blender-archive/source/blender/depsgraph/intern/depsgraph_build.cc
Bastien Montagne 3fcf535d2e Split id->flag in two, persistent flags and runtime tags.
This is purely internal sanitizing/cleanup, no change in behavior is expected at all.

This change was also needed because we were getting short on ID flags, and
future enhancement of 'user_one' ID behavior requires two new ones.

id->flag remains for persistent data (fakeuser only, so far!), this also allows us
100% backward & forward compatibility.

New id->tag is used for most flags. Though written in .blend files, its content
is cleared at read time.

Note that .blend file version was bumped, so that we can clear runtimeflags from
old .blends, important in case we add new persistent flags in future.

Also, behavior of tags (either status ones, or whether they need to be cleared before/after use)
has been added as comments to their declaration.

Reviewers: sergey, campbellbarton

Differential Revision: https://developer.blender.org/D1683
2015-12-27 12:00:33 +01:00

371 lines
11 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: Joshua Leung
* Contributor(s): Based on original depsgraph.c code - Blender Foundation (2005-2013)
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/depsgraph/intern/depsgraph_build.cc
* \ingroup depsgraph
*
* Methods for constructing depsgraph.
*/
#include <stack>
#include "MEM_guardedalloc.h"
extern "C" {
#include "BLI_blenlib.h"
#include "BLI_string.h"
#include "BLI_utildefines.h"
#include "DNA_action_types.h"
#include "DNA_anim_types.h"
#include "DNA_armature_types.h"
#include "DNA_camera_types.h"
#include "DNA_constraint_types.h"
#include "DNA_curve_types.h"
#include "DNA_effect_types.h"
#include "DNA_group_types.h"
#include "DNA_key_types.h"
#include "DNA_lamp_types.h"
#include "DNA_material_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meta_types.h"
#include "DNA_node_types.h"
#include "DNA_particle_types.h"
#include "DNA_object_types.h"
#include "DNA_rigidbody_types.h"
#include "DNA_scene_types.h"
#include "DNA_texture_types.h"
#include "DNA_world_types.h"
#include "BKE_action.h"
#include "BKE_armature.h"
#include "BKE_animsys.h"
#include "BKE_constraint.h"
#include "BKE_curve.h"
#include "BKE_effect.h"
#include "BKE_fcurve.h"
#include "BKE_group.h"
#include "BKE_key.h"
#include "BKE_library.h"
#include "BKE_main.h"
#include "BKE_material.h"
#include "BKE_mball.h"
#include "BKE_modifier.h"
#include "BKE_node.h"
#include "BKE_object.h"
#include "BKE_particle.h"
#include "BKE_rigidbody.h"
#include "BKE_sound.h"
#include "BKE_texture.h"
#include "BKE_tracking.h"
#include "BKE_world.h"
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_debug.h"
#include "DEG_depsgraph_build.h"
#include "RNA_access.h"
#include "RNA_types.h"
} /* extern "C" */
#include "depsnode.h"
#include "depsnode_component.h"
#include "depsgraph_debug.h"
#include "depsnode_operation.h"
#include "depsgraph_types.h"
#include "depsgraph_build.h"
#include "depsgraph_intern.h"
#include "depsgraph_util_cycle.h"
#include "depsgraph_util_transitive.h"
/* ****************** */
/* External Build API */
static eDepsNode_Type deg_build_scene_component_type(eDepsSceneComponentType component)
{
switch (component) {
case DEG_SCENE_COMP_PARAMETERS: return DEPSNODE_TYPE_PARAMETERS;
case DEG_SCENE_COMP_ANIMATION: return DEPSNODE_TYPE_ANIMATION;
case DEG_SCENE_COMP_SEQUENCER: return DEPSNODE_TYPE_SEQUENCER;
}
return DEPSNODE_TYPE_UNDEFINED;
}
static eDepsNode_Type deg_build_object_component_type(eDepsObjectComponentType component)
{
switch (component) {
case DEG_OB_COMP_PARAMETERS: return DEPSNODE_TYPE_PARAMETERS;
case DEG_OB_COMP_PROXY: return DEPSNODE_TYPE_PROXY;
case DEG_OB_COMP_ANIMATION: return DEPSNODE_TYPE_ANIMATION;
case DEG_OB_COMP_TRANSFORM: return DEPSNODE_TYPE_TRANSFORM;
case DEG_OB_COMP_GEOMETRY: return DEPSNODE_TYPE_GEOMETRY;
case DEG_OB_COMP_EVAL_POSE: return DEPSNODE_TYPE_EVAL_POSE;
case DEG_OB_COMP_BONE: return DEPSNODE_TYPE_BONE;
case DEG_OB_COMP_EVAL_PARTICLES: return DEPSNODE_TYPE_EVAL_PARTICLES;
case DEG_OB_COMP_SHADING: return DEPSNODE_TYPE_SHADING;
}
return DEPSNODE_TYPE_UNDEFINED;
}
void DEG_add_scene_relation(DepsNodeHandle *handle, struct Scene *scene, eDepsSceneComponentType component, const char *description)
{
eDepsNode_Type type = deg_build_scene_component_type(component);
ComponentKey comp_key(&scene->id, type);
handle->builder->add_node_handle_relation(comp_key, handle, DEPSREL_TYPE_GEOMETRY_EVAL, description);
}
void DEG_add_object_relation(DepsNodeHandle *handle, struct Object *ob, eDepsObjectComponentType component, const char *description)
{
eDepsNode_Type type = deg_build_object_component_type(component);
ComponentKey comp_key(&ob->id, type);
handle->builder->add_node_handle_relation(comp_key, handle, DEPSREL_TYPE_GEOMETRY_EVAL, description);
}
void DEG_add_bone_relation(DepsNodeHandle *handle, struct Object *ob, const char *bone_name, eDepsObjectComponentType component, const char *description)
{
eDepsNode_Type type = deg_build_object_component_type(component);
ComponentKey comp_key(&ob->id, type, bone_name);
// XXX: "Geometry Eval" might not always be true, but this only gets called from modifier building now
handle->builder->add_node_handle_relation(comp_key, handle, DEPSREL_TYPE_GEOMETRY_EVAL, description);
}
void DEG_add_special_eval_flag(Depsgraph *graph, ID *id, short flag)
{
if (graph == NULL) {
BLI_assert(!"Graph should always be valid");
return;
}
IDDepsNode *id_node = graph->find_id_node(id);
if (id_node == NULL) {
BLI_assert(!"ID should always be valid");
return;
}
id_node->eval_flags |= flag;
}
/* ********************** */
/* Utilities for Builders */
/* Get unique identifier for FCurves and Drivers */
string deg_fcurve_id_name(const FCurve *fcu)
{
char index_buf[32];
sprintf(index_buf, "[%d]", fcu->array_index);
return string(fcu->rna_path) + index_buf;
}
static void deg_graph_build_finalize(Depsgraph *graph)
{
std::stack<OperationDepsNode *> stack;
for (Depsgraph::OperationNodes::const_iterator it_op = graph->operations.begin();
it_op != graph->operations.end();
++it_op)
{
OperationDepsNode *node = *it_op;
node->done = 0;
node->num_links_pending = 0;
for (OperationDepsNode::Relations::const_iterator it_rel = node->inlinks.begin();
it_rel != node->inlinks.end();
++it_rel)
{
DepsRelation *rel = *it_rel;
if ((rel->from->type == DEPSNODE_TYPE_OPERATION) &&
(rel->flag & DEPSREL_FLAG_CYCLIC) == 0)
{
++node->num_links_pending;
}
}
if (node->num_links_pending == 0) {
stack.push(node);
}
IDDepsNode *id_node = node->owner->owner;
id_node->id->tag |= LIB_TAG_DOIT;
}
while (!stack.empty()) {
OperationDepsNode *node = stack.top();
if (node->done == 0 && node->outlinks.size() != 0) {
for (OperationDepsNode::Relations::const_iterator it_rel = node->outlinks.begin();
it_rel != node->outlinks.end();
++it_rel)
{
DepsRelation *rel = *it_rel;
if (rel->to->type == DEPSNODE_TYPE_OPERATION) {
OperationDepsNode *to = (OperationDepsNode *)rel->to;
if ((rel->flag & DEPSREL_FLAG_CYCLIC) == 0) {
BLI_assert(to->num_links_pending > 0);
--to->num_links_pending;
}
if (to->num_links_pending == 0) {
stack.push(to);
}
}
}
node->done = 1;
}
else {
stack.pop();
IDDepsNode *id_node = node->owner->owner;
for (OperationDepsNode::Relations::const_iterator it_rel = node->outlinks.begin();
it_rel != node->outlinks.end();
++it_rel)
{
DepsRelation *rel = *it_rel;
if (rel->to->type == DEPSNODE_TYPE_OPERATION) {
OperationDepsNode *to = (OperationDepsNode *)rel->to;
IDDepsNode *id_to = to->owner->owner;
id_node->layers |= id_to->layers;
}
}
/* Re-tag ID for update if it was tagged before the relations
* update tag.
*/
ID *id = id_node->id;
if (id->tag & LIB_TAG_ID_RECALC_ALL &&
id->tag & LIB_TAG_DOIT)
{
id_node->tag_update(graph);
id->tag &= ~LIB_TAG_DOIT;
}
}
}
}
/* ******************** */
/* Graph Building API's */
/* Build depsgraph for the given scene, and dump results in given graph container */
// XXX: assume that this is called from outside, given the current scene as the "main" scene
void DEG_graph_build_from_scene(Depsgraph *graph, Main *bmain, Scene *scene)
{
/* 1) Generate all the nodes in the graph first */
DepsgraphNodeBuilder node_builder(bmain, graph);
/* create root node for scene first
* - this way it should be the first in the graph,
* reflecting its role as the entrypoint
*/
node_builder.add_root_node();
node_builder.build_scene(bmain, scene);
/* 2) Hook up relationships between operations - to determine evaluation order */
DepsgraphRelationBuilder relation_builder(graph);
/* hook scene up to the root node as entrypoint to graph */
/* XXX what does this relation actually mean?
* it doesnt add any operations anyway and is not clear what part of the scene is to be connected.
*/
//relation_builder.add_relation(RootKey(), IDKey(scene), DEPSREL_TYPE_ROOT_TO_ACTIVE, "Root to Active Scene");
relation_builder.build_scene(bmain, scene);
/* Detect and solve cycles. */
deg_graph_detect_cycles(graph);
/* 3) Simplify the graph by removing redundant relations (to optimise traversal later) */
// TODO: it would be useful to have an option to disable this in cases where it is causing trouble
if (G.debug_value == 799) {
deg_graph_transitive_reduction(graph);
}
/* 4) Flush visibility layer and re-schedule nodes for update. */
deg_graph_build_finalize(graph);
#if 0
if (!DEG_debug_consistency_check(graph)) {
printf("Consistency validation failed, ABORTING!\n");
abort();
}
#endif
}
/* Tag graph relations for update. */
void DEG_graph_tag_relations_update(Depsgraph *graph)
{
graph->need_update = true;
}
/* Tag all relations for update. */
void DEG_relations_tag_update(Main *bmain)
{
for (Scene *scene = (Scene *)bmain->scene.first;
scene != NULL;
scene = (Scene *)scene->id.next)
{
if (scene->depsgraph != NULL) {
DEG_graph_tag_relations_update(scene->depsgraph);
}
}
}
/* Create new graph if didn't exist yet,
* or update relations if graph was tagged for update.
*/
void DEG_scene_relations_update(Main *bmain, Scene *scene)
{
if (scene->depsgraph == NULL) {
/* Rebuild graph from scratch and exit. */
scene->depsgraph = DEG_graph_new();
DEG_graph_build_from_scene(scene->depsgraph, bmain, scene);
return;
}
Depsgraph *graph = scene->depsgraph;
if (!graph->need_update) {
/* Graph is up to date, nothing to do. */
return;
}
/* Clear all previous nodes and operations. */
graph->clear_all_nodes();
graph->operations.clear();
graph->entry_tags.clear();
/* Build new nodes and relations. */
DEG_graph_build_from_scene(graph, bmain, scene);
graph->need_update = false;
}
/* Rebuild dependency graph only for a given scene. */
void DEG_scene_relations_rebuild(Main *bmain, Scene *scene)
{
if (scene->depsgraph != NULL) {
DEG_graph_tag_relations_update(scene->depsgraph);
}
DEG_scene_relations_update(bmain, scene);
}
void DEG_scene_graph_free(Scene *scene)
{
if (scene->depsgraph) {
DEG_graph_free(scene->depsgraph);
scene->depsgraph = NULL;
}
}