Calling BKE_nodetree_attribute_hint_add from multiple threads still was not safe before.. One issue was that context_map embedded its values directly. So when context_map grows, all NodeUIStorage would move as well. I could patch around that by using std::unique_ptr in a few places, but that just becomes too complex for now. Instead I simplified the locking a bit by adding just locking a mutex in NodeTreeUIStorage all the time while an attribute hint is added. Differential Revision: https://developer.blender.org/D11399
170 lines
6.0 KiB
C++
170 lines
6.0 KiB
C++
/*
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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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#include "CLG_log.h"
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#include <mutex>
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#include "BLI_map.hh"
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#include "BLI_string_ref.hh"
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#include "BLI_vector.hh"
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#include "DNA_node_types.h"
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#include "DNA_object_types.h"
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#include "BKE_context.h"
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#include "BKE_node_ui_storage.hh"
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#include "BKE_object.h"
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static CLG_LogRef LOG = {"bke.node_ui_storage"};
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using blender::Map;
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using blender::StringRef;
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using blender::Vector;
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/* Use a global mutex because otherwise it would have to be stored directly in the
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* bNodeTree struct in DNA. This could change if the node tree had a runtime struct. */
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static std::mutex global_ui_storage_mutex;
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static NodeTreeUIStorage &ui_storage_ensure(bNodeTree &ntree)
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{
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/* As an optimization, only acquire a lock if the UI storage doesn't exist,
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* because it only needs to be allocated once for every node tree. */
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if (ntree.ui_storage == nullptr) {
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std::lock_guard<std::mutex> lock(global_ui_storage_mutex);
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/* Check again-- another thread may have allocated the storage while this one waited. */
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if (ntree.ui_storage == nullptr) {
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ntree.ui_storage = new NodeTreeUIStorage();
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}
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}
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return *ntree.ui_storage;
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}
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const NodeUIStorage *BKE_node_tree_ui_storage_get_from_context(const bContext *C,
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const bNodeTree &ntree,
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const bNode &node)
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{
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const NodeTreeUIStorage *ui_storage = ntree.ui_storage;
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if (ui_storage == nullptr) {
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return nullptr;
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}
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const Object *active_object = CTX_data_active_object(C);
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if (active_object == nullptr) {
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return nullptr;
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}
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const ModifierData *active_modifier = BKE_object_active_modifier(active_object);
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if (active_modifier == nullptr) {
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return nullptr;
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}
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const NodeTreeEvaluationContext context(*active_object, *active_modifier);
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const Map<std::string, NodeUIStorage> *storage = ui_storage->context_map.lookup_ptr(context);
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if (storage == nullptr) {
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return nullptr;
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}
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return storage->lookup_ptr_as(StringRef(node.name));
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}
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/**
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* Removes only the UI data associated with a particular evaluation context. The same node tree
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* can be used for execution in multiple places, but the entire UI storage can't be removed when
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* one execution starts, or all of the data associated with the node tree would be lost.
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*/
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void BKE_nodetree_ui_storage_free_for_context(bNodeTree &ntree,
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const NodeTreeEvaluationContext &context)
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{
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NodeTreeUIStorage *ui_storage = ntree.ui_storage;
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if (ui_storage != nullptr) {
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std::lock_guard<std::mutex> lock(ui_storage->mutex);
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ui_storage->context_map.remove(context);
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}
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}
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static void node_error_message_log(bNodeTree &ntree,
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const bNode &node,
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const StringRef message,
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const NodeWarningType type)
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{
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switch (type) {
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case NodeWarningType::Error:
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CLOG_ERROR(&LOG,
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"Node Tree: \"%s\", Node: \"%s\", %s",
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ntree.id.name + 2,
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node.name,
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message.data());
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break;
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case NodeWarningType::Warning:
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CLOG_WARN(&LOG,
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"Node Tree: \"%s\", Node: \"%s\", %s",
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ntree.id.name + 2,
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node.name,
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message.data());
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break;
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case NodeWarningType::Info:
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CLOG_INFO(&LOG,
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2,
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"Node Tree: \"%s\", Node: \"%s\", %s",
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ntree.id.name + 2,
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node.name,
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message.data());
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break;
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}
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}
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static NodeUIStorage &node_ui_storage_ensure(NodeTreeUIStorage &locked_ui_storage,
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const NodeTreeEvaluationContext &context,
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const bNode &node)
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{
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Map<std::string, NodeUIStorage> &node_tree_ui_storage =
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locked_ui_storage.context_map.lookup_or_add_default(context);
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NodeUIStorage &node_ui_storage = node_tree_ui_storage.lookup_or_add_default_as(
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StringRef(node.name));
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return node_ui_storage;
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}
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void BKE_nodetree_error_message_add(bNodeTree &ntree,
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const NodeTreeEvaluationContext &context,
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const bNode &node,
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const NodeWarningType type,
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std::string message)
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{
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NodeTreeUIStorage &ui_storage = ui_storage_ensure(ntree);
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std::lock_guard lock{ui_storage.mutex};
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node_error_message_log(ntree, node, message, type);
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NodeUIStorage &node_ui_storage = node_ui_storage_ensure(ui_storage, context, node);
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node_ui_storage.warnings.append({type, std::move(message)});
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}
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void BKE_nodetree_attribute_hint_add(bNodeTree &ntree,
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const NodeTreeEvaluationContext &context,
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const bNode &node,
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const StringRef attribute_name,
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const AttributeDomain domain,
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const CustomDataType data_type)
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{
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NodeTreeUIStorage &ui_storage = ui_storage_ensure(ntree);
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std::lock_guard lock{ui_storage.mutex};
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NodeUIStorage &node_ui_storage = node_ui_storage_ensure(ui_storage, context, node);
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node_ui_storage.attribute_hints.add_as(
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AvailableAttributeInfo{attribute_name, domain, data_type});
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}
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