Summary:
Made objects update happening from multiple threads. It is a task-based
scheduling system which uses current dependency graph for spawning new
tasks. This means threading happens on object level, but the system is
flexible enough for higher granularity.
Technical details:
- Uses task scheduler which was recently committed to trunk
(that one which Brecht ported from Cycles).
- Added two utility functions to dependency graph:
* DAG_threaded_update_begin, which is called to initialize threaded
objects update. It will also schedule root DAG node to the queue,
hence starting evaluation process.
Initialization will calculate how much parents are to be evaluation
before current DAG node can be scheduled. This value is used by task
threads for faster detecting which nodes might be scheduled.
* DAG_threaded_update_handle_node_updated which is called from task
thread function when node was fully handled.
This function decreases num_pending_parents of node children and
schedules children with zero valency.
As it might have become clear, task thread receives DAG nodes and
decides which callback to call for it.
Currently only BKE_object_handle_update is called for object nodes.
In the future it'll call node->callback() from Ali's new DAG.
- This required adding some workarounds to the render pipeline.
Mainly to stop using get_object_dm() from modifiers' apply callback.
Such a call was only a workaround for dependency graph glitch when
rendering scene with, say, boolean modifiers before displaying
this scene.
Such change moves workaround from one place to another, so overall
hackentropy remains the same.
- Added paradigm of EvaluaitonContext. Currently it's more like just a
more reliable replacement for G.is_rendering which fails in some
circumstances.
Future idea of this context is to also store all the local data needed
for objects evaluation such as local time, Copy-on-Write data and so.
There're two types of EvaluationContext:
* Context used for viewport updated and owned by Main. In the future
this context might be easily moved to Window or Screen to allo
per-window/per-screen local time.
* Context used by render engines to evaluate objects for render purposes.
Render engine is an owner of this context.
This context is passed to all object update routines.
Reviewers: brecht, campbellbarton
Reviewed By: brecht
CC: lukastoenne
Differential Revision: https://developer.blender.org/D94
109 lines
4.0 KiB
C++
109 lines
4.0 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) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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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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#ifndef __BKE_DISPLIST_H__
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#define __BKE_DISPLIST_H__
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/** \file BKE_displist.h
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* \ingroup bke
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* \brief display list (or rather multi purpose list) stuff.
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*/
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#include "DNA_customdata_types.h"
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#include "BKE_customdata.h"
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/* dl->type */
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#define DL_POLY 0
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#define DL_SEGM 1
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#define DL_SURF 2
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#define DL_INDEX3 4
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#define DL_INDEX4 5
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// #define DL_VERTCOL 6 // UNUSED
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#define DL_VERTS 7
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/* dl->flag */
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#define DL_CYCL_U 1
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#define DL_CYCL_V 2
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#define DL_FRONT_CURVE 4
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#define DL_BACK_CURVE 8
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/* prototypes */
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struct Base;
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struct Scene;
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struct Object;
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struct Curve;
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struct ListBase;
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struct Material;
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struct Bone;
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struct Mesh;
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struct DerivedMesh;
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struct EvaluationContext;
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/* used for curves, nurbs, mball, importing */
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typedef struct DispList {
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struct DispList *next, *prev;
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short type, flag;
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int parts, nr;
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short col, rt; /* rt used by initrenderNurbs */
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float *verts, *nors;
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int *index;
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unsigned int *col1, *col2;
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int charidx;
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int totindex; /* indexed array drawing surfaces */
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unsigned int *bevelSplitFlag;
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} DispList;
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void BKE_displist_copy(struct ListBase *lbn, struct ListBase *lb);
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void BKE_displist_elem_free(DispList *dl);
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DispList *BKE_displist_find_or_create(struct ListBase *lb, int type);
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DispList *BKE_displist_find(struct ListBase *lb, int type);
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void BKE_displist_normals_add(struct ListBase *lb);
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void BKE_displist_count(struct ListBase *lb, int *totvert, int *totface, int *tottri);
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void BKE_displist_free(struct ListBase *lb);
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bool BKE_displist_has_faces(struct ListBase *lb);
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void BKE_displist_make_surf(struct Scene *scene, struct Object *ob, struct ListBase *dispbase, struct DerivedMesh **derivedFinal, int forRender, int forOrco, int renderResolution);
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void BKE_displist_make_curveTypes(struct Scene *scene, struct Object *ob, int forOrco);
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void BKE_displist_make_curveTypes_forRender(struct Scene *scene, struct Object *ob, struct ListBase *dispbase, struct DerivedMesh **derivedFinal, int forOrco, int renderResolution);
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void BKE_displist_make_curveTypes_forOrco(struct Scene *scene, struct Object *ob, struct ListBase *dispbase);
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void BKE_displist_make_mball(struct EvaluationContext *eval_ctx, struct Scene *scene, struct Object *ob);
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void BKE_displist_make_mball_forRender(struct EvaluationContext *eval_ctx, struct Scene *scene, struct Object *ob, struct ListBase *dispbase);
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bool BKE_displist_surfindex_get(DispList *dl, int a, int *b, int *p1, int *p2, int *p3, int *p4);
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void BKE_displist_fill(struct ListBase *dispbase, struct ListBase *to, const float normal_proj[3], const bool flipnormal);
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float BKE_displist_calc_taper(struct Scene *scene, struct Object *taperobj, int cur, int tot);
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/* add Orco layer to the displist object which has got derived mesh and return orco */
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float *BKE_displist_make_orco(struct Scene *scene, struct Object *ob, struct DerivedMesh *derivedFinal, int forRender, int renderResolution);
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void BKE_displist_minmax(struct ListBase *dispbase, float min[3], float max[3]);
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#endif
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