This repository has been archived on 2023-10-09. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
blender-archive/source/blender/depsgraph/DEG_depsgraph_build.h
Jacques Lucke 7e712b2d6a Nodes: refactor node tree update handling
Goals of this refactor:
* More unified approach to updating everything that needs to be updated
  after a change in a node tree.
* The updates should happen in the correct order and quadratic or worse
  algorithms should be avoided.
* Improve detection of changes to the output to avoid tagging the depsgraph
  when it's not necessary.
* Move towards a more declarative style of defining nodes by having a
  more centralized update procedure.

The refactor consists of two main parts:
* Node tree tagging and update refactor.
  * Generally, when changes are done to a node tree, it is tagged dirty
    until a global update function is called that updates everything in
    the correct order.
  * The tagging is more fine-grained compared to before, to allow for more
    precise depsgraph update tagging.
* Depsgraph changes.
  * The shading specific depsgraph node for node trees as been removed.
  * Instead, there is a new `NTREE_OUTPUT` depsgrap node, which is only
    tagged when the output of the node tree changed (e.g. the Group Output
    or Material Output node).
  * The copy-on-write relation from node trees to the data block they are
    embedded in is now non-flushing. This avoids e.g. triggering a material
    update after the shader node tree changed in unrelated ways. Instead
    the material has a flushing relation to the new `NTREE_OUTPUT` node now.
  * The depsgraph no longer reports data block changes through to cycles
    through `Depsgraph.updates` when only the node tree changed in ways
    that do not affect the output.

Avoiding unnecessary updates seems to work well for geometry nodes and cycles.
The situation is a bit worse when there are drivers on the node tree, but that
could potentially be improved separately in the future.

Avoiding updates in eevee and the compositor is more tricky, but also less urgent.
* Eevee updates are triggered by calling `DRW_notify_view_update` in
  `ED_render_view3d_update` indirectly from `DEG_editors_update`.
* Compositor updates are triggered by `ED_node_composite_job` in `node_area_refresh`.
  This is triggered by calling `ED_area_tag_refresh` in `node_area_listener`.

Removing updates always has the risk of breaking some dependency that no
one was aware of. It's not unlikely that this will happen here as well. Adding
back missing updates should be quite a bit easier than getting rid of
unnecessary updates though.

Differential Revision: https://developer.blender.org/D13246
2021-12-21 15:18:56 +01:00

210 lines
7.9 KiB
C++

/*
* 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.
*/
/** \file
* \ingroup depsgraph
*
* Public API for Depsgraph
*/
#pragma once
/* ************************************************* */
/* Dependency Graph */
struct Depsgraph;
/* ------------------------------------------------ */
struct CacheFile;
struct Collection;
struct CustomData_MeshMasks;
struct ID;
struct Main;
struct Object;
struct Scene;
struct Simulation;
struct bNodeTree;
#include "BLI_sys_types.h"
#ifdef __cplusplus
extern "C" {
#endif
/* Graph Building -------------------------------- */
/** Build depsgraph for the given scene layer, and dump results in given graph container. */
void DEG_graph_build_from_view_layer(struct Depsgraph *graph);
/**
* Build depsgraph for all objects (so also invisible ones) in the given view layer.
*/
void DEG_graph_build_for_all_objects(struct Depsgraph *graph);
/**
* Special version of builder which produces dependency graph suitable for the render pipeline.
* It will contain sequencer and compositor (if needed) and all their dependencies.
*/
void DEG_graph_build_for_render_pipeline(struct Depsgraph *graph);
/**
* Builds minimal dependency graph for compositor preview.
*
* Note that compositor editor might have pinned node tree, which is different from scene's node
* tree.
*/
void DEG_graph_build_for_compositor_preview(struct Depsgraph *graph, struct bNodeTree *nodetree);
void DEG_graph_build_from_ids(struct Depsgraph *graph, struct ID **ids, const int num_ids);
/** Tag relations from the given graph for update. */
void DEG_graph_tag_relations_update(struct Depsgraph *graph);
/** Create or update relations in the specified graph. */
void DEG_graph_relations_update(struct Depsgraph *graph);
/** Tag all relations in the database for update. */
void DEG_relations_tag_update(struct Main *bmain);
/* Add Dependencies ----------------------------- */
/**
* Handle for components to define their dependencies from callbacks.
* This is generated by the depsgraph and passed to dependency callbacks
* as a symbolic reference to the current DepsNode.
* All relations will be defined in reference to that node.
*/
struct DepsNodeHandle;
typedef enum eDepsSceneComponentType {
/* Parameters Component - Default when nothing else fits
* (i.e. just SDNA property setting). */
DEG_SCENE_COMP_PARAMETERS,
/* Animation Component
* TODO(sergey): merge in with parameters? */
DEG_SCENE_COMP_ANIMATION,
/* Sequencer Component (Scene Only). */
DEG_SCENE_COMP_SEQUENCER,
} eDepsSceneComponentType;
typedef enum eDepsObjectComponentType {
/* Used in query API, to denote which component caller is interested in. */
DEG_OB_COMP_ANY,
/* Parameters Component - Default when nothing else fits
* (i.e. just SDNA property setting). */
DEG_OB_COMP_PARAMETERS,
/* Generic "Proxy-Inherit" Component.
* TODO(sergey): Also for instancing of subgraphs? */
DEG_OB_COMP_PROXY,
/* Animation Component.
*
* TODO(sergey): merge in with parameters? */
DEG_OB_COMP_ANIMATION,
/* Transform Component (Parenting/Constraints) */
DEG_OB_COMP_TRANSFORM,
/* Geometry Component (Mesh/Displist) */
DEG_OB_COMP_GEOMETRY,
/* Evaluation-Related Outer Types (with Sub-data) */
/* Pose Component - Owner/Container of Bones Eval */
DEG_OB_COMP_EVAL_POSE,
/* Bone Component - Child/Sub-component of Pose */
DEG_OB_COMP_BONE,
/* Material Shading Component */
DEG_OB_COMP_SHADING,
/* Cache Component */
DEG_OB_COMP_CACHE,
} eDepsObjectComponentType;
void DEG_add_scene_relation(struct DepsNodeHandle *node_handle,
struct Scene *scene,
eDepsSceneComponentType component,
const char *description);
void DEG_add_object_relation(struct DepsNodeHandle *node_handle,
struct Object *object,
eDepsObjectComponentType component,
const char *description);
void DEG_add_collection_geometry_relation(struct DepsNodeHandle *node_handle,
struct Collection *collection,
const char *description);
void DEG_add_collection_geometry_customdata_mask(struct DepsNodeHandle *node_handle,
struct Collection *collection,
const struct CustomData_MeshMasks *masks);
void DEG_add_simulation_relation(struct DepsNodeHandle *node_handle,
struct Simulation *simulation,
const char *description);
void DEG_add_node_tree_output_relation(struct DepsNodeHandle *node_handle,
struct bNodeTree *node_tree,
const char *description);
void DEG_add_bone_relation(struct DepsNodeHandle *handle,
struct Object *object,
const char *bone_name,
eDepsObjectComponentType component,
const char *description);
void DEG_add_object_cache_relation(struct DepsNodeHandle *handle,
struct CacheFile *cache_file,
eDepsObjectComponentType component,
const char *description);
/**
* Adds relation from #DEG_OPCODE_GENERIC_DATABLOCK_UPDATE of a given ID.
* Is used for such entities as textures and images.
*/
void DEG_add_generic_id_relation(struct DepsNodeHandle *node_handle,
struct ID *id,
const char *description);
/**
* Special function which is used from modifiers' #updateDepsgraph() callback
* to indicate that the modifier needs to know transformation of the object
* which that modifier belongs to.
* This function will take care of checking which operation is required to
* have transformation for the modifier, taking into account possible simulation solvers.
*/
void DEG_add_modifier_to_transform_relation(struct DepsNodeHandle *node_handle,
const char *description);
/**
* Adds relations from the given component of a given object to the given node
* handle AND the component to the point cache component of the node's ID.
*/
void DEG_add_object_pointcache_relation(struct DepsNodeHandle *node_handle,
struct Object *object,
eDepsObjectComponentType component,
const char *description);
void DEG_add_special_eval_flag(struct DepsNodeHandle *handle, struct ID *id, uint32_t flag);
void DEG_add_customdata_mask(struct DepsNodeHandle *handle,
struct Object *object,
const struct CustomData_MeshMasks *masks);
struct ID *DEG_get_id_from_handle(struct DepsNodeHandle *node_handle);
struct Depsgraph *DEG_get_graph_from_handle(struct DepsNodeHandle *node_handle);
bool DEG_object_has_geometry_component(struct Object *object);
/* ************************************************ */
#ifdef __cplusplus
} /* extern "C" */
#endif