This happened to be a bigger rabbit hole to hell than it originally seemed, and there are higher priority design tasks to be handled (at this point high priority design task is more important than high priority bug fix). After talking to Brecht the decision was made to revert to the known isolated issue, which will allow everyone in the studio work same as prior to last Friday. The remaining bits will be worked on after all the design tasks are out of the way. This commit reverts:4cdb4b9532Fix T64161: Crashing using undo and multiple windows064273a4aeSound: Port more cases to be a part of dependency graph2e582f8ab5Sound: Fix access wrong dependency graph5fc49d9c91Sound: add stubs to build without audaspacec68c81a870Sound: Make sure spin lock is initialized for new sound datablocksc02534469aSound: Delay creating sound scene handle for until is needed9f681bea68Fix T64144: Crash when displaying audio waveforms in VSE2f79286453Cleanup: unused varsbed8ad6f95Fix crash in background rendering after recent sound changes773691310fFix T64143: Crash when scrubbing in the graph editor888852055cSound: Fix for being unable to jump to a frame during playback with A/V sync6ab7b38464Sound: More fixes for access of original scene35db119545Sound: Fix access original scene during playback211c4fd2e9Depsgraph: Make comment about evaluation more obviousc5fe16e121Sound: Make sound handles only be in evaluated datablocksb4e1e0946bDepsgraph: Preserve sound and audio pointers through copy-on-write4eedf784b0Depsgraph: Store original sequencer strip pointer6990ef151cSound: Move evaluation to dependency graphd02da8de23Sound: Delay opening handlers for until really needed3369b82891Depsgraph: Add scene audio componente8f10d6475Depsgraph: Tag sequencer for update on changes6e4b7a6e4dDepsgraph: Initial work to cover sequencer17447ac5a6Depsgraph: Make sound ID part of the graph
218 lines
7.3 KiB
C++
218 lines
7.3 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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* The Original Code is Copyright (C) 2013 Blender Foundation.
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* All rights reserved.
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*/
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/** \file
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* \ingroup depsgraph
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*
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* Public API for Querying Depsgraph.
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*/
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#ifndef __DEG_DEPSGRAPH_QUERY_H__
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#define __DEG_DEPSGRAPH_QUERY_H__
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#include "DEG_depsgraph.h"
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#include "DEG_depsgraph_build.h"
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struct ID;
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struct BLI_Iterator;
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struct Base;
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struct CustomData_MeshMasks;
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struct Depsgraph;
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struct DupliObject;
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struct ListBase;
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struct Scene;
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struct ViewLayer;
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#ifdef __cplusplus
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extern "C" {
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#endif
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/* *********************** DEG input data ********************* */
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/* Get scene that depsgraph was built for. */
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struct Scene *DEG_get_input_scene(const Depsgraph *graph);
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/* Get view layer that depsgraph was built for. */
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struct ViewLayer *DEG_get_input_view_layer(const Depsgraph *graph);
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/* Get evaluation mode that depsgraph was built for. */
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eEvaluationMode DEG_get_mode(const Depsgraph *graph);
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/* Get time that depsgraph is being evaluated or was last evaluated at. */
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float DEG_get_ctime(const Depsgraph *graph);
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/* ********************* DEG evaluated data ******************* */
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/* Check if given ID type was tagged for update. */
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bool DEG_id_type_updated(const struct Depsgraph *depsgraph, short id_type);
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bool DEG_id_type_any_updated(const struct Depsgraph *depsgraph);
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/* Get additional evaluation flags for the given ID. */
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uint32_t DEG_get_eval_flags_for_id(const struct Depsgraph *graph, struct ID *id);
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/* Get additional mesh CustomData_MeshMasks flags for the given object. */
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void DEG_get_customdata_mask_for_object(const struct Depsgraph *graph,
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struct Object *object,
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struct CustomData_MeshMasks *r_mask);
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/* Get scene at its evaluated state.
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*
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* Technically, this is a copied-on-written and fully evaluated version of the input scene.
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* This function will check that the datablock has been expanded (and copied) from the original
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* one. Assert will happen if it's not. */
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struct Scene *DEG_get_evaluated_scene(const struct Depsgraph *graph);
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/* Get view layer at its evaluated state.
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* This is a shortcut for accessing active view layer from evaluated scene. */
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struct ViewLayer *DEG_get_evaluated_view_layer(const struct Depsgraph *graph);
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/* Get evaluated version of object for given original one. */
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struct Object *DEG_get_evaluated_object(const struct Depsgraph *depsgraph, struct Object *object);
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/* Get evaluated version of given ID datablock. */
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struct ID *DEG_get_evaluated_id(const struct Depsgraph *depsgraph, struct ID *id);
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/* Get evaluated version of data pointed to by RNA pointer */
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void DEG_get_evaluated_rna_pointer(const struct Depsgraph *depsgraph,
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struct PointerRNA *ptr,
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struct PointerRNA *r_ptr_eval);
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/* Get original version of object for given evaluated one. */
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struct Object *DEG_get_original_object(struct Object *object);
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/* Get original version of given evaluated ID datablock. */
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struct ID *DEG_get_original_id(struct ID *id);
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/* ************************ DEG object iterators ********************* */
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enum {
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DEG_ITER_OBJECT_FLAG_LINKED_DIRECTLY = (1 << 0),
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DEG_ITER_OBJECT_FLAG_LINKED_INDIRECTLY = (1 << 1),
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DEG_ITER_OBJECT_FLAG_LINKED_VIA_SET = (1 << 2),
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DEG_ITER_OBJECT_FLAG_VISIBLE = (1 << 3),
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DEG_ITER_OBJECT_FLAG_DUPLI = (1 << 4),
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};
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typedef struct DEGObjectIterData {
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struct Depsgraph *graph;
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int flag;
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struct Scene *scene;
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eEvaluationMode eval_mode;
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/* **** Iteration over dupli-list. *** */
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/* Object which created the dupli-list. */
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struct Object *dupli_parent;
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/* List of duplicated objects. */
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struct ListBase *dupli_list;
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/* Next duplicated object to step into. */
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struct DupliObject *dupli_object_next;
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/* Corresponds to current object: current iterator object is evaluated from
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* this duplicated object. */
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struct DupliObject *dupli_object_current;
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/* Temporary storage to report fully populated DNA to the render engine or
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* other users of the iterator. */
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struct Object temp_dupli_object;
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/* **** Iteration over ID nodes **** */
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size_t id_node_index;
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size_t num_id_nodes;
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} DEGObjectIterData;
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void DEG_iterator_objects_begin(struct BLI_Iterator *iter, DEGObjectIterData *data);
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void DEG_iterator_objects_next(struct BLI_Iterator *iter);
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void DEG_iterator_objects_end(struct BLI_Iterator *iter);
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/**
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* Note: Be careful with DEG_ITER_OBJECT_FLAG_LINKED_INDIRECTLY objects.
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* Although they are available they have no overrides (collection_properties)
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* and will crash if you try to access it.
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*/
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#define DEG_OBJECT_ITER_BEGIN(graph_, instance_, flag_) \
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{ \
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DEGObjectIterData data_ = { \
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graph_, \
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flag_, \
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}; \
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\
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ITER_BEGIN (DEG_iterator_objects_begin, \
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DEG_iterator_objects_next, \
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DEG_iterator_objects_end, \
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&data_, \
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Object *, \
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instance_)
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#define DEG_OBJECT_ITER_END \
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ITER_END; \
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} \
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((void)0)
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/**
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* Depsgraph objects iterator for draw manager and final render
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*/
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#define DEG_OBJECT_ITER_FOR_RENDER_ENGINE_BEGIN(graph_, instance_) \
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DEG_OBJECT_ITER_BEGIN (graph_, \
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instance_, \
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DEG_ITER_OBJECT_FLAG_LINKED_DIRECTLY | \
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DEG_ITER_OBJECT_FLAG_LINKED_VIA_SET | DEG_ITER_OBJECT_FLAG_VISIBLE | \
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DEG_ITER_OBJECT_FLAG_DUPLI)
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#define DEG_OBJECT_ITER_FOR_RENDER_ENGINE_END DEG_OBJECT_ITER_END
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/* ************************ DEG ID iterators ********************* */
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typedef struct DEGIDIterData {
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struct Depsgraph *graph;
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bool only_updated;
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size_t id_node_index;
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size_t num_id_nodes;
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} DEGIDIterData;
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void DEG_iterator_ids_begin(struct BLI_Iterator *iter, DEGIDIterData *data);
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void DEG_iterator_ids_next(struct BLI_Iterator *iter);
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void DEG_iterator_ids_end(struct BLI_Iterator *iter);
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/* ************************ DEG traversal ********************* */
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typedef void (*DEGForeachIDCallback)(ID *id, void *user_data);
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/* NOTE: Modifies runtime flags in depsgraph nodes, so can not be used in
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* parallel. Keep an eye on that!
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*/
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void DEG_foreach_ancestor_ID(const Depsgraph *depsgraph,
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const ID *id,
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DEGForeachIDCallback callback,
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void *user_data);
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void DEG_foreach_dependent_ID(const Depsgraph *depsgraph,
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const ID *id,
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DEGForeachIDCallback callback,
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void *user_data);
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void DEG_foreach_ID(const Depsgraph *depsgraph, DEGForeachIDCallback callback, void *user_data);
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#ifdef __cplusplus
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} /* extern "C" */
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#endif
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#endif /* __DEG_DEPSGRAPH_QUERY_H__ */
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