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blender-archive/source/blender/depsgraph/intern/depsgraph.cc
Sergey Sharybin 0dcee6a386 Fix T99733: Objects with driven visibility are evaluated when not needed
The issue was caused by the fact that objects with driven or animated
visibility were considered visible by the dependency graph evaluation.

This change makes it so the dependency graph evaluation is aware of
visibility which might be changing. This is achieved by evaluating the
path of the graph which affects objects visibility and adjusts to it
before evaluating the rest of the graph.

There is some time penalty to this, but there does not seem to be a
way to fully avoid this penalty.

With the production shot from the heist project the FPS drops by a
tenth of a frame (~9.4 vs ~9.3 fps) when adding a driver to an object
which keeps it visible. Note that this is a bit hard to measure since
the FPS fluctuates quite a bit throughout the playback. On the other
hand, having a driver on a visibility of a heavy object from character
and setting visibility to false gives big speedup.

Also worth noting that there is no penalty at all when there are no
animated visibilities in the scene.

Differential Revision: https://developer.blender.org/D15498
2022-07-21 09:49:16 +02:00

337 lines
9.5 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2013 Blender Foundation. All rights reserved. */
/** \file
* \ingroup depsgraph
*
* Core routines for how the Depsgraph works.
*/
#include "intern/depsgraph.h" /* own include */
#include <algorithm>
#include <cstring>
#include "MEM_guardedalloc.h"
#include "BLI_console.h"
#include "BLI_hash.h"
#include "BLI_utildefines.h"
#include "BKE_global.h"
#include "BKE_idtype.h"
#include "BKE_scene.h"
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_debug.h"
#include "intern/depsgraph_physics.h"
#include "intern/depsgraph_registry.h"
#include "intern/depsgraph_relation.h"
#include "intern/depsgraph_update.h"
#include "intern/eval/deg_eval_copy_on_write.h"
#include "intern/node/deg_node.h"
#include "intern/node/deg_node_component.h"
#include "intern/node/deg_node_factory.h"
#include "intern/node/deg_node_id.h"
#include "intern/node/deg_node_operation.h"
#include "intern/node/deg_node_time.h"
namespace deg = blender::deg;
namespace blender::deg {
Depsgraph::Depsgraph(Main *bmain, Scene *scene, ViewLayer *view_layer, eEvaluationMode mode)
: time_source(nullptr),
has_animated_visibility(false),
need_update_relations(true),
need_update_nodes_visibility(true),
need_tag_id_on_graph_visibility_update(true),
need_tag_id_on_graph_visibility_time_update(false),
bmain(bmain),
scene(scene),
view_layer(view_layer),
mode(mode),
frame(BKE_scene_frame_get(scene)),
ctime(BKE_scene_ctime_get(scene)),
scene_cow(nullptr),
is_active(false),
is_evaluating(false),
is_render_pipeline_depsgraph(false),
use_editors_update(false)
{
BLI_spin_init(&lock);
memset(id_type_updated, 0, sizeof(id_type_updated));
memset(id_type_exist, 0, sizeof(id_type_exist));
memset(physics_relations, 0, sizeof(physics_relations));
add_time_source();
}
Depsgraph::~Depsgraph()
{
clear_id_nodes();
delete time_source;
BLI_spin_end(&lock);
}
/* Node Management ---------------------------- */
TimeSourceNode *Depsgraph::add_time_source()
{
if (time_source == nullptr) {
DepsNodeFactory *factory = type_get_factory(NodeType::TIMESOURCE);
time_source = (TimeSourceNode *)factory->create_node(nullptr, "", "Time Source");
}
return time_source;
}
TimeSourceNode *Depsgraph::find_time_source() const
{
return time_source;
}
void Depsgraph::tag_time_source()
{
time_source->tag_update(this, DEG_UPDATE_SOURCE_TIME);
}
IDNode *Depsgraph::find_id_node(const ID *id) const
{
return id_hash.lookup_default(id, nullptr);
}
IDNode *Depsgraph::add_id_node(ID *id, ID *id_cow_hint)
{
BLI_assert((id->tag & LIB_TAG_COPIED_ON_WRITE) == 0);
IDNode *id_node = find_id_node(id);
if (!id_node) {
DepsNodeFactory *factory = type_get_factory(NodeType::ID_REF);
id_node = (IDNode *)factory->create_node(id, "", id->name);
id_node->init_copy_on_write(id_cow_hint);
/* Register node in ID hash.
*
* NOTE: We address ID nodes by the original ID pointer they are
* referencing to. */
id_hash.add_new(id, id_node);
id_nodes.append(id_node);
id_type_exist[BKE_idtype_idcode_to_index(GS(id->name))] = 1;
}
return id_node;
}
template<typename FilterFunc>
static void clear_id_nodes_conditional(Depsgraph::IDDepsNodes *id_nodes, const FilterFunc &filter)
{
for (IDNode *id_node : *id_nodes) {
if (id_node->id_cow == nullptr) {
/* This means builder "stole" ownership of the copy-on-written
* datablock for her own dirty needs. */
continue;
}
if (id_node->id_cow == id_node->id_orig) {
/* Copy-on-write version is not needed for this ID type.
*
* NOTE: Is important to not de-reference the original datablock here because it might be
* freed already (happens during main database free when some IDs are freed prior to a
* scene). */
continue;
}
if (!deg_copy_on_write_is_expanded(id_node->id_cow)) {
continue;
}
const ID_Type id_type = GS(id_node->id_cow->name);
if (filter(id_type)) {
id_node->destroy();
}
}
}
void Depsgraph::clear_id_nodes()
{
/* Free memory used by ID nodes. */
/* Stupid workaround to ensure we free IDs in a proper order. */
clear_id_nodes_conditional(&id_nodes, [](ID_Type id_type) { return id_type == ID_SCE; });
clear_id_nodes_conditional(&id_nodes, [](ID_Type id_type) { return id_type != ID_PA; });
for (IDNode *id_node : id_nodes) {
delete id_node;
}
/* Clear containers. */
id_hash.clear();
id_nodes.clear();
/* Clear physics relation caches. */
clear_physics_relations(this);
}
Relation *Depsgraph::add_new_relation(Node *from, Node *to, const char *description, int flags)
{
Relation *rel = nullptr;
if (flags & RELATION_CHECK_BEFORE_ADD) {
rel = check_nodes_connected(from, to, description);
}
if (rel != nullptr) {
rel->flag |= flags;
return rel;
}
#ifndef NDEBUG
if (from->type == NodeType::OPERATION && to->type == NodeType::OPERATION) {
OperationNode *operation_from = static_cast<OperationNode *>(from);
OperationNode *operation_to = static_cast<OperationNode *>(to);
BLI_assert(operation_to->owner->type != NodeType::COPY_ON_WRITE ||
operation_from->owner->type == NodeType::COPY_ON_WRITE);
}
#endif
/* Create new relation, and add it to the graph. */
rel = new Relation(from, to, description);
rel->flag |= flags;
return rel;
}
Relation *Depsgraph::check_nodes_connected(const Node *from,
const Node *to,
const char *description)
{
for (Relation *rel : from->outlinks) {
BLI_assert(rel->from == from);
if (rel->to != to) {
continue;
}
if (description != nullptr && !STREQ(rel->name, description)) {
continue;
}
return rel;
}
return nullptr;
}
/* Low level tagging -------------------------------------- */
void Depsgraph::add_entry_tag(OperationNode *node)
{
/* Sanity check. */
if (node == nullptr) {
return;
}
/* Add to graph-level set of directly modified nodes to start searching
* from.
* NOTE: this is necessary since we have several thousand nodes to play
* with. */
entry_tags.add(node);
}
void Depsgraph::clear_all_nodes()
{
clear_id_nodes();
delete time_source;
time_source = nullptr;
}
ID *Depsgraph::get_cow_id(const ID *id_orig) const
{
IDNode *id_node = find_id_node(id_orig);
if (id_node == nullptr) {
/* This function is used from places where we expect ID to be either
* already a copy-on-write version or have a corresponding copy-on-write
* version.
*
* We try to enforce that in debug builds, for release we play a bit
* safer game here. */
if ((id_orig->tag & LIB_TAG_COPIED_ON_WRITE) == 0) {
/* TODO(sergey): This is nice sanity check to have, but it fails
* in following situations:
*
* - Material has link to texture, which is not needed by new
* shading system and hence can be ignored at construction.
* - Object or mesh has material at a slot which is not used (for
* example, object has material slot by materials are set to
* object data). */
// BLI_assert_msg(0, "Request for non-existing copy-on-write ID");
}
return (ID *)id_orig;
}
return id_node->id_cow;
}
} // namespace blender::deg
/* **************** */
/* Public Graph API */
Depsgraph *DEG_graph_new(Main *bmain, Scene *scene, ViewLayer *view_layer, eEvaluationMode mode)
{
deg::Depsgraph *deg_depsgraph = new deg::Depsgraph(bmain, scene, view_layer, mode);
deg::register_graph(deg_depsgraph);
return reinterpret_cast<Depsgraph *>(deg_depsgraph);
}
void DEG_graph_replace_owners(struct Depsgraph *depsgraph,
Main *bmain,
Scene *scene,
ViewLayer *view_layer)
{
deg::Depsgraph *deg_graph = reinterpret_cast<deg::Depsgraph *>(depsgraph);
const bool do_update_register = deg_graph->bmain != bmain;
if (do_update_register && deg_graph->bmain != nullptr) {
deg::unregister_graph(deg_graph);
}
deg_graph->bmain = bmain;
deg_graph->scene = scene;
deg_graph->view_layer = view_layer;
if (do_update_register) {
deg::register_graph(deg_graph);
}
}
void DEG_graph_free(Depsgraph *graph)
{
if (graph == nullptr) {
return;
}
using deg::Depsgraph;
deg::Depsgraph *deg_depsgraph = reinterpret_cast<deg::Depsgraph *>(graph);
deg::unregister_graph(deg_depsgraph);
delete deg_depsgraph;
}
bool DEG_is_evaluating(const struct Depsgraph *depsgraph)
{
const deg::Depsgraph *deg_graph = reinterpret_cast<const deg::Depsgraph *>(depsgraph);
return deg_graph->is_evaluating;
}
bool DEG_is_active(const struct Depsgraph *depsgraph)
{
if (depsgraph == nullptr) {
/* Happens for such cases as work object in what_does_obaction(),
* and sine render pipeline parts. Shouldn't really be accepting
* nullptr depsgraph, but is quite hard to get proper one in those
* cases. */
return false;
}
const deg::Depsgraph *deg_graph = reinterpret_cast<const deg::Depsgraph *>(depsgraph);
return deg_graph->is_active;
}
void DEG_make_active(struct Depsgraph *depsgraph)
{
deg::Depsgraph *deg_graph = reinterpret_cast<deg::Depsgraph *>(depsgraph);
deg_graph->is_active = true;
/* TODO(sergey): Copy data from evaluated state to original. */
}
void DEG_make_inactive(struct Depsgraph *depsgraph)
{
deg::Depsgraph *deg_graph = reinterpret_cast<deg::Depsgraph *>(depsgraph);
deg_graph->is_active = false;
}