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blender-archive/source/blender/depsgraph/intern/depsgraph_build.cc
Sergey Sharybin 73a199e96a Depsgraph: Pass bmain to depsgraph object creation
Currently unused, but will allow to keep of an owner of the depsgraph.

Could also simplify other APIs in the future by avoiding to pass bmain
explicitly to relation update functions and things like that.
2019-09-11 10:43:27 +02:00

368 lines
14 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
*
* Methods for constructing depsgraph.
*/
#include "MEM_guardedalloc.h"
#include "BLI_utildefines.h"
#include "BLI_ghash.h"
#include "BLI_listbase.h"
#include "PIL_time.h"
#include "PIL_time_utildefines.h"
extern "C" {
#include "DNA_cachefile_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "BKE_main.h"
#include "BKE_scene.h"
} /* extern "C" */
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_debug.h"
#include "DEG_depsgraph_build.h"
#include "builder/deg_builder.h"
#include "builder/deg_builder_cache.h"
#include "builder/deg_builder_cycle.h"
#include "builder/deg_builder_nodes.h"
#include "builder/deg_builder_relations.h"
#include "builder/deg_builder_transitive.h"
#include "intern/debug/deg_debug.h"
#include "intern/node/deg_node.h"
#include "intern/node/deg_node_component.h"
#include "intern/node/deg_node_id.h"
#include "intern/node/deg_node_operation.h"
#include "intern/depsgraph_type.h"
/* ****************** */
/* External Build API */
static DEG::NodeType deg_build_scene_component_type(eDepsSceneComponentType component)
{
switch (component) {
case DEG_SCENE_COMP_PARAMETERS:
return DEG::NodeType::PARAMETERS;
case DEG_SCENE_COMP_ANIMATION:
return DEG::NodeType::ANIMATION;
case DEG_SCENE_COMP_SEQUENCER:
return DEG::NodeType::SEQUENCER;
}
return DEG::NodeType::UNDEFINED;
}
static DEG::DepsNodeHandle *get_node_handle(DepsNodeHandle *node_handle)
{
return reinterpret_cast<DEG::DepsNodeHandle *>(node_handle);
}
void DEG_add_scene_relation(DepsNodeHandle *node_handle,
Scene *scene,
eDepsSceneComponentType component,
const char *description)
{
DEG::NodeType type = deg_build_scene_component_type(component);
DEG::ComponentKey comp_key(&scene->id, type);
DEG::DepsNodeHandle *deg_node_handle = get_node_handle(node_handle);
deg_node_handle->builder->add_node_handle_relation(comp_key, deg_node_handle, description);
}
void DEG_add_object_relation(DepsNodeHandle *node_handle,
Object *object,
eDepsObjectComponentType component,
const char *description)
{
DEG::NodeType type = DEG::nodeTypeFromObjectComponent(component);
DEG::ComponentKey comp_key(&object->id, type);
DEG::DepsNodeHandle *deg_node_handle = get_node_handle(node_handle);
deg_node_handle->builder->add_node_handle_relation(comp_key, deg_node_handle, description);
}
void DEG_add_object_cache_relation(DepsNodeHandle *node_handle,
CacheFile *cache_file,
eDepsObjectComponentType component,
const char *description)
{
DEG::NodeType type = DEG::nodeTypeFromObjectComponent(component);
DEG::ComponentKey comp_key(&cache_file->id, type);
DEG::DepsNodeHandle *deg_node_handle = get_node_handle(node_handle);
deg_node_handle->builder->add_node_handle_relation(comp_key, deg_node_handle, description);
}
void DEG_add_bone_relation(DepsNodeHandle *node_handle,
Object *object,
const char *bone_name,
eDepsObjectComponentType component,
const char *description)
{
DEG::NodeType type = DEG::nodeTypeFromObjectComponent(component);
DEG::ComponentKey comp_key(&object->id, type, bone_name);
DEG::DepsNodeHandle *deg_node_handle = get_node_handle(node_handle);
deg_node_handle->builder->add_node_handle_relation(comp_key, deg_node_handle, description);
}
void DEG_add_object_pointcache_relation(struct DepsNodeHandle *node_handle,
struct Object *object,
eDepsObjectComponentType component,
const char *description)
{
DEG::NodeType type = DEG::nodeTypeFromObjectComponent(component);
DEG::ComponentKey comp_key(&object->id, type);
DEG::DepsNodeHandle *deg_node_handle = get_node_handle(node_handle);
DEG::DepsgraphRelationBuilder *relation_builder = deg_node_handle->builder;
/* Add relation from source to the node handle. */
relation_builder->add_node_handle_relation(comp_key, deg_node_handle, description);
/* Node deduct point cache component and connect source to it. */
ID *id = DEG_get_id_from_handle(node_handle);
DEG::ComponentKey point_cache_key(id, DEG::NodeType::POINT_CACHE);
DEG::Relation *rel = relation_builder->add_relation(comp_key, point_cache_key, "Point Cache");
if (rel != NULL) {
rel->flag |= DEG::RELATION_FLAG_FLUSH_USER_EDIT_ONLY;
}
else {
fprintf(stderr, "Error in point cache relation from %s to ^%s.\n", object->id.name, id->name);
}
}
void DEG_add_generic_id_relation(struct DepsNodeHandle *node_handle,
struct ID *id,
const char *description)
{
DEG::OperationKey operation_key(
id, DEG::NodeType::GENERIC_DATABLOCK, DEG::OperationCode::GENERIC_DATABLOCK_UPDATE);
DEG::DepsNodeHandle *deg_node_handle = get_node_handle(node_handle);
deg_node_handle->builder->add_node_handle_relation(operation_key, deg_node_handle, description);
}
void DEG_add_modifier_to_transform_relation(struct DepsNodeHandle *node_handle,
const char *description)
{
DEG::DepsNodeHandle *deg_node_handle = get_node_handle(node_handle);
deg_node_handle->builder->add_modifier_to_transform_relation(deg_node_handle, description);
}
void DEG_add_special_eval_flag(struct DepsNodeHandle *node_handle, ID *id, uint32_t flag)
{
DEG::DepsNodeHandle *deg_node_handle = get_node_handle(node_handle);
deg_node_handle->builder->add_special_eval_flag(id, flag);
}
void DEG_add_customdata_mask(struct DepsNodeHandle *node_handle,
struct Object *object,
const CustomData_MeshMasks *masks)
{
DEG::DepsNodeHandle *deg_node_handle = get_node_handle(node_handle);
deg_node_handle->builder->add_customdata_mask(object, DEG::DEGCustomDataMeshMasks(masks));
}
struct ID *DEG_get_id_from_handle(struct DepsNodeHandle *node_handle)
{
DEG::DepsNodeHandle *deg_handle = get_node_handle(node_handle);
return deg_handle->node->owner->owner->id_orig;
}
struct Depsgraph *DEG_get_graph_from_handle(struct DepsNodeHandle *node_handle)
{
DEG::DepsNodeHandle *deg_node_handle = get_node_handle(node_handle);
DEG::DepsgraphRelationBuilder *relation_builder = deg_node_handle->builder;
return reinterpret_cast<Depsgraph *>(relation_builder->getGraph());
}
/* ******************** */
/* Graph Building API's */
static void graph_build_finalize_common(DEG::Depsgraph *deg_graph, Main *bmain)
{
/* Detect and solve cycles. */
DEG::deg_graph_detect_cycles(deg_graph);
/* Simplify the graph by removing redundant relations (to optimize
* traversal later). */
/* TODO: it would be useful to have an option to disable this in cases where
* it is causing trouble. */
if (G.debug_value == 799) {
DEG::deg_graph_transitive_reduction(deg_graph);
}
/* Store pointers to commonly used valuated datablocks. */
deg_graph->scene_cow = (Scene *)deg_graph->get_cow_id(&deg_graph->scene->id);
/* Flush visibility layer and re-schedule nodes for update. */
DEG::deg_graph_build_finalize(bmain, deg_graph);
DEG_graph_on_visible_update(bmain, reinterpret_cast<::Depsgraph *>(deg_graph), false);
#if 0
if (!DEG_debug_consistency_check(deg_graph)) {
printf("Consistency validation failed, ABORTING!\n");
abort();
}
#endif
/* Relations are up to date. */
deg_graph->need_update = false;
}
/* Build depsgraph for the given scene layer, and dump results in given graph container. */
void DEG_graph_build_from_view_layer(Depsgraph *graph,
Main *bmain,
Scene *scene,
ViewLayer *view_layer)
{
double start_time = 0.0;
if (G.debug & (G_DEBUG_DEPSGRAPH_BUILD | G_DEBUG_DEPSGRAPH_TIME)) {
start_time = PIL_check_seconds_timer();
}
DEG::Depsgraph *deg_graph = reinterpret_cast<DEG::Depsgraph *>(graph);
/* Perform sanity checks. */
BLI_assert(BLI_findindex(&scene->view_layers, view_layer) != -1);
BLI_assert(deg_graph->scene == scene);
BLI_assert(deg_graph->view_layer == view_layer);
DEG::DepsgraphBuilderCache builder_cache;
/* Generate all the nodes in the graph first */
DEG::DepsgraphNodeBuilder node_builder(bmain, deg_graph, &builder_cache);
node_builder.begin_build();
node_builder.build_view_layer(scene, view_layer, DEG::DEG_ID_LINKED_DIRECTLY);
node_builder.end_build();
/* Hook up relationships between operations - to determine evaluation order. */
DEG::DepsgraphRelationBuilder relation_builder(bmain, deg_graph, &builder_cache);
relation_builder.begin_build();
relation_builder.build_view_layer(scene, view_layer, DEG::DEG_ID_LINKED_DIRECTLY);
relation_builder.build_copy_on_write_relations();
/* Finalize building. */
graph_build_finalize_common(deg_graph, bmain);
/* Finish statistics. */
if (G.debug & (G_DEBUG_DEPSGRAPH_BUILD | G_DEBUG_DEPSGRAPH_TIME)) {
printf("Depsgraph built in %f seconds.\n", PIL_check_seconds_timer() - start_time);
}
}
void DEG_graph_build_for_render_pipeline(Depsgraph *graph,
Main *bmain,
Scene *scene,
ViewLayer *view_layer)
{
double start_time = 0.0;
if (G.debug & (G_DEBUG_DEPSGRAPH_BUILD | G_DEBUG_DEPSGRAPH_TIME)) {
start_time = PIL_check_seconds_timer();
}
DEG::Depsgraph *deg_graph = reinterpret_cast<DEG::Depsgraph *>(graph);
/* Perform sanity checks. */
BLI_assert(deg_graph->scene == scene);
deg_graph->is_render_pipeline_depsgraph = true;
DEG::DepsgraphBuilderCache builder_cache;
/* Generate all the nodes in the graph first */
DEG::DepsgraphNodeBuilder node_builder(bmain, deg_graph, &builder_cache);
node_builder.begin_build();
node_builder.build_scene_render(scene, view_layer);
node_builder.end_build();
/* Hook up relationships between operations - to determine evaluation
* order. */
DEG::DepsgraphRelationBuilder relation_builder(bmain, deg_graph, &builder_cache);
relation_builder.begin_build();
relation_builder.build_scene_render(scene, view_layer);
relation_builder.build_copy_on_write_relations();
/* Finalize building. */
graph_build_finalize_common(deg_graph, bmain);
/* Finish statistics. */
if (G.debug & (G_DEBUG_DEPSGRAPH_BUILD | G_DEBUG_DEPSGRAPH_TIME)) {
printf("Depsgraph built in %f seconds.\n", PIL_check_seconds_timer() - start_time);
}
}
void DEG_graph_build_for_compositor_preview(
Depsgraph *graph, Main *bmain, Scene *scene, struct ViewLayer *view_layer, bNodeTree *nodetree)
{
double start_time = 0.0;
if (G.debug & (G_DEBUG_DEPSGRAPH_BUILD | G_DEBUG_DEPSGRAPH_TIME)) {
start_time = PIL_check_seconds_timer();
}
DEG::Depsgraph *deg_graph = reinterpret_cast<DEG::Depsgraph *>(graph);
/* Perform sanity checks. */
BLI_assert(deg_graph->scene == scene);
deg_graph->is_render_pipeline_depsgraph = true;
DEG::DepsgraphBuilderCache builder_cache;
/* Generate all the nodes in the graph first */
DEG::DepsgraphNodeBuilder node_builder(bmain, deg_graph, &builder_cache);
node_builder.begin_build();
node_builder.build_scene_render(scene, view_layer);
node_builder.build_nodetree(nodetree);
node_builder.end_build();
/* Hook up relationships between operations - to determine evaluation
* order. */
DEG::DepsgraphRelationBuilder relation_builder(bmain, deg_graph, &builder_cache);
relation_builder.begin_build();
relation_builder.build_scene_render(scene, view_layer);
relation_builder.build_nodetree(nodetree);
relation_builder.build_copy_on_write_relations();
/* Finalize building. */
graph_build_finalize_common(deg_graph, bmain);
/* Finish statistics. */
if (G.debug & (G_DEBUG_DEPSGRAPH_BUILD | G_DEBUG_DEPSGRAPH_TIME)) {
printf("Depsgraph built in %f seconds.\n", PIL_check_seconds_timer() - start_time);
}
}
/* Tag graph relations for update. */
void DEG_graph_tag_relations_update(Depsgraph *graph)
{
DEG_DEBUG_PRINTF(graph, TAG, "%s: Tagging relations for update.\n", __func__);
DEG::Depsgraph *deg_graph = reinterpret_cast<DEG::Depsgraph *>(graph);
deg_graph->need_update = true;
/* NOTE: When relations are updated, it's quite possible that
* we've got new bases in the scene. This means, we need to
* re-create flat array of bases in view layer.
*
* TODO(sergey): Try to make it so we don't flush updates
* to the whole depsgraph. */
DEG::IDNode *id_node = deg_graph->find_id_node(&deg_graph->scene->id);
if (id_node != NULL) {
id_node->tag_update(deg_graph, DEG::DEG_UPDATE_SOURCE_RELATIONS);
}
}
/* Create or update relations in the specified graph. */
void DEG_graph_relations_update(Depsgraph *graph, Main *bmain, Scene *scene, ViewLayer *view_layer)
{
DEG::Depsgraph *deg_graph = (DEG::Depsgraph *)graph;
if (!deg_graph->need_update) {
/* Graph is up to date, nothing to do. */
return;
}
DEG_graph_build_from_view_layer(graph, bmain, scene, view_layer);
}
/* Tag all relations for update. */
void DEG_relations_tag_update(Main *bmain)
{
DEG_GLOBAL_DEBUG_PRINTF(TAG, "%s: Tagging relations for update.\n", __func__);
LISTBASE_FOREACH (Scene *, scene, &bmain->scenes) {
LISTBASE_FOREACH (ViewLayer *, view_layer, &scene->view_layers) {
Depsgraph *depsgraph = (Depsgraph *)BKE_scene_get_depsgraph(bmain, scene, view_layer, false);
if (depsgraph != NULL) {
DEG_graph_tag_relations_update(depsgraph);
}
}
}
}