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
326 lines
8.8 KiB
C
326 lines
8.8 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) 2007 Blender Foundation.
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* All rights reserved.
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*/
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/** \file
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* \ingroup nodes
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*/
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#include <string.h>
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#include "DNA_node_types.h"
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#include "DNA_space_types.h"
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#include "DNA_texture_types.h"
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#include "BLI_listbase.h"
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#include "BLI_threads.h"
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#include "BLI_utildefines.h"
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#include "BLT_translation.h"
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#include "BKE_context.h"
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#include "BKE_linestyle.h"
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#include "BKE_node.h"
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#include "BKE_paint.h"
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#include "NOD_texture.h"
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#include "node_common.h"
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#include "node_exec.h"
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#include "node_texture_util.h"
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#include "node_util.h"
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#include "DEG_depsgraph.h"
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#include "RNA_access.h"
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#include "RE_texture.h"
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static void texture_get_from_context(const bContext *C,
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bNodeTreeType *UNUSED(treetype),
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bNodeTree **r_ntree,
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ID **r_id,
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ID **r_from)
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{
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SpaceNode *snode = CTX_wm_space_node(C);
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Scene *scene = CTX_data_scene(C);
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ViewLayer *view_layer = CTX_data_view_layer(C);
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Object *ob = OBACT(view_layer);
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Tex *tx = NULL;
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if (snode->texfrom == SNODE_TEX_BRUSH) {
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struct Brush *brush = NULL;
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if (ob && (ob->mode & OB_MODE_SCULPT)) {
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brush = BKE_paint_brush(&scene->toolsettings->sculpt->paint);
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}
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else {
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brush = BKE_paint_brush(&scene->toolsettings->imapaint.paint);
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}
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if (brush) {
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*r_from = (ID *)brush;
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tx = give_current_brush_texture(brush);
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if (tx) {
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*r_id = &tx->id;
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*r_ntree = tx->nodetree;
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}
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}
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}
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else if (snode->texfrom == SNODE_TEX_LINESTYLE) {
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FreestyleLineStyle *linestyle = BKE_linestyle_active_from_view_layer(view_layer);
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if (linestyle) {
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*r_from = (ID *)linestyle;
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tx = give_current_linestyle_texture(linestyle);
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if (tx) {
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*r_id = &tx->id;
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*r_ntree = tx->nodetree;
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}
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}
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}
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}
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static void foreach_nodeclass(Scene *UNUSED(scene), void *calldata, bNodeClassCallback func)
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{
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func(calldata, NODE_CLASS_INPUT, N_("Input"));
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func(calldata, NODE_CLASS_OUTPUT, N_("Output"));
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func(calldata, NODE_CLASS_OP_COLOR, N_("Color"));
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func(calldata, NODE_CLASS_PATTERN, N_("Patterns"));
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func(calldata, NODE_CLASS_TEXTURE, N_("Textures"));
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func(calldata, NODE_CLASS_CONVERTER, N_("Converter"));
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func(calldata, NODE_CLASS_DISTORT, N_("Distort"));
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func(calldata, NODE_CLASS_GROUP, N_("Group"));
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func(calldata, NODE_CLASS_INTERFACE, N_("Interface"));
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func(calldata, NODE_CLASS_LAYOUT, N_("Layout"));
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}
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/* XXX muting disabled in previews because of threading issues with the main execution
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* it works here, but disabled for consistency
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*/
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#if 1
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static void localize(bNodeTree *localtree, bNodeTree *UNUSED(ntree))
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{
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bNode *node, *node_next;
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/* replace muted nodes and reroute nodes by internal links */
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for (node = localtree->nodes.first; node; node = node_next) {
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node_next = node->next;
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if (node->flag & NODE_MUTED || node->type == NODE_REROUTE) {
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nodeInternalRelink(localtree, node);
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ntreeFreeLocalNode(localtree, node);
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}
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}
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}
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#else
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static void localize(bNodeTree *UNUSED(localtree), bNodeTree *UNUSED(ntree))
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{
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}
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#endif
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static void update(bNodeTree *ntree)
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{
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ntree_update_reroute_nodes(ntree);
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}
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static bool texture_node_tree_socket_type_valid(bNodeTreeType *UNUSED(ntreetype),
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bNodeSocketType *socket_type)
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{
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return nodeIsStaticSocketType(socket_type) &&
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ELEM(socket_type->type, SOCK_FLOAT, SOCK_VECTOR, SOCK_RGBA);
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}
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bNodeTreeType *ntreeType_Texture;
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void register_node_tree_type_tex(void)
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{
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bNodeTreeType *tt = ntreeType_Texture = MEM_callocN(sizeof(bNodeTreeType),
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"texture node tree type");
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tt->type = NTREE_TEXTURE;
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strcpy(tt->idname, "TextureNodeTree");
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strcpy(tt->ui_name, N_("Texture Node Editor"));
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tt->ui_icon = 0; /* Defined in `drawnode.c`. */
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strcpy(tt->ui_description, N_("Texture nodes"));
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tt->foreach_nodeclass = foreach_nodeclass;
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tt->update = update;
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tt->localize = localize;
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tt->get_from_context = texture_get_from_context;
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tt->valid_socket_type = texture_node_tree_socket_type_valid;
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tt->rna_ext.srna = &RNA_TextureNodeTree;
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ntreeTypeAdd(tt);
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}
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bNodeTreeExec *ntreeTexBeginExecTree_internal(bNodeExecContext *context,
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bNodeTree *ntree,
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bNodeInstanceKey parent_key)
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{
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bNodeTreeExec *exec;
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bNode *node;
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/* common base initialization */
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exec = ntree_exec_begin(context, ntree, parent_key);
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/* allocate the thread stack listbase array */
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exec->threadstack = MEM_callocN(BLENDER_MAX_THREADS * sizeof(ListBase), "thread stack array");
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for (node = exec->nodetree->nodes.first; node; node = node->next) {
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node->need_exec = 1;
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}
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return exec;
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}
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bNodeTreeExec *ntreeTexBeginExecTree(bNodeTree *ntree)
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{
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bNodeExecContext context;
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bNodeTreeExec *exec;
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/* XXX hack: prevent exec data from being generated twice.
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* this should be handled by the renderer!
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*/
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if (ntree->execdata) {
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return ntree->execdata;
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}
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context.previews = ntree->previews;
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exec = ntreeTexBeginExecTree_internal(&context, ntree, NODE_INSTANCE_KEY_BASE);
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/* XXX this should not be necessary, but is still used for cmp/sha/tex nodes,
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* which only store the ntree pointer. Should be fixed at some point!
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*/
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ntree->execdata = exec;
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return exec;
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}
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/* free texture delegates */
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static void tex_free_delegates(bNodeTreeExec *exec)
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{
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bNodeThreadStack *nts;
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bNodeStack *ns;
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int th, a;
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for (th = 0; th < BLENDER_MAX_THREADS; th++) {
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for (nts = exec->threadstack[th].first; nts; nts = nts->next) {
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for (ns = nts->stack, a = 0; a < exec->stacksize; a++, ns++) {
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if (ns->data && !ns->is_copy) {
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MEM_freeN(ns->data);
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}
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}
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}
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}
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}
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void ntreeTexEndExecTree_internal(bNodeTreeExec *exec)
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{
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bNodeThreadStack *nts;
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int a;
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if (exec->threadstack) {
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tex_free_delegates(exec);
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for (a = 0; a < BLENDER_MAX_THREADS; a++) {
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for (nts = exec->threadstack[a].first; nts; nts = nts->next) {
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if (nts->stack) {
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MEM_freeN(nts->stack);
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}
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}
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BLI_freelistN(&exec->threadstack[a]);
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}
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MEM_freeN(exec->threadstack);
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exec->threadstack = NULL;
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}
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ntree_exec_end(exec);
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}
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void ntreeTexEndExecTree(bNodeTreeExec *exec)
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{
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if (exec) {
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/* exec may get freed, so assign ntree */
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bNodeTree *ntree = exec->nodetree;
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ntreeTexEndExecTree_internal(exec);
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/* XXX clear nodetree backpointer to exec data, same problem as noted in ntreeBeginExecTree */
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ntree->execdata = NULL;
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}
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}
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int ntreeTexExecTree(bNodeTree *ntree,
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TexResult *target,
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const float co[3],
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float dxt[3],
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float dyt[3],
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int osatex,
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const short thread,
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const Tex *UNUSED(tex),
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short which_output,
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int cfra,
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int preview,
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MTex *mtex)
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{
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TexCallData data;
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float *nor = target->nor;
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int retval = TEX_INT;
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bNodeThreadStack *nts = NULL;
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bNodeTreeExec *exec = ntree->execdata;
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data.co = co;
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data.dxt = dxt;
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data.dyt = dyt;
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data.osatex = osatex;
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data.target = target;
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data.do_preview = preview;
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data.do_manage = true;
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data.thread = thread;
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data.which_output = which_output;
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data.cfra = cfra;
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data.mtex = mtex;
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/* ensure execdata is only initialized once */
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if (!exec) {
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BLI_thread_lock(LOCK_NODES);
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if (!ntree->execdata) {
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ntreeTexBeginExecTree(ntree);
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}
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BLI_thread_unlock(LOCK_NODES);
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exec = ntree->execdata;
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}
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nts = ntreeGetThreadStack(exec, thread);
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ntreeExecThreadNodes(exec, nts, &data, thread);
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ntreeReleaseThreadStack(nts);
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if (target->nor) {
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retval |= TEX_NOR;
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}
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retval |= TEX_RGB;
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/* confusing stuff; the texture output node sets this to NULL to indicate no normal socket was
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* set however, the texture code checks this for other reasons
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* (namely, a normal is required for material). */
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target->nor = nor;
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return retval;
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}
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