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
266 lines
8.4 KiB
C++
266 lines
8.4 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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* Implementation of Querying API
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*/
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#include "MEM_guardedalloc.h"
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extern "C" {
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#include <string.h> // XXX: memcpy
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#include "BLI_utildefines.h"
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#include "BKE_customdata.h"
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#include "BKE_idcode.h"
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#include "BKE_main.h"
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#include "BLI_listbase.h"
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#include "BKE_action.h" // XXX: BKE_pose_channel_from_name
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} /* extern "C" */
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#include "DNA_object_types.h"
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#include "DNA_scene_types.h"
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#include "RNA_access.h"
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#include "DEG_depsgraph.h"
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#include "DEG_depsgraph_query.h"
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#include "intern/depsgraph.h"
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#include "intern/eval/deg_eval_copy_on_write.h"
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#include "intern/node/deg_node_id.h"
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struct Scene *DEG_get_input_scene(const Depsgraph *graph)
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{
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const DEG::Depsgraph *deg_graph = reinterpret_cast<const DEG::Depsgraph *>(graph);
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return deg_graph->scene;
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}
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struct ViewLayer *DEG_get_input_view_layer(const Depsgraph *graph)
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{
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const DEG::Depsgraph *deg_graph = reinterpret_cast<const DEG::Depsgraph *>(graph);
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return deg_graph->view_layer;
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}
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eEvaluationMode DEG_get_mode(const Depsgraph *graph)
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{
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const DEG::Depsgraph *deg_graph = reinterpret_cast<const DEG::Depsgraph *>(graph);
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return deg_graph->mode;
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}
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float DEG_get_ctime(const Depsgraph *graph)
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{
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const DEG::Depsgraph *deg_graph = reinterpret_cast<const DEG::Depsgraph *>(graph);
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return deg_graph->ctime;
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}
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bool DEG_id_type_updated(const Depsgraph *graph, short id_type)
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{
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const DEG::Depsgraph *deg_graph = reinterpret_cast<const DEG::Depsgraph *>(graph);
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return deg_graph->id_type_updated[BKE_idcode_to_index(id_type)] != 0;
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}
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bool DEG_id_type_any_updated(const Depsgraph *graph)
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{
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const DEG::Depsgraph *deg_graph = reinterpret_cast<const DEG::Depsgraph *>(graph);
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/* Loop over all ID types. */
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for (int id_type_index = 0; id_type_index < MAX_LIBARRAY; id_type_index++) {
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if (deg_graph->id_type_updated[id_type_index]) {
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return true;
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}
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}
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return false;
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}
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uint32_t DEG_get_eval_flags_for_id(const Depsgraph *graph, ID *id)
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{
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if (graph == NULL) {
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/* Happens when converting objects to mesh from a python script
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* after modifying scene graph.
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*
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* Currently harmless because it's only called for temporary
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* objects which are out of the DAG anyway. */
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return 0;
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}
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const DEG::Depsgraph *deg_graph = reinterpret_cast<const DEG::Depsgraph *>(graph);
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const DEG::IDNode *id_node = deg_graph->find_id_node(DEG_get_original_id(id));
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if (id_node == NULL) {
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/* TODO(sergey): Does it mean we need to check set scene? */
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return 0;
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}
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return id_node->eval_flags;
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}
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void DEG_get_customdata_mask_for_object(const Depsgraph *graph,
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Object *ob,
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CustomData_MeshMasks *r_mask)
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{
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if (graph == NULL) {
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/* Happens when converting objects to mesh from a python script
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* after modifying scene graph.
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*
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* Currently harmless because it's only called for temporary
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* objects which are out of the DAG anyway. */
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return;
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}
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const DEG::Depsgraph *deg_graph = reinterpret_cast<const DEG::Depsgraph *>(graph);
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const DEG::IDNode *id_node = deg_graph->find_id_node(DEG_get_original_id(&ob->id));
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if (id_node == NULL) {
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/* TODO(sergey): Does it mean we need to check set scene? */
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return;
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}
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r_mask->vmask |= id_node->customdata_masks.vert_mask;
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r_mask->emask |= id_node->customdata_masks.edge_mask;
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r_mask->fmask |= id_node->customdata_masks.face_mask;
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r_mask->lmask |= id_node->customdata_masks.loop_mask;
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r_mask->pmask |= id_node->customdata_masks.poly_mask;
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}
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Scene *DEG_get_evaluated_scene(const Depsgraph *graph)
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{
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const DEG::Depsgraph *deg_graph = reinterpret_cast<const DEG::Depsgraph *>(graph);
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Scene *scene_cow = deg_graph->scene_cow;
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/* TODO(sergey): Shall we expand datablock here? Or is it OK to assume
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* that calleer is OK with just a pointer in case scene is not updated
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* yet? */
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BLI_assert(scene_cow != NULL && DEG::deg_copy_on_write_is_expanded(&scene_cow->id));
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return scene_cow;
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}
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ViewLayer *DEG_get_evaluated_view_layer(const Depsgraph *graph)
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{
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const DEG::Depsgraph *deg_graph = reinterpret_cast<const DEG::Depsgraph *>(graph);
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Scene *scene_cow = DEG_get_evaluated_scene(graph);
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if (scene_cow == NULL) {
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return NULL; /* Happens with new, not-yet-built/evaluated graphes. */
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}
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/* Do name-based lookup. */
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/* TODO(sergey): Can this be optimized? */
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ViewLayer *view_layer_orig = deg_graph->view_layer;
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ViewLayer *view_layer_cow = (ViewLayer *)BLI_findstring(
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&scene_cow->view_layers, view_layer_orig->name, offsetof(ViewLayer, name));
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BLI_assert(view_layer_cow != NULL);
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return view_layer_cow;
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}
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Object *DEG_get_evaluated_object(const Depsgraph *depsgraph, Object *object)
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{
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return (Object *)DEG_get_evaluated_id(depsgraph, &object->id);
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}
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ID *DEG_get_evaluated_id(const Depsgraph *depsgraph, ID *id)
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{
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if (id == NULL) {
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return NULL;
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}
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/* TODO(sergey): This is a duplicate of Depsgraph::get_cow_id(),
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* but here we never do assert, since we don't know nature of the
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* incoming ID datablock. */
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const DEG::Depsgraph *deg_graph = (const DEG::Depsgraph *)depsgraph;
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const DEG::IDNode *id_node = deg_graph->find_id_node(id);
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if (id_node == NULL) {
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return id;
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}
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return id_node->id_cow;
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}
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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 Depsgraph *depsgraph,
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PointerRNA *ptr,
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PointerRNA *r_ptr_eval)
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{
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if ((ptr == NULL) || (r_ptr_eval == NULL)) {
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return;
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}
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ID *orig_id = (ID *)ptr->id.data;
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ID *cow_id = DEG_get_evaluated_id(depsgraph, orig_id);
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if (ptr->id.data == ptr->data) {
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/* For ID pointers, it's easy... */
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r_ptr_eval->id.data = (void *)cow_id;
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r_ptr_eval->data = (void *)cow_id;
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r_ptr_eval->type = ptr->type;
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}
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else if (ptr->type == &RNA_PoseBone) {
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/* HACK: Since bone keyframing is quite commonly used,
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* speed things up for this case by doing a special lookup
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* for bones */
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const Object *ob_eval = (Object *)cow_id;
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bPoseChannel *pchan = (bPoseChannel *)ptr->data;
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const bPoseChannel *pchan_eval = BKE_pose_channel_find_name(ob_eval->pose, pchan->name);
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r_ptr_eval->id.data = (void *)cow_id;
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r_ptr_eval->data = (void *)pchan_eval;
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r_ptr_eval->type = ptr->type;
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}
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else {
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/* For everything else, try to get RNA Path of the BMain-pointer,
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* then use that to look up what the COW-domain one should be
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* given the COW ID pointer as the new lookup point */
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/* TODO: Find a faster alternative, or implement support for other
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* common types too above (e.g. modifiers) */
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char *path = RNA_path_from_ID_to_struct(ptr);
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if (path) {
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PointerRNA cow_id_ptr;
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RNA_id_pointer_create(cow_id, &cow_id_ptr);
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if (!RNA_path_resolve(&cow_id_ptr, path, r_ptr_eval, NULL)) {
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/* Couldn't find COW copy of data */
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fprintf(stderr,
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"%s: Couldn't resolve RNA path ('%s') relative to COW ID (%p) for '%s'\n",
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__func__,
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path,
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(void *)cow_id,
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orig_id->name);
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}
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}
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else {
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/* Path resolution failed - XXX: Hide this behind a debug flag */
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fprintf(stderr,
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"%s: Couldn't get RNA path for %s relative to %s\n",
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__func__,
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RNA_struct_identifier(ptr->type),
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orig_id->name);
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}
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}
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}
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Object *DEG_get_original_object(Object *object)
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{
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return (Object *)DEG_get_original_id(&object->id);
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}
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ID *DEG_get_original_id(ID *id)
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{
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if (id == NULL) {
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return NULL;
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}
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if (id->orig_id == NULL) {
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return id;
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}
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BLI_assert((id->tag & LIB_TAG_COPIED_ON_WRITE) != 0);
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return (ID *)id->orig_id;
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}
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