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
265 lines
7.7 KiB
C++
265 lines
7.7 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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#pragma once
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#include "intern/node/deg_node.h"
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#include "intern/depsgraph_type.h"
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struct Depsgraph;
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struct ID;
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namespace DEG {
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struct ComponentNode;
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/* Evaluation Operation for atomic operation */
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// XXX: move this to another header that can be exposed?
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typedef function<void(struct ::Depsgraph *)> DepsEvalOperationCb;
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/* Identifiers for common operations (as an enum). */
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enum class OperationCode {
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/* Generic Operations. -------------------------------------------------- */
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/* Placeholder for operations which don't need special mention */
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OPERATION = 0,
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/* Generic parameters evaluation. */
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ID_PROPERTY,
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PARAMETERS_ENTRY,
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PARAMETERS_EVAL,
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PARAMETERS_EXIT,
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/* Animation, Drivers, etc. --------------------------------------------- */
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/* NLA + Action */
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ANIMATION_ENTRY,
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ANIMATION_EVAL,
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ANIMATION_EXIT,
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/* Driver */
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DRIVER,
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/* Scene related. ------------------------------------------------------- */
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SCENE_EVAL,
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/* Object related. ------------------------------------------------------ */
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OBJECT_BASE_FLAGS,
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/* Transform. ----------------------------------------------------------- */
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/* Transform entry point. */
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TRANSFORM_INIT,
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/* Local transforms only */
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TRANSFORM_LOCAL,
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/* Parenting */
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TRANSFORM_PARENT,
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/* Constraints */
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TRANSFORM_CONSTRAINTS,
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/* Handle object-level updates, mainly proxies hacks and recalc flags. */
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TRANSFORM_EVAL,
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/* Initializes transformation for simulation.
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* For example, ensures point cache is properly reset before doing rigid
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* body simulation. */
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TRANSFORM_SIMULATION_INIT,
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/* Transform exit point */
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TRANSFORM_FINAL,
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/* Rigid body. ---------------------------------------------------------- */
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/* Perform Simulation */
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RIGIDBODY_REBUILD,
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RIGIDBODY_SIM,
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/* Copy results to object */
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RIGIDBODY_TRANSFORM_COPY,
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/* Geometry. ------------------------------------------------------------ */
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/* Initialize evaluation of the geometry. Is an entry operation of geometry
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* component. */
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GEOMETRY_EVAL_INIT,
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/* Evaluate the whole geometry, including modifiers. */
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GEOMETRY_EVAL,
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/* Evaluation of geometry is completely done.. */
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GEOMETRY_EVAL_DONE,
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/* Evaluation of a shape key.
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* NOTE: Currently only for object data datablocks. */
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GEOMETRY_SHAPEKEY,
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/* Object data. --------------------------------------------------------- */
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LIGHT_PROBE_EVAL,
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SPEAKER_EVAL,
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SOUND_EVAL,
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ARMATURE_EVAL,
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/* Pose. ---------------------------------------------------------------- */
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/* Init pose, clear flags, etc. */
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POSE_INIT,
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/* Initialize IK solver related pose stuff. */
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POSE_INIT_IK,
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/* Pose is evaluated, and runtime data can be freed. */
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POSE_CLEANUP,
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/* Pose has been fully evaluated and ready to be used by others. */
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POSE_DONE,
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/* IK/Spline Solvers */
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POSE_IK_SOLVER,
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POSE_SPLINE_IK_SOLVER,
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/* Bone. ---------------------------------------------------------------- */
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/* Bone local transforms - entry point */
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BONE_LOCAL,
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/* Pose-space conversion (includes parent + restpose, */
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BONE_POSE_PARENT,
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/* Constraints */
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BONE_CONSTRAINTS,
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/* Bone transforms are ready
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*
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* - "READY" This (internal, noop is used to signal that all pre-IK
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* operations are done. Its role is to help mediate situations
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* where cyclic relations may otherwise form (i.e. one bone in
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* chain targeting another in same chain,
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*
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* - "DONE" This noop is used to signal that the bone's final pose
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* transform can be read by others. */
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// TODO: deform mats could get calculated in the final_transform ops...
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BONE_READY,
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BONE_DONE,
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/* B-Bone segment shape computation (after DONE) */
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BONE_SEGMENTS,
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/* Particle System. ----------------------------------------------------- */
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PARTICLE_SYSTEM_INIT,
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PARTICLE_SYSTEM_EVAL,
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PARTICLE_SYSTEM_DONE,
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/* Particle Settings. --------------------------------------------------- */
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PARTICLE_SETTINGS_INIT,
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PARTICLE_SETTINGS_EVAL,
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PARTICLE_SETTINGS_RESET,
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/* Point Cache. --------------------------------------------------------- */
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POINT_CACHE_RESET,
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/* File cache. ---------------------------------------------------------- */
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FILE_CACHE_UPDATE,
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/* Collections. --------------------------------------------------------- */
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VIEW_LAYER_EVAL,
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/* Copy on Write. ------------------------------------------------------- */
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COPY_ON_WRITE,
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/* Shading. ------------------------------------------------------------- */
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SHADING,
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MATERIAL_UPDATE,
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WORLD_UPDATE,
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/* Batch caches. -------------------------------------------------------- */
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GEOMETRY_SELECT_UPDATE,
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/* Masks. --------------------------------------------------------------- */
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MASK_ANIMATION,
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MASK_EVAL,
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/* Movie clips. --------------------------------------------------------- */
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MOVIECLIP_EVAL,
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MOVIECLIP_SELECT_UPDATE,
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/* Images. -------------------------------------------------------------- */
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IMAGE_ANIMATION,
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/* Synchronization clips. ----------------------------------------------- */
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SYNCHRONIZE_TO_ORIGINAL,
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/* Generic datablock ---------------------------------------------------- */
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GENERIC_DATABLOCK_UPDATE,
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/* Duplication/instancing system. --------------------------------------- */
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DUPLI,
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};
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const char *operationCodeAsString(OperationCode opcode);
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/* Flags for Depsgraph Nodes.
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* NOTE: IS a bit shifts to allow usage as an accumulated. bitmask.
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*/
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enum OperationFlag {
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/* Node needs to be updated. */
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DEPSOP_FLAG_NEEDS_UPDATE = (1 << 0),
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/* Node was directly modified, causing need for update. */
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DEPSOP_FLAG_DIRECTLY_MODIFIED = (1 << 1),
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/* Node was updated due to user input. */
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DEPSOP_FLAG_USER_MODIFIED = (1 << 2),
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/* Set of flags which gets flushed along the relations. */
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DEPSOP_FLAG_FLUSH = (DEPSOP_FLAG_USER_MODIFIED),
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};
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/* Atomic Operation - Base type for all operations */
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struct OperationNode : public Node {
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OperationNode();
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~OperationNode();
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virtual string identifier() const override;
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string full_identifier() const;
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virtual void tag_update(Depsgraph *graph, eUpdateSource source) override;
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bool is_noop() const
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{
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return (bool)evaluate == false;
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}
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virtual OperationNode *get_entry_operation() override
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{
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return this;
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}
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virtual OperationNode *get_exit_operation() override
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{
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return this;
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}
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/* Set this operation as component's entry/exit operation. */
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void set_as_entry();
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void set_as_exit();
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/* Component that contains the operation. */
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ComponentNode *owner;
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/* Callback for operation. */
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DepsEvalOperationCb evaluate;
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/* How many inlinks are we still waiting on before we can be evaluated. */
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uint32_t num_links_pending;
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bool scheduled;
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/* Identifier for the operation being performed. */
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OperationCode opcode;
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int name_tag;
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/* (OperationFlag) extra settings affecting evaluation. */
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int flag;
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DEG_DEPSNODE_DECLARE;
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};
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void deg_register_operation_depsnodes();
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} // namespace DEG
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