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blender-archive/source/blender/depsgraph/intern/builder/deg_builder_nodes.h
Sergey Sharybin 93072e44d1 Depsgraph: Replace LIB_TAG_DOIT with hash lookup
This allows us to:

- Not mock around with tags stored in a global space,
    and not to iterate over all datablocks in the database
    to clear the tags.

- Properly deal with datablocks which might not be in main database.

    While it sounds crazy, it might be handy when dealing with preview,
    or some partial scene updates, such as motion paths.

- Avoids majority of places where depsgraph construction needed bmain.

    This is something what could help in blender2.8 branch.

From tests with production file here did not see any measurable slowdown.

Hopefully, there is no functional changes :)
2018-02-22 11:03:39 +01:00

170 lines
5.6 KiB
C++

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* 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.
*
* Original Author: Lukas Toenne
* Contributor(s): None Yet
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/depsgraph/intern/builder/deg_builder_nodes.h
* \ingroup depsgraph
*/
#pragma once
#include "intern/builder/deg_builder_map.h"
#include "intern/depsgraph_types.h"
struct Base;
struct CacheFile;
struct bGPdata;
struct ListBase;
struct GHash;
struct ID;
struct Image;
struct FCurve;
struct Group;
struct Key;
struct Main;
struct Material;
struct Mask;
struct MTex;
struct MovieClip;
struct bNodeTree;
struct Object;
struct bPoseChannel;
struct bConstraint;
struct Scene;
struct Tex;
struct World;
struct PropertyRNA;
namespace DEG {
struct Depsgraph;
struct DepsNode;
struct IDDepsNode;
struct TimeSourceDepsNode;
struct ComponentDepsNode;
struct OperationDepsNode;
struct DepsgraphNodeBuilder {
DepsgraphNodeBuilder(Main *bmain, Depsgraph *graph);
~DepsgraphNodeBuilder();
void begin_build();
IDDepsNode *add_id_node(ID *id);
TimeSourceDepsNode *add_time_source();
ComponentDepsNode *add_component_node(ID *id,
eDepsNode_Type comp_type,
const char *comp_name = "");
OperationDepsNode *add_operation_node(ComponentDepsNode *comp_node,
const DepsEvalOperationCb& op,
eDepsOperation_Code opcode,
const char *name = "",
int name_tag = -1);
OperationDepsNode *add_operation_node(ID *id,
eDepsNode_Type comp_type,
const char *comp_name,
const DepsEvalOperationCb& op,
eDepsOperation_Code opcode,
const char *name = "",
int name_tag = -1);
OperationDepsNode *add_operation_node(ID *id,
eDepsNode_Type comp_type,
const DepsEvalOperationCb& op,
eDepsOperation_Code opcode,
const char *name = "",
int name_tag = -1);
bool has_operation_node(ID *id,
eDepsNode_Type comp_type,
const char *comp_name,
eDepsOperation_Code opcode,
const char *name = "",
int name_tag = -1);
OperationDepsNode *find_operation_node(ID *id,
eDepsNode_Type comp_type,
const char *comp_name,
eDepsOperation_Code opcode,
const char *name = "",
int name_tag = -1);
OperationDepsNode *find_operation_node(ID *id,
eDepsNode_Type comp_type,
eDepsOperation_Code opcode,
const char *name = "",
int name_tag = -1);
void build_scene(Scene *scene);
void build_group(Base *base, Group *group);
void build_object(Base *base, Object *object);
void build_object_data(Object *object);
void build_object_transform(Object *object);
void build_object_constraints(Object *object);
void build_pose_constraints(Object *object, bPoseChannel *pchan);
void build_rigidbody(Scene *scene);
void build_particles(Object *object);
void build_cloth(Object *object);
void build_animdata(ID *id);
OperationDepsNode *build_driver(ID *id, FCurve *fcurve);
void build_ik_pose(Object *object,
bPoseChannel *pchan,
bConstraint *con);
void build_splineik_pose(Object *object,
bPoseChannel *pchan,
bConstraint *con);
void build_rig(Object *object);
void build_proxy_rig(Object *object);
void build_shapekeys(Key *key);
void build_obdata_geom(Object *object);
void build_camera(Object *object);
void build_lamp(Object *object);
void build_nodetree(bNodeTree *ntree);
void build_material(Material *ma);
void build_texture(Tex *tex);
void build_texture_stack(MTex **texture_stack);
void build_image(Image *image);
void build_world(World *world);
void build_compositor(Scene *scene);
void build_gpencil(bGPdata *gpd);
void build_cachefile(CacheFile *cache_file);
void build_mask(Mask *mask);
void build_movieclip(MovieClip *clip);
protected:
/* State which never changes, same for the whole builder time. */
Main *bmain_;
Depsgraph *graph_;
/* State which demotes currently built entities. */
Scene *scene_;
BuilderMap built_map_;
};
} // namespace DEG