This fixes a threading issue (T73593) between drivers that write to the same memory address. Driver nodes in the depsgraph now get relations to each other in order to ensure serialisation. These relations are only added between drivers that target the same struct in RNA, which is determined by removing everything after the last period. For example, a driver with data path `pose.bones["Arm_L"].rotation_euler[2]` will be grouped with all other drivers on that datablock with a data path that starts with `pose.bones["Arm_L"]` to form a 'driver group'. To find a suitable relation within such a driver group, say the relation (from → to), a depth-first search is performed (turned out to be marginally faster than a breadth-first in my test case) to see whether this will create a cycle, and to see whether there already is such a connection (direct or transitive). This is done by recursively inspecting the incoming connections of the 'to' node and thereby walking from it towards the 'from' node. This is an order of magnitde faster than inspecting the outgoing connections of the 'from' node. This approach generalises the special case for array properties, so the code to support that special case has been removed from `DepsgraphRelationBuilder::build_animdata_drivers()`. A test on the Spring rig [1] shows that this process adds approximately 8% to the build time of the dependency graph. In my test case, it takes 28 ms for this process on a total 329 ms construction time. However, since it also made some code obsolete, it only adds 24 ms (=8%) to the construction time. I have experimented with a simple cache to keep track of known-connected (from, to) node pairs, but this did not significantly improve the timing. Note that animation data and drivers are already connected by a relation, which means that animating a field and also changing it with a driver will not cause conflicts. [1] https://cloud.blender.org/p/spring/5d30a1076249366fa1939cf1 Differential Revision: https://developer.blender.org/D6905 Reviewed By: sergey, mont29
510 lines
19 KiB
C++
510 lines
19 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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* Methods for constructing depsgraph.
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*/
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#include "MEM_guardedalloc.h"
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#include "BLI_utildefines.h"
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#include "BLI_ghash.h"
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#include "BLI_listbase.h"
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#include "PIL_time.h"
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#include "PIL_time_utildefines.h"
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extern "C" {
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#include "DNA_cachefile_types.h"
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#include "DNA_object_types.h"
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#include "DNA_scene_types.h"
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#include "BKE_main.h"
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#include "BKE_scene.h"
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} /* extern "C" */
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#include "DEG_depsgraph.h"
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#include "DEG_depsgraph_debug.h"
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#include "DEG_depsgraph_build.h"
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#include "builder/deg_builder.h"
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#include "builder/deg_builder_cache.h"
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#include "builder/deg_builder_cycle.h"
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#include "builder/deg_builder_nodes.h"
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#include "builder/deg_builder_relations.h"
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#include "builder/deg_builder_transitive.h"
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#include "intern/debug/deg_debug.h"
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#include "intern/node/deg_node.h"
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#include "intern/node/deg_node_component.h"
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#include "intern/node/deg_node_id.h"
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#include "intern/node/deg_node_operation.h"
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#include "intern/depsgraph_relation.h"
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#include "intern/depsgraph_registry.h"
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#include "intern/depsgraph_type.h"
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/* ****************** */
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/* External Build API */
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static DEG::NodeType deg_build_scene_component_type(eDepsSceneComponentType component)
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{
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switch (component) {
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case DEG_SCENE_COMP_PARAMETERS:
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return DEG::NodeType::PARAMETERS;
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case DEG_SCENE_COMP_ANIMATION:
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return DEG::NodeType::ANIMATION;
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case DEG_SCENE_COMP_SEQUENCER:
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return DEG::NodeType::SEQUENCER;
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}
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return DEG::NodeType::UNDEFINED;
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}
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static DEG::DepsNodeHandle *get_node_handle(DepsNodeHandle *node_handle)
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{
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return reinterpret_cast<DEG::DepsNodeHandle *>(node_handle);
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}
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void DEG_add_scene_relation(DepsNodeHandle *node_handle,
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Scene *scene,
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eDepsSceneComponentType component,
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const char *description)
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{
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DEG::NodeType type = deg_build_scene_component_type(component);
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DEG::ComponentKey comp_key(&scene->id, type);
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DEG::DepsNodeHandle *deg_node_handle = get_node_handle(node_handle);
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deg_node_handle->builder->add_node_handle_relation(comp_key, deg_node_handle, description);
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}
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void DEG_add_object_relation(DepsNodeHandle *node_handle,
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Object *object,
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eDepsObjectComponentType component,
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const char *description)
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{
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DEG::NodeType type = DEG::nodeTypeFromObjectComponent(component);
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DEG::ComponentKey comp_key(&object->id, type);
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DEG::DepsNodeHandle *deg_node_handle = get_node_handle(node_handle);
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deg_node_handle->builder->add_node_handle_relation(comp_key, deg_node_handle, description);
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}
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void DEG_add_object_cache_relation(DepsNodeHandle *node_handle,
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CacheFile *cache_file,
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eDepsObjectComponentType component,
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const char *description)
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{
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DEG::NodeType type = DEG::nodeTypeFromObjectComponent(component);
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DEG::ComponentKey comp_key(&cache_file->id, type);
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DEG::DepsNodeHandle *deg_node_handle = get_node_handle(node_handle);
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deg_node_handle->builder->add_node_handle_relation(comp_key, deg_node_handle, description);
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}
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void DEG_add_bone_relation(DepsNodeHandle *node_handle,
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Object *object,
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const char *bone_name,
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eDepsObjectComponentType component,
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const char *description)
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{
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DEG::NodeType type = DEG::nodeTypeFromObjectComponent(component);
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DEG::ComponentKey comp_key(&object->id, type, bone_name);
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DEG::DepsNodeHandle *deg_node_handle = get_node_handle(node_handle);
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deg_node_handle->builder->add_node_handle_relation(comp_key, deg_node_handle, description);
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}
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void DEG_add_object_pointcache_relation(struct DepsNodeHandle *node_handle,
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struct Object *object,
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eDepsObjectComponentType component,
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const char *description)
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{
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DEG::NodeType type = DEG::nodeTypeFromObjectComponent(component);
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DEG::ComponentKey comp_key(&object->id, type);
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DEG::DepsNodeHandle *deg_node_handle = get_node_handle(node_handle);
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DEG::DepsgraphRelationBuilder *relation_builder = deg_node_handle->builder;
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/* Add relation from source to the node handle. */
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relation_builder->add_node_handle_relation(comp_key, deg_node_handle, description);
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/* Node deduct point cache component and connect source to it. */
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ID *id = DEG_get_id_from_handle(node_handle);
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DEG::ComponentKey point_cache_key(id, DEG::NodeType::POINT_CACHE);
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DEG::Relation *rel = relation_builder->add_relation(comp_key, point_cache_key, "Point Cache");
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if (rel != nullptr) {
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rel->flag |= DEG::RELATION_FLAG_FLUSH_USER_EDIT_ONLY;
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}
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else {
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fprintf(stderr, "Error in point cache relation from %s to ^%s.\n", object->id.name, id->name);
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}
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}
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void DEG_add_generic_id_relation(struct DepsNodeHandle *node_handle,
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struct ID *id,
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const char *description)
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{
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DEG::OperationKey operation_key(
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id, DEG::NodeType::GENERIC_DATABLOCK, DEG::OperationCode::GENERIC_DATABLOCK_UPDATE);
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DEG::DepsNodeHandle *deg_node_handle = get_node_handle(node_handle);
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deg_node_handle->builder->add_node_handle_relation(operation_key, deg_node_handle, description);
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}
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void DEG_add_modifier_to_transform_relation(struct DepsNodeHandle *node_handle,
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const char *description)
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{
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DEG::DepsNodeHandle *deg_node_handle = get_node_handle(node_handle);
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deg_node_handle->builder->add_modifier_to_transform_relation(deg_node_handle, description);
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}
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void DEG_add_special_eval_flag(struct DepsNodeHandle *node_handle, ID *id, uint32_t flag)
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{
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DEG::DepsNodeHandle *deg_node_handle = get_node_handle(node_handle);
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deg_node_handle->builder->add_special_eval_flag(id, flag);
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}
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void DEG_add_customdata_mask(struct DepsNodeHandle *node_handle,
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struct Object *object,
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const CustomData_MeshMasks *masks)
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{
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DEG::DepsNodeHandle *deg_node_handle = get_node_handle(node_handle);
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deg_node_handle->builder->add_customdata_mask(object, DEG::DEGCustomDataMeshMasks(masks));
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}
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struct ID *DEG_get_id_from_handle(struct DepsNodeHandle *node_handle)
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{
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DEG::DepsNodeHandle *deg_handle = get_node_handle(node_handle);
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return deg_handle->node->owner->owner->id_orig;
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}
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struct Depsgraph *DEG_get_graph_from_handle(struct DepsNodeHandle *node_handle)
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{
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DEG::DepsNodeHandle *deg_node_handle = get_node_handle(node_handle);
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DEG::DepsgraphRelationBuilder *relation_builder = deg_node_handle->builder;
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return reinterpret_cast<Depsgraph *>(relation_builder->getGraph());
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}
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/* ******************** */
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/* Graph Building API's */
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static void graph_build_finalize_common(DEG::Depsgraph *deg_graph, Main *bmain)
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{
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/* Detect and solve cycles. */
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DEG::deg_graph_detect_cycles(deg_graph);
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/* Simplify the graph by removing redundant relations (to optimize
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* traversal later). */
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/* TODO: it would be useful to have an option to disable this in cases where
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* it is causing trouble. */
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if (G.debug_value == 799) {
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DEG::deg_graph_transitive_reduction(deg_graph);
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}
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/* Store pointers to commonly used valuated datablocks. */
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deg_graph->scene_cow = (Scene *)deg_graph->get_cow_id(°_graph->scene->id);
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/* Flush visibility layer and re-schedule nodes for update. */
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DEG::deg_graph_build_finalize(bmain, deg_graph);
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DEG_graph_on_visible_update(bmain, reinterpret_cast<::Depsgraph *>(deg_graph), false);
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#if 0
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if (!DEG_debug_consistency_check(deg_graph)) {
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printf("Consistency validation failed, ABORTING!\n");
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abort();
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}
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#endif
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/* Relations are up to date. */
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deg_graph->need_update = false;
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}
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/* Build depsgraph for the given scene layer, and dump results in given graph container. */
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void DEG_graph_build_from_view_layer(Depsgraph *graph,
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Main *bmain,
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Scene *scene,
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ViewLayer *view_layer)
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{
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double start_time = 0.0;
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if (G.debug & (G_DEBUG_DEPSGRAPH_BUILD | G_DEBUG_DEPSGRAPH_TIME)) {
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start_time = PIL_check_seconds_timer();
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}
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DEG::Depsgraph *deg_graph = reinterpret_cast<DEG::Depsgraph *>(graph);
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/* Perform sanity checks. */
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BLI_assert(BLI_findindex(&scene->view_layers, view_layer) != -1);
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BLI_assert(deg_graph->scene == scene);
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BLI_assert(deg_graph->view_layer == view_layer);
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DEG::DepsgraphBuilderCache builder_cache;
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/* Generate all the nodes in the graph first */
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DEG::DepsgraphNodeBuilder node_builder(bmain, deg_graph, &builder_cache);
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node_builder.begin_build();
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node_builder.build_view_layer(scene, view_layer, DEG::DEG_ID_LINKED_DIRECTLY);
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node_builder.end_build();
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/* Hook up relationships between operations - to determine evaluation order. */
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DEG::DepsgraphRelationBuilder relation_builder(bmain, deg_graph, &builder_cache);
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relation_builder.begin_build();
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relation_builder.build_view_layer(scene, view_layer, DEG::DEG_ID_LINKED_DIRECTLY);
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relation_builder.build_copy_on_write_relations();
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relation_builder.build_driver_relations();
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/* Finalize building. */
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graph_build_finalize_common(deg_graph, bmain);
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/* Finish statistics. */
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if (G.debug & (G_DEBUG_DEPSGRAPH_BUILD | G_DEBUG_DEPSGRAPH_TIME)) {
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printf("Depsgraph built in %f seconds.\n", PIL_check_seconds_timer() - start_time);
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}
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}
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void DEG_graph_build_for_render_pipeline(Depsgraph *graph,
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Main *bmain,
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Scene *scene,
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ViewLayer *view_layer)
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{
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double start_time = 0.0;
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if (G.debug & (G_DEBUG_DEPSGRAPH_BUILD | G_DEBUG_DEPSGRAPH_TIME)) {
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start_time = PIL_check_seconds_timer();
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}
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DEG::Depsgraph *deg_graph = reinterpret_cast<DEG::Depsgraph *>(graph);
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/* Perform sanity checks. */
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BLI_assert(deg_graph->scene == scene);
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deg_graph->is_render_pipeline_depsgraph = true;
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DEG::DepsgraphBuilderCache builder_cache;
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/* Generate all the nodes in the graph first */
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DEG::DepsgraphNodeBuilder node_builder(bmain, deg_graph, &builder_cache);
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node_builder.begin_build();
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node_builder.build_scene_render(scene, view_layer);
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node_builder.end_build();
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/* Hook up relationships between operations - to determine evaluation
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* order. */
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DEG::DepsgraphRelationBuilder relation_builder(bmain, deg_graph, &builder_cache);
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relation_builder.begin_build();
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relation_builder.build_scene_render(scene, view_layer);
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relation_builder.build_copy_on_write_relations();
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relation_builder.build_driver_relations();
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/* Finalize building. */
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graph_build_finalize_common(deg_graph, bmain);
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/* Finish statistics. */
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if (G.debug & (G_DEBUG_DEPSGRAPH_BUILD | G_DEBUG_DEPSGRAPH_TIME)) {
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printf("Depsgraph built in %f seconds.\n", PIL_check_seconds_timer() - start_time);
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}
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}
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void DEG_graph_build_for_compositor_preview(
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Depsgraph *graph, Main *bmain, Scene *scene, struct ViewLayer *view_layer, bNodeTree *nodetree)
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{
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double start_time = 0.0;
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if (G.debug & (G_DEBUG_DEPSGRAPH_BUILD | G_DEBUG_DEPSGRAPH_TIME)) {
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start_time = PIL_check_seconds_timer();
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}
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DEG::Depsgraph *deg_graph = reinterpret_cast<DEG::Depsgraph *>(graph);
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/* Perform sanity checks. */
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BLI_assert(deg_graph->scene == scene);
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deg_graph->is_render_pipeline_depsgraph = true;
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DEG::DepsgraphBuilderCache builder_cache;
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/* Generate all the nodes in the graph first */
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DEG::DepsgraphNodeBuilder node_builder(bmain, deg_graph, &builder_cache);
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node_builder.begin_build();
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node_builder.build_scene_render(scene, view_layer);
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node_builder.build_nodetree(nodetree);
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node_builder.end_build();
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/* Hook up relationships between operations - to determine evaluation
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* order. */
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DEG::DepsgraphRelationBuilder relation_builder(bmain, deg_graph, &builder_cache);
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relation_builder.begin_build();
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relation_builder.build_scene_render(scene, view_layer);
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relation_builder.build_nodetree(nodetree);
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relation_builder.build_copy_on_write_relations();
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relation_builder.build_driver_relations();
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/* Finalize building. */
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graph_build_finalize_common(deg_graph, bmain);
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/* Finish statistics. */
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if (G.debug & (G_DEBUG_DEPSGRAPH_BUILD | G_DEBUG_DEPSGRAPH_TIME)) {
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printf("Depsgraph built in %f seconds.\n", PIL_check_seconds_timer() - start_time);
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}
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}
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/* Optimized builders for dependency graph built from a given set of IDs.
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*
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* General notes:
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*
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* - We pull in all bases if their objects are in the set of IDs. This allows to have proper
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* visibility and other flags assigned to the objects.
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* All other bases (the ones which points to object which is outside of the set of IDs) are
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* completely ignored.
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*
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* - Proxy groups pointing to objects which are outside of the IDs set are also ignored.
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* This way we avoid high-poly character body pulled into the dependency graph when it's coming
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* from a library into an animation file and the dependency graph constructed for a proxy rig. */
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namespace DEG {
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namespace {
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class DepsgraphFromIDsFilter {
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public:
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DepsgraphFromIDsFilter(ID **ids, const int num_ids)
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{
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for (int i = 0; i < num_ids; ++i) {
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ids_.insert(ids[i]);
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}
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}
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bool contains(ID *id)
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{
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return ids_.find(id) != ids_.end();
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}
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protected:
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set<ID *> ids_;
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};
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class DepsgraphFromIDsNodeBuilder : public DepsgraphNodeBuilder {
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public:
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DepsgraphFromIDsNodeBuilder(
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Main *bmain, Depsgraph *graph, DepsgraphBuilderCache *cache, ID **ids, const int num_ids)
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: DepsgraphNodeBuilder(bmain, graph, cache), filter_(ids, num_ids)
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{
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}
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virtual bool need_pull_base_into_graph(Base *base) override
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{
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if (!filter_.contains(&base->object->id)) {
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return false;
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}
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return DepsgraphNodeBuilder::need_pull_base_into_graph(base);
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}
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virtual void build_object_proxy_group(Object *object, bool is_visible) override
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{
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if (object->proxy_group == nullptr) {
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return;
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}
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if (!filter_.contains(&object->proxy_group->id)) {
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return;
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}
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DepsgraphNodeBuilder::build_object_proxy_group(object, is_visible);
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}
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protected:
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DepsgraphFromIDsFilter filter_;
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};
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class DepsgraphFromIDsRelationBuilder : public DepsgraphRelationBuilder {
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public:
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DepsgraphFromIDsRelationBuilder(
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Main *bmain, Depsgraph *graph, DepsgraphBuilderCache *cache, ID **ids, const int num_ids)
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: DepsgraphRelationBuilder(bmain, graph, cache), filter_(ids, num_ids)
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{
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}
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virtual bool need_pull_base_into_graph(Base *base) override
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{
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if (!filter_.contains(&base->object->id)) {
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return false;
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}
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return DepsgraphRelationBuilder::need_pull_base_into_graph(base);
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}
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virtual void build_object_proxy_group(Object *object) override
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{
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if (object->proxy_group == nullptr) {
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return;
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}
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if (!filter_.contains(&object->proxy_group->id)) {
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return;
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}
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DepsgraphRelationBuilder::build_object_proxy_group(object);
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}
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protected:
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DepsgraphFromIDsFilter filter_;
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};
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} // namespace
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} // namespace DEG
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void DEG_graph_build_from_ids(Depsgraph *graph,
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Main *bmain,
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Scene *scene,
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ViewLayer *view_layer,
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ID **ids,
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const int num_ids)
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{
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double start_time = 0.0;
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if (G.debug & (G_DEBUG_DEPSGRAPH_BUILD | G_DEBUG_DEPSGRAPH_TIME)) {
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start_time = PIL_check_seconds_timer();
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}
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DEG::Depsgraph *deg_graph = reinterpret_cast<DEG::Depsgraph *>(graph);
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/* Perform sanity checks. */
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BLI_assert(BLI_findindex(&scene->view_layers, view_layer) != -1);
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BLI_assert(deg_graph->scene == scene);
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BLI_assert(deg_graph->view_layer == view_layer);
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DEG::DepsgraphBuilderCache builder_cache;
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/* Generate all the nodes in the graph first */
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DEG::DepsgraphFromIDsNodeBuilder node_builder(bmain, deg_graph, &builder_cache, ids, num_ids);
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node_builder.begin_build();
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node_builder.build_view_layer(scene, view_layer, DEG::DEG_ID_LINKED_DIRECTLY);
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for (int i = 0; i < num_ids; ++i) {
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node_builder.build_id(ids[i]);
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}
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node_builder.end_build();
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/* Hook up relationships between operations - to determine evaluation order. */
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DEG::DepsgraphFromIDsRelationBuilder relation_builder(
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bmain, deg_graph, &builder_cache, ids, num_ids);
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relation_builder.begin_build();
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relation_builder.build_view_layer(scene, view_layer, DEG::DEG_ID_LINKED_DIRECTLY);
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for (int i = 0; i < num_ids; ++i) {
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relation_builder.build_id(ids[i]);
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}
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relation_builder.build_copy_on_write_relations();
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relation_builder.build_driver_relations();
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/* Finalize building. */
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graph_build_finalize_common(deg_graph, bmain);
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/* Finish statistics. */
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if (G.debug & (G_DEBUG_DEPSGRAPH_BUILD | G_DEBUG_DEPSGRAPH_TIME)) {
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printf("Depsgraph built in %f seconds.\n", PIL_check_seconds_timer() - start_time);
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}
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}
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/* Tag graph relations for update. */
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void DEG_graph_tag_relations_update(Depsgraph *graph)
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{
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DEG_DEBUG_PRINTF(graph, TAG, "%s: Tagging relations for update.\n", __func__);
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DEG::Depsgraph *deg_graph = reinterpret_cast<DEG::Depsgraph *>(graph);
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deg_graph->need_update = true;
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/* NOTE: When relations are updated, it's quite possible that
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* we've got new bases in the scene. This means, we need to
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* re-create flat array of bases in view layer.
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*
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* TODO(sergey): Try to make it so we don't flush updates
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* to the whole depsgraph. */
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DEG::IDNode *id_node = deg_graph->find_id_node(°_graph->scene->id);
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if (id_node != nullptr) {
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id_node->tag_update(deg_graph, DEG::DEG_UPDATE_SOURCE_RELATIONS);
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}
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}
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/* Create or update relations in the specified graph. */
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void DEG_graph_relations_update(Depsgraph *graph, Main *bmain, Scene *scene, ViewLayer *view_layer)
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{
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DEG::Depsgraph *deg_graph = (DEG::Depsgraph *)graph;
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if (!deg_graph->need_update) {
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/* Graph is up to date, nothing to do. */
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return;
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}
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DEG_graph_build_from_view_layer(graph, bmain, scene, view_layer);
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}
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/* Tag all relations for update. */
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void DEG_relations_tag_update(Main *bmain)
|
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{
|
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DEG_GLOBAL_DEBUG_PRINTF(TAG, "%s: Tagging relations for update.\n", __func__);
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for (DEG::Depsgraph *depsgraph : DEG::get_all_registered_graphs(bmain)) {
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DEG_graph_tag_relations_update(reinterpret_cast<Depsgraph *>(depsgraph));
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}
|
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}
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