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blender-archive/source/blender/depsgraph/DEG_depsgraph.h
Sergey Sharybin 55b24bef55 Depsgraph: Cleanup and code simplification
This is mainly a maintenance commit which was aimed to make work with
this module more pleasant and solve such issues as:

- Annoyance with looong files, which had craftload in them
- Usage of STL for the data structures we've got in BLI
- Possible symbol conflicts
- Not real clear layout of what is located where

So in this commit the following changes are done:

- STL is prohibited, it's not really predictable on various compilers,
  with our BLI algorithms we can predict things much better.

  There are still few usages of std::vector, but that we'll be
  solving later once we've got similar thing in BLI.

- Simplify foreach loops, avoid using const_iterator all over the place.

- New directory layout, which is hopefully easier to follow.

- Some files were split, some of them will be split soon.

  The idea of this is to split huge functions into own files with
  good documentation and everything.

- Removed stuff which was planned for use in the future but was never
  finished, tested or anything.

  Let's wipe it out for now, and bring back once we really start using
  it, so it'll be more clear if it solves our needs.

- All the internal routines were moved to DEG namespace to separate
  them better from rest of blender.

  Some places now annoyingly using DEG::foo, but that we can olve by
  moving some utility functions inside of the namespace.

While working on this we've found some hotspot in updates flush, so
now playback of blenrig is few percent faster (something like 96fps
with previous master and around 99-100fps after this change).

Not saying it's something final, there is still room for cleanup and
API simplification, but those might happen as a regular development
now without doing any global changes.
2016-05-27 18:01:18 +02:00

216 lines
7.2 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: Joshua Leung
* Contributor(s): None Yet
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/depsgraph/DEG_depsgraph.h
* \ingroup depsgraph
*
* Public API for Depsgraph
*
* Dependency Graph
* ================
*
* The dependency graph tracks relations between various pieces of data in
* a Blender file, but mainly just those which make up scene data. It is used
* to determine the set of operations need to ensure that all data has been
* correctly evaluated in response to changes, based on dependencies and visibility
* of affected data.
*
*
* Evaluation Engine
* =================
*
* The evaluation takes the operation-nodes the Depsgraph has tagged for updating,
* and schedules them up for being evaluated/executed such that the all dependency
* relationship constraints are satisfied.
*/
/* ************************************************* */
/* Forward-defined typedefs for core types
* - These are used in all depsgraph code and by all callers of Depsgraph API...
*/
#ifndef __DEG_DEPSGRAPH_H__
#define __DEG_DEPSGRAPH_H__
/* Dependency Graph */
typedef struct Depsgraph Depsgraph;
/* ------------------------------------------------ */
struct EvaluationContext;
struct Main;
struct PointerRNA;
struct PropertyRNA;
#ifdef __cplusplus
extern "C" {
#endif
bool DEG_depsgraph_use_legacy(void);
void DEG_depsgraph_switch_to_legacy(void);
void DEG_depsgraph_switch_to_new(void);
/* ************************************************ */
/* Depsgraph API */
/* CRUD ------------------------------------------- */
// Get main depsgraph instance from context!
/* Create new Depsgraph instance */
// TODO: what args are needed here? What's the building-graph entry point?
Depsgraph *DEG_graph_new(void);
/* Free Depsgraph itself and all its data */
void DEG_graph_free(Depsgraph *graph);
/* Node Types Registry ---------------------------- */
/* Register all node types */
void DEG_register_node_types(void);
/* Free node type registry on exit */
void DEG_free_node_types(void);
/* Update Tagging -------------------------------- */
/* Tag node(s) associated with states such as time and visibility */
void DEG_scene_update_flags(Depsgraph *graph, const bool do_time);
/* Update dependency graph when visible scenes/layers changes. */
void DEG_graph_on_visible_update(struct Main *bmain, struct Scene *scene);
/* Update all dependency graphs when visible scenes/layers changes. */
void DEG_on_visible_update(struct Main *bmain, const bool do_time);
/* Tag node(s) associated with changed data for later updates */
void DEG_graph_id_tag_update(struct Main *bmain,
Depsgraph *graph,
struct ID *id);
void DEG_graph_data_tag_update(Depsgraph *graph, const struct PointerRNA *ptr);
void DEG_graph_property_tag_update(Depsgraph *graph, const struct PointerRNA *ptr, const struct PropertyRNA *prop);
/* Tag given ID for an update in all the dependency graphs. */
void DEG_id_tag_update(struct ID *id, short flag);
void DEG_id_tag_update_ex(struct Main *bmain,
struct ID *id,
short flag);
/* Tag given ID type for update.
*
* Used by all sort of render engines to quickly check if
* IDs of a given type need to be checked for update.
*/
void DEG_id_type_tag(struct Main *bmain, short idtype);
void DEG_ids_clear_recalc(struct Main *bmain);
/* Update Flushing ------------------------------- */
/* Flush updates for all IDs */
void DEG_ids_flush_tagged(struct Main *bmain);
/* Check if something was changed in the database and inform
* editors about this.
*/
void DEG_ids_check_recalc(struct Main *bmain,
struct Scene *scene,
bool time);
/* ************************************************ */
/* Evaluation Engine API */
/* Evaluation Context ---------------------------- */
/* Create new evaluation context. */
struct EvaluationContext *DEG_evaluation_context_new(int mode);
/* Initialize evaluation context.
* Used by the areas which currently overrides the context or doesn't have
* access to a proper one.
*/
void DEG_evaluation_context_init(struct EvaluationContext *eval_ctx, int mode);
/* Free evaluation context. */
void DEG_evaluation_context_free(struct EvaluationContext *eval_ctx);
/* Graph Evaluation ----------------------------- */
/* Frame changed recalculation entry point
* < context_type: context to perform evaluation for
* < ctime: (frame) new frame to evaluate values on
*/
void DEG_evaluate_on_framechange(struct EvaluationContext *eval_ctx,
struct Main *bmain,
Depsgraph *graph,
float ctime,
const int layer);
/* Data changed recalculation entry point.
* < context_type: context to perform evaluation for
* < layers: visible layers bitmask to update the graph for
*/
void DEG_evaluate_on_refresh_ex(struct EvaluationContext *eval_ctx,
Depsgraph *graph,
const int layers);
/* Data changed recalculation entry point.
* < context_type: context to perform evaluation for
*/
void DEG_evaluate_on_refresh(struct EvaluationContext *eval_ctx,
Depsgraph *graph,
struct Scene *scene);
bool DEG_needs_eval(Depsgraph *graph);
/* Editors Integration -------------------------- */
/* Mechanism to allow editors to be informed of depsgraph updates,
* to do their own updates based on changes.
*/
typedef void (*DEG_EditorUpdateIDCb)(struct Main *bmain, struct ID *id);
typedef void (*DEG_EditorUpdateSceneCb)(struct Main *bmain,
struct Scene *scene,
int updated);
typedef void (*DEG_EditorUpdateScenePreCb)(struct Main *bmain,
struct Scene *scene,
bool time);
/* Set callbacks which are being called when depsgraph changes. */
void DEG_editors_set_update_cb(DEG_EditorUpdateIDCb id_func,
DEG_EditorUpdateSceneCb scene_func,
DEG_EditorUpdateScenePreCb scene_pre_func);
void DEG_editors_update_pre(struct Main *bmain, struct Scene *scene, bool time);
#ifdef __cplusplus
} /* extern "C" */
#endif
#endif /* __DEG_DEPSGRAPH_H__ */