Summary:
Made objects update happening from multiple threads. It is a task-based
scheduling system which uses current dependency graph for spawning new
tasks. This means threading happens on object level, but the system is
flexible enough for higher granularity.
Technical details:
- Uses task scheduler which was recently committed to trunk
(that one which Brecht ported from Cycles).
- Added two utility functions to dependency graph:
* DAG_threaded_update_begin, which is called to initialize threaded
objects update. It will also schedule root DAG node to the queue,
hence starting evaluation process.
Initialization will calculate how much parents are to be evaluation
before current DAG node can be scheduled. This value is used by task
threads for faster detecting which nodes might be scheduled.
* DAG_threaded_update_handle_node_updated which is called from task
thread function when node was fully handled.
This function decreases num_pending_parents of node children and
schedules children with zero valency.
As it might have become clear, task thread receives DAG nodes and
decides which callback to call for it.
Currently only BKE_object_handle_update is called for object nodes.
In the future it'll call node->callback() from Ali's new DAG.
- This required adding some workarounds to the render pipeline.
Mainly to stop using get_object_dm() from modifiers' apply callback.
Such a call was only a workaround for dependency graph glitch when
rendering scene with, say, boolean modifiers before displaying
this scene.
Such change moves workaround from one place to another, so overall
hackentropy remains the same.
- Added paradigm of EvaluaitonContext. Currently it's more like just a
more reliable replacement for G.is_rendering which fails in some
circumstances.
Future idea of this context is to also store all the local data needed
for objects evaluation such as local time, Copy-on-Write data and so.
There're two types of EvaluationContext:
* Context used for viewport updated and owned by Main. In the future
this context might be easily moved to Window or Screen to allo
per-window/per-screen local time.
* Context used by render engines to evaluate objects for render purposes.
Render engine is an owner of this context.
This context is passed to all object update routines.
Reviewers: brecht, campbellbarton
Reviewed By: brecht
CC: lukastoenne
Differential Revision: https://developer.blender.org/D94
59 lines
2.1 KiB
C++
59 lines
2.1 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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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) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#ifndef __BKE_GROUP_H__
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#define __BKE_GROUP_H__
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/** \file BKE_group.h
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* \ingroup bke
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* \since March 2001
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* \author nzc
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*/
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struct Base;
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struct EvaluationContext;
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struct Group;
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struct GroupObject;
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struct Main;
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struct Object;
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struct bAction;
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struct Scene;
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void BKE_group_free(struct Group *group);
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void BKE_group_unlink(struct Group *group);
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struct Group *BKE_group_add(struct Main *bmain, const char *name);
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struct Group *BKE_group_copy(struct Group *group);
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bool BKE_group_object_add(struct Group *group, struct Object *ob, struct Scene *scene, struct Base *base);
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bool BKE_group_object_unlink(struct Group *group, struct Object *ob, struct Scene *scene, struct Base *base);
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struct Group *BKE_group_object_find(struct Group *group, struct Object *ob);
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bool BKE_group_object_exists(struct Group *group, struct Object *ob);
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bool BKE_group_is_animated(struct Group *group, struct Object *parent);
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void BKE_group_tag_recalc(struct Group *group);
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void BKE_group_handle_recalc_and_update(struct EvaluationContext *eval_ctx, struct Scene *scene, struct Object *parent, struct Group *group);
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#endif /* __BKE_GROUP_H__ */
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