This repository has been archived on 2023-10-09. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
blender-archive/source/blender/depsgraph/intern/depsgraph_build.cc
Alexander Gavrilov cd48d4576b Depsgraph: Add proper API functions for CustomDataMask dependencies.
There were a few copies of the same few lines in depsgraph build code,
so it seems to be logical to introduce a function for it, and make it
accessible from C code for completeness.

As an example, register the mask needs of the Data Transfer modifier.
2018-10-14 20:48:39 +03:00

318 lines
11 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): Based on original depsgraph.c code - Blender Foundation (2005-2013)
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/depsgraph/intern/depsgraph_build.cc
* \ingroup depsgraph
*
* Methods for constructing depsgraph.
*/
#include "MEM_guardedalloc.h"
#include "BLI_utildefines.h"
#include "BLI_ghash.h"
#include "BLI_listbase.h"
#include "PIL_time.h"
#include "PIL_time_utildefines.h"
extern "C" {
#include "DNA_cachefile_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "BKE_main.h"
#include "BKE_scene.h"
} /* extern "C" */
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_debug.h"
#include "DEG_depsgraph_build.h"
#include "builder/deg_builder.h"
#include "builder/deg_builder_cycle.h"
#include "builder/deg_builder_nodes.h"
#include "builder/deg_builder_relations.h"
#include "builder/deg_builder_transitive.h"
#include "intern/nodes/deg_node.h"
#include "intern/nodes/deg_node_component.h"
#include "intern/nodes/deg_node_id.h"
#include "intern/nodes/deg_node_operation.h"
#include "intern/depsgraph_types.h"
#include "intern/depsgraph_intern.h"
#include "util/deg_util_foreach.h"
/* ****************** */
/* External Build API */
static DEG::eDepsNode_Type deg_build_scene_component_type(
eDepsSceneComponentType component)
{
switch (component) {
case DEG_SCENE_COMP_PARAMETERS: return DEG::DEG_NODE_TYPE_PARAMETERS;
case DEG_SCENE_COMP_ANIMATION: return DEG::DEG_NODE_TYPE_ANIMATION;
case DEG_SCENE_COMP_SEQUENCER: return DEG::DEG_NODE_TYPE_SEQUENCER;
}
return DEG::DEG_NODE_TYPE_UNDEFINED;
}
static DEG::eDepsNode_Type deg_build_object_component_type(
eDepsObjectComponentType component)
{
switch (component) {
case DEG_OB_COMP_PARAMETERS: return DEG::DEG_NODE_TYPE_PARAMETERS;
case DEG_OB_COMP_PROXY: return DEG::DEG_NODE_TYPE_PROXY;
case DEG_OB_COMP_ANIMATION: return DEG::DEG_NODE_TYPE_ANIMATION;
case DEG_OB_COMP_TRANSFORM: return DEG::DEG_NODE_TYPE_TRANSFORM;
case DEG_OB_COMP_GEOMETRY: return DEG::DEG_NODE_TYPE_GEOMETRY;
case DEG_OB_COMP_EVAL_POSE: return DEG::DEG_NODE_TYPE_EVAL_POSE;
case DEG_OB_COMP_BONE: return DEG::DEG_NODE_TYPE_BONE;
case DEG_OB_COMP_EVAL_PARTICLES: return DEG::DEG_NODE_TYPE_EVAL_PARTICLES;
case DEG_OB_COMP_SHADING: return DEG::DEG_NODE_TYPE_SHADING;
case DEG_OB_COMP_CACHE: return DEG::DEG_NODE_TYPE_CACHE;
}
return DEG::DEG_NODE_TYPE_UNDEFINED;
}
static DEG::DepsNodeHandle *get_handle(DepsNodeHandle *handle)
{
return reinterpret_cast<DEG::DepsNodeHandle *>(handle);
}
void DEG_add_scene_relation(DepsNodeHandle *handle,
Scene *scene,
eDepsSceneComponentType component,
const char *description)
{
DEG::eDepsNode_Type type = deg_build_scene_component_type(component);
DEG::ComponentKey comp_key(&scene->id, type);
DEG::DepsNodeHandle *deg_handle = get_handle(handle);
deg_handle->builder->add_node_handle_relation(comp_key,
deg_handle,
description);
}
void DEG_add_object_relation(DepsNodeHandle *handle,
Object *object,
eDepsObjectComponentType component,
const char *description)
{
DEG::eDepsNode_Type type = deg_build_object_component_type(component);
DEG::ComponentKey comp_key(&object->id, type);
DEG::DepsNodeHandle *deg_handle = get_handle(handle);
deg_handle->builder->add_node_handle_relation(comp_key,
deg_handle,
description);
}
void DEG_add_object_customdata_relation(DepsNodeHandle *handle,
Object *object,
eDepsObjectComponentType component,
uint64_t customdata_mask,
const char *description)
{
DEG::eDepsNode_Type type = deg_build_object_component_type(component);
DEG::ComponentKey comp_key(&object->id, type);
DEG::DepsNodeHandle *deg_handle = get_handle(handle);
deg_handle->builder->add_node_handle_relation(comp_key,
deg_handle,
description);
if (object->type == OB_MESH) {
deg_handle->builder->add_customdata_mask(comp_key, customdata_mask);
}
}
void DEG_add_object_cache_relation(DepsNodeHandle *handle,
CacheFile *cache_file,
eDepsObjectComponentType component,
const char *description)
{
DEG::eDepsNode_Type type = deg_build_object_component_type(component);
DEG::ComponentKey comp_key(&cache_file->id, type);
DEG::DepsNodeHandle *deg_handle = get_handle(handle);
deg_handle->builder->add_node_handle_relation(comp_key,
deg_handle,
description);
}
void DEG_add_bone_relation(DepsNodeHandle *handle,
Object *object,
const char *bone_name,
eDepsObjectComponentType component,
const char *description)
{
DEG::eDepsNode_Type type = deg_build_object_component_type(component);
DEG::ComponentKey comp_key(&object->id, type, bone_name);
DEG::DepsNodeHandle *deg_handle = get_handle(handle);
/* XXX: "Geometry Eval" might not always be true, but this only gets called
* from modifier building now.
*/
deg_handle->builder->add_node_handle_relation(comp_key,
deg_handle,
description);
}
struct Depsgraph *DEG_get_graph_from_handle(struct DepsNodeHandle *handle)
{
DEG::DepsNodeHandle *deg_handle = get_handle(handle);
DEG::DepsgraphRelationBuilder *relation_builder = deg_handle->builder;
return reinterpret_cast<Depsgraph *>(relation_builder->getGraph());
}
void DEG_add_special_eval_flag(Depsgraph *graph, ID *id, short flag)
{
DEG::Depsgraph *deg_graph = reinterpret_cast<DEG::Depsgraph *>(graph);
if (graph == NULL) {
BLI_assert(!"Graph should always be valid");
return;
}
DEG::IDDepsNode *id_node = deg_graph->find_id_node(id);
if (id_node == NULL) {
BLI_assert(!"ID should always be valid");
return;
}
id_node->eval_flags |= flag;
}
/* ******************** */
/* Graph Building API's */
/* Build depsgraph for the given scene layer, and dump results in given
* graph container.
*/
void DEG_graph_build_from_view_layer(Depsgraph *graph,
Main *bmain,
Scene *scene,
ViewLayer *view_layer)
{
double start_time = 0.0;
if (G.debug & G_DEBUG_DEPSGRAPH_BUILD) {
start_time = PIL_check_seconds_timer();
}
DEG::Depsgraph *deg_graph = reinterpret_cast<DEG::Depsgraph *>(graph);
/* Perform sanity checks. */
BLI_assert(BLI_findindex(&scene->view_layers, view_layer) != -1);
BLI_assert(deg_graph->scene == scene);
BLI_assert(deg_graph->view_layer == view_layer);
/* Generate all the nodes in the graph first */
DEG::DepsgraphNodeBuilder node_builder(bmain, deg_graph);
node_builder.begin_build();
node_builder.build_view_layer(scene,
view_layer,
DEG::DEG_ID_LINKED_DIRECTLY);
node_builder.end_build();
/* Hook up relationships between operations - to determine evaluation
* order.
*/
DEG::DepsgraphRelationBuilder relation_builder(bmain, deg_graph);
relation_builder.begin_build();
relation_builder.build_view_layer(scene, view_layer);
relation_builder.build_copy_on_write_relations();
/* Detect and solve cycles. */
DEG::deg_graph_detect_cycles(deg_graph);
/* Simplify the graph by removing redundant relations (to optimize
* traversal later). */
/* TODO: it would be useful to have an option to disable this in cases where
* it is causing trouble.
*/
if (G.debug_value == 799) {
DEG::deg_graph_transitive_reduction(deg_graph);
}
/* Store pointers to commonly used valuated datablocks. */
deg_graph->scene_cow = (Scene *)deg_graph->get_cow_id(&deg_graph->scene->id);
/* Flush visibility layer and re-schedule nodes for update. */
DEG::deg_graph_build_finalize(bmain, deg_graph);
DEG_graph_on_visible_update(bmain, graph);
#if 0
if (!DEG_debug_consistency_check(deg_graph)) {
printf("Consistency validation failed, ABORTING!\n");
abort();
}
#endif
/* Relations are up to date. */
deg_graph->need_update = false;
/* Finish statistics. */
if (G.debug & G_DEBUG_DEPSGRAPH_BUILD) {
printf("Depsgraph built in %f seconds.\n",
PIL_check_seconds_timer() - start_time);
}
}
/* Tag graph relations for update. */
void DEG_graph_tag_relations_update(Depsgraph *graph)
{
DEG_DEBUG_PRINTF(graph, TAG, "%s: Tagging relations for update.\n", __func__);
DEG::Depsgraph *deg_graph = reinterpret_cast<DEG::Depsgraph *>(graph);
deg_graph->need_update = true;
/* NOTE: When relations are updated, it's quite possible that
* we've got new bases in the scene. This means, we need to
* re-create flat array of bases in view layer.
*
* TODO(sergey): Try to make it so we don't flush updates
* to the whole depsgraph.
*/
{
DEG::IDDepsNode *id_node = deg_graph->find_id_node(&deg_graph->scene->id);
if (id_node != NULL) {
id_node->tag_update(deg_graph);
}
}
}
/* Create or update relations in the specified graph. */
void DEG_graph_relations_update(Depsgraph *graph,
Main *bmain,
Scene *scene,
ViewLayer *view_layer)
{
DEG::Depsgraph *deg_graph = (DEG::Depsgraph *)graph;
if (!deg_graph->need_update) {
/* Graph is up to date, nothing to do. */
return;
}
DEG_graph_build_from_view_layer(graph, bmain, scene, view_layer);
}
/* Tag all relations for update. */
void DEG_relations_tag_update(Main *bmain)
{
DEG_GLOBAL_DEBUG_PRINTF(TAG, "%s: Tagging relations for update.\n", __func__);
LISTBASE_FOREACH (Scene *, scene, &bmain->scene) {
LISTBASE_FOREACH (ViewLayer *, view_layer, &scene->view_layers) {
Depsgraph *depsgraph =
(Depsgraph *)BKE_scene_get_depsgraph(scene,
view_layer,
false);
if (depsgraph != NULL) {
DEG_graph_tag_relations_update(depsgraph);
}
}
}
}