To find all effectors in the scene, we need to loop over all objects. Doing this during depsgraph evaluation caused crashes because not all objects are guaranteed to be evaluated yet. To fix this, we now cache the relations as part of the dependency graph build. As a bonus this also makes evaluation faster for big scenes, since looping over all objects for each particle system is slow. Fixes T55156.
236 lines
6.9 KiB
C++
236 lines
6.9 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) 2013 Blender Foundation.
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* All rights reserved.
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*
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* Original Author: Joshua Leung
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* Contributor(s): Sergey Sharybin
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/depsgraph/intern/depsgraph.h
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* \ingroup depsgraph
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*
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* Datatypes for internal use in the Depsgraph
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*
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* All of these datatypes are only really used within the "core" depsgraph.
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* In particular, node types declared here form the structure of operations
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* in the graph.
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*/
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#pragma once
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#include <stdlib.h>
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#include "DNA_ID.h" /* for ID_Type */
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#include "BKE_library.h" /* for MAX_LIBARRAY */
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#include "BLI_threads.h" /* for SpinLock */
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#include "DEG_depsgraph.h"
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#include "intern/depsgraph_types.h"
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struct ID;
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struct GHash;
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struct Main;
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struct GSet;
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struct PointerRNA;
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struct PropertyRNA;
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struct Scene;
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struct ViewLayer;
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namespace DEG {
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struct DepsNode;
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struct TimeSourceDepsNode;
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struct IDDepsNode;
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struct ComponentDepsNode;
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struct OperationDepsNode;
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/* *************************** */
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/* Relationships Between Nodes */
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/* Settings/Tags on Relationship */
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typedef enum eDepsRelation_Flag {
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/* "cyclic" link - when detecting cycles, this relationship was the one
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* which triggers a cyclic relationship to exist in the graph.
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*/
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DEPSREL_FLAG_CYCLIC = (1 << 0),
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/* Update flush will not go through this relation. */
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DEPSREL_FLAG_NO_FLUSH = (1 << 1),
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} eDepsRelation_Flag;
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/* B depends on A (A -> B) */
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struct DepsRelation {
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/* the nodes in the relationship (since this is shared between the nodes) */
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DepsNode *from; /* A */
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DepsNode *to; /* B */
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/* relationship attributes */
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const char *name; /* label for debugging */
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int flag; /* (eDepsRelation_Flag) */
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DepsRelation(DepsNode *from,
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DepsNode *to,
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const char *description);
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~DepsRelation();
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void unlink();
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};
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/* ********* */
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/* Depsgraph */
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/* Dependency Graph object */
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struct Depsgraph {
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// TODO(sergey): Go away from C++ container and use some native BLI.
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typedef vector<OperationDepsNode *> OperationNodes;
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typedef vector<IDDepsNode *> IDDepsNodes;
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Depsgraph(Scene *scene,
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ViewLayer *view_layer,
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eEvaluationMode mode);
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~Depsgraph();
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/**
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* Convenience wrapper to find node given just pointer + property.
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*
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* \param ptr: pointer to the data that node will represent
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* \param prop: optional property affected - providing this effectively
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* results in inner nodes being returned
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*
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* \return A node matching the required characteristics if it exists
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* or NULL if no such node exists in the graph
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*/
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DepsNode *find_node_from_pointer(const PointerRNA *ptr, const PropertyRNA *prop) const;
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TimeSourceDepsNode *add_time_source();
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TimeSourceDepsNode *find_time_source() const;
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IDDepsNode *find_id_node(const ID *id) const;
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IDDepsNode *add_id_node(ID *id, ID *id_cow_hint = NULL);
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void clear_id_nodes();
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void clear_id_nodes_conditional(const std::function <bool (ID_Type id_type)>& filter);
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/* Add new relationship between two nodes. */
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DepsRelation *add_new_relation(OperationDepsNode *from,
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OperationDepsNode *to,
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const char *description,
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bool check_unique = false);
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DepsRelation *add_new_relation(DepsNode *from,
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DepsNode *to,
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const char *description,
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bool check_unique = false);
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/* Check whether two nodes are connected by relation with given
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* description. Description might be NULL to check ANY relation between
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* given nodes.
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*/
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DepsRelation *check_nodes_connected(const DepsNode *from,
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const DepsNode *to,
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const char *description);
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/* Tag a specific node as needing updates. */
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void add_entry_tag(OperationDepsNode *node);
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/* Clear storage used by all nodes. */
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void clear_all_nodes();
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/* Copy-on-Write Functionality ........ */
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/* For given original ID get ID which is created by CoW system. */
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ID *get_cow_id(const ID *id_orig) const;
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/* Core Graph Functionality ........... */
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/* <ID : IDDepsNode> mapping from ID blocks to nodes representing these
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* blocks, used for quick lookups.
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*/
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GHash *id_hash;
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/* Ordered list of ID nodes, order matches ID allocation order.
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* Used for faster iteration, especially for areas which are critical to
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* keep exact order of iteration.
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*/
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IDDepsNodes id_nodes;
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/* Top-level time source node. */
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TimeSourceDepsNode *time_source;
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/* Indicates whether relations needs to be updated. */
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bool need_update;
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/* Indicates which ID types were updated. */
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char id_type_updated[MAX_LIBARRAY];
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/* Quick-Access Temp Data ............. */
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/* Nodes which have been tagged as "directly modified". */
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GSet *entry_tags;
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/* Convenience Data ................... */
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/* XXX: should be collected after building (if actually needed?) */
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/* All operation nodes, sorted in order of single-thread traversal order. */
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OperationNodes operations;
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/* Spin lock for threading-critical operations.
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* Mainly used by graph evaluation.
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*/
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SpinLock lock;
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/* Scene, layer, mode this dependency graph is built for. */
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Scene *scene;
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ViewLayer *view_layer;
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eEvaluationMode mode;
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/* Time at which dependency graph is being or was last evaluated. */
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float ctime;
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/* Evaluated version of datablocks we access a lot.
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* Stored here to save us form doing hash lookup.
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*/
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Scene *scene_cow;
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/* Active dependency graph is a dependency graph which is used by the
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* currently active window. When dependency graph is active, it is allowed
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* for evaluation functions to write animation f-curve result, drivers
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* result and other selective things (object matrix?) to original object.
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*
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* This way we simplify operators, which don't need to worry about where
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* to read stuff from.
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*/
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bool is_active;
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/* NITE: Corresponds to G_DEBUG_DEPSGRAPH_* flags. */
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int debug_flags;
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string debug_name;
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/* Cached list of effectors for collections and the scene created
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* along with relations, for fast lookup during evaluation. */
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GHash *effector_relations;
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};
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} // namespace DEG
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