Solves long-standing issue when dependencies of disabled modifiers are evaluated. Simple test case: no drivers or animation. Manually enabling modifier is expected to bring FPS up, enabling modifier will bring FPS (sine evaluation can not be avoided) F13336690 More complex test case: modifier visibility is driven by an animated property. In am ideal world FPS during property being zero is fast and when property is 1 the FPS is low. F13336691. Differential Revision: https://developer.blender.org/D15625
194 lines
6.3 KiB
C++
194 lines
6.3 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2016 Blender Foundation. All rights reserved. */
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/** \file
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* \ingroup depsgraph
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*/
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#include "intern/builder/deg_builder.h"
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#include <cstring>
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#include "DNA_ID.h"
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#include "DNA_anim_types.h"
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#include "DNA_armature_types.h"
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#include "DNA_layer_types.h"
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#include "DNA_modifier_types.h"
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#include "DNA_object_types.h"
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#include "BLI_stack.h"
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#include "BLI_utildefines.h"
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#include "BKE_action.h"
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#include "RNA_prototypes.h"
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#include "intern/builder/deg_builder_cache.h"
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#include "intern/builder/deg_builder_remove_noop.h"
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#include "intern/depsgraph.h"
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#include "intern/depsgraph_relation.h"
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#include "intern/depsgraph_tag.h"
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#include "intern/depsgraph_type.h"
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#include "intern/eval/deg_eval_copy_on_write.h"
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#include "intern/eval/deg_eval_visibility.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 "DEG_depsgraph.h"
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namespace blender::deg {
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bool deg_check_id_in_depsgraph(const Depsgraph *graph, ID *id_orig)
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{
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IDNode *id_node = graph->find_id_node(id_orig);
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return id_node != nullptr;
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}
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bool deg_check_base_in_depsgraph(const Depsgraph *graph, Base *base)
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{
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Object *object_orig = base->base_orig->object;
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IDNode *id_node = graph->find_id_node(&object_orig->id);
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if (id_node == nullptr) {
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return false;
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}
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return id_node->has_base;
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}
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/* -------------------------------------------------------------------- */
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/** \name Base Class for Builders
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* \{ */
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DepsgraphBuilder::DepsgraphBuilder(Main *bmain, Depsgraph *graph, DepsgraphBuilderCache *cache)
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: bmain_(bmain), graph_(graph), cache_(cache)
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{
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}
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bool DepsgraphBuilder::need_pull_base_into_graph(const Base *base)
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{
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/* Simple check: enabled bases are always part of dependency graph. */
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const int base_flag = (graph_->mode == DAG_EVAL_VIEWPORT) ? BASE_ENABLED_VIEWPORT :
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BASE_ENABLED_RENDER;
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if (base->flag & base_flag) {
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return true;
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}
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/* More involved check: since we don't support dynamic changes in dependency graph topology and
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* all visible objects are to be part of dependency graph, we pull all objects which has animated
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* visibility. */
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return is_object_visibility_animated(base->object);
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}
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bool DepsgraphBuilder::is_object_visibility_animated(const Object *object)
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{
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AnimatedPropertyID property_id;
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if (graph_->mode == DAG_EVAL_VIEWPORT) {
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property_id = AnimatedPropertyID(&object->id, &RNA_Object, "hide_viewport");
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}
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else if (graph_->mode == DAG_EVAL_RENDER) {
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property_id = AnimatedPropertyID(&object->id, &RNA_Object, "hide_render");
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}
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else {
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BLI_assert_msg(0, "Unknown evaluation mode.");
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return false;
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}
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return cache_->isPropertyAnimated(&object->id, property_id);
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}
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bool DepsgraphBuilder::is_modifier_visibility_animated(const Object *object,
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const ModifierData *modifier)
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{
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AnimatedPropertyID property_id;
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if (graph_->mode == DAG_EVAL_VIEWPORT) {
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property_id = AnimatedPropertyID(
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&object->id, &RNA_Modifier, (void *)modifier, "show_viewport");
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}
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else if (graph_->mode == DAG_EVAL_RENDER) {
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property_id = AnimatedPropertyID(&object->id, &RNA_Modifier, (void *)modifier, "show_render");
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}
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else {
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BLI_assert_msg(0, "Unknown evaluation mode.");
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return false;
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}
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return cache_->isPropertyAnimated(&object->id, property_id);
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}
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bool DepsgraphBuilder::check_pchan_has_bbone(const Object *object, const bPoseChannel *pchan)
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{
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BLI_assert(object->type == OB_ARMATURE);
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if (pchan == nullptr || pchan->bone == nullptr) {
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return false;
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}
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/* We don't really care whether segments are higher than 1 due to static user input (as in,
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* rigger entered value like 3 manually), or due to animation. In either way we need to create
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* special evaluation. */
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if (pchan->bone->segments > 1) {
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return true;
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}
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bArmature *armature = static_cast<bArmature *>(object->data);
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AnimatedPropertyID property_id(&armature->id, &RNA_Bone, pchan->bone, "bbone_segments");
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/* Check both Object and Armature animation data, because drivers modifying Armature
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* state could easily be created in the Object AnimData. */
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return cache_->isPropertyAnimated(&object->id, property_id) ||
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cache_->isPropertyAnimated(&armature->id, property_id);
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}
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bool DepsgraphBuilder::check_pchan_has_bbone_segments(const Object *object,
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const bPoseChannel *pchan)
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{
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return check_pchan_has_bbone(object, pchan);
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}
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bool DepsgraphBuilder::check_pchan_has_bbone_segments(const Object *object, const char *bone_name)
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{
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const bPoseChannel *pchan = BKE_pose_channel_find_name(object->pose, bone_name);
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return check_pchan_has_bbone_segments(object, pchan);
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Builder Finalizer.
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* \{ */
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void deg_graph_build_finalize(Main *bmain, Depsgraph *graph)
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{
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deg_graph_flush_visibility_flags(graph);
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deg_graph_remove_unused_noops(graph);
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/* Re-tag IDs for update if it was tagged before the relations
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* update tag. */
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for (IDNode *id_node : graph->id_nodes) {
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ID *id_orig = id_node->id_orig;
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id_node->finalize_build(graph);
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int flag = 0;
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/* Tag rebuild if special evaluation flags changed. */
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if (id_node->eval_flags != id_node->previous_eval_flags) {
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flag |= ID_RECALC_TRANSFORM | ID_RECALC_GEOMETRY;
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}
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/* Tag rebuild if the custom data mask changed. */
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if (id_node->customdata_masks != id_node->previous_customdata_masks) {
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flag |= ID_RECALC_GEOMETRY;
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}
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if (!deg_copy_on_write_is_expanded(id_node->id_cow)) {
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flag |= ID_RECALC_COPY_ON_WRITE;
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/* This means ID is being added to the dependency graph first
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* time, which is similar to "ob-visible-change" */
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if (GS(id_orig->name) == ID_OB) {
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flag |= ID_RECALC_TRANSFORM | ID_RECALC_GEOMETRY;
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}
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}
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/* Restore recalc flags from original ID, which could possibly contain recalc flags set by
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* an operator and then were carried on by the undo system. */
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flag |= id_orig->recalc;
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if (flag != 0) {
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graph_id_tag_update(bmain, graph, id_node->id_orig, flag, DEG_UPDATE_SOURCE_RELATIONS);
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}
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}
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}
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/** \} */
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} // namespace blender::deg
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