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blender-archive/source/blender/depsgraph/intern/depsgraph.cc
Sergey Sharybin 1693a5efe9 Fix T66378: Missing animation update when switching view layer
Current frame is stored in a scene, and scene might have multiple view
layers. The inactive view layers were not informed about scene's frame
being changed, so when user switched back to view after changing scene
frame it was in an inconsistent state between current scene frame and
animation.

Now we tag scene for time changes, so dependency graph can catch up
and do proper update.

Currently tagging is from quite generic place. Probably better approach
would be to tag from where frame is actually being assigned. Downside
of this is that it's easy to miss some places.

Reviewers: brecht, mont29

Reviewed By: brecht

Maniphest Tasks: T66378

Differential Revision: https://developer.blender.org/D5332
2019-07-26 10:23:38 +02:00

355 lines
10 KiB
C++

/*
* 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.
*/
/** \file
* \ingroup depsgraph
*
* Core routines for how the Depsgraph works.
*/
#include "intern/depsgraph.h" /* own include */
#include <algorithm>
#include <cstring>
#include "MEM_guardedalloc.h"
#include "BLI_utildefines.h"
#include "BLI_console.h"
#include "BLI_hash.h"
#include "BLI_ghash.h"
extern "C" {
#include "BKE_scene.h"
#include "BKE_global.h"
#include "BKE_idcode.h"
}
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_debug.h"
#include "intern/depsgraph_update.h"
#include "intern/eval/deg_eval_copy_on_write.h"
#include "intern/node/deg_node.h"
#include "intern/node/deg_node_component.h"
#include "intern/node/deg_node_factory.h"
#include "intern/node/deg_node_id.h"
#include "intern/node/deg_node_operation.h"
#include "intern/node/deg_node_time.h"
#include "intern/depsgraph_physics.h"
namespace DEG {
/* TODO(sergey): Find a better place for this. */
template<typename T> static void remove_from_vector(vector<T> *vector, const T &value)
{
vector->erase(std::remove(vector->begin(), vector->end(), value), vector->end());
}
Depsgraph::Depsgraph(Scene *scene, ViewLayer *view_layer, eEvaluationMode mode)
: time_source(NULL),
need_update(true),
need_update_time(false),
scene(scene),
view_layer(view_layer),
mode(mode),
ctime(BKE_scene_frame_get(scene)),
scene_cow(NULL),
is_active(false),
debug_is_evaluating(false),
is_render_pipeline_depsgraph(false)
{
BLI_spin_init(&lock);
id_hash = BLI_ghash_ptr_new("Depsgraph id hash");
entry_tags = BLI_gset_ptr_new("Depsgraph entry_tags");
debug_flags = G.debug;
memset(id_type_updated, 0, sizeof(id_type_updated));
memset(id_type_exist, 0, sizeof(id_type_exist));
memset(physics_relations, 0, sizeof(physics_relations));
}
Depsgraph::~Depsgraph()
{
clear_id_nodes();
BLI_ghash_free(id_hash, NULL, NULL);
BLI_gset_free(entry_tags, NULL);
if (time_source != NULL) {
OBJECT_GUARDED_DELETE(time_source, TimeSourceNode);
}
BLI_spin_end(&lock);
}
/* Node Management ---------------------------- */
TimeSourceNode *Depsgraph::add_time_source()
{
if (time_source == NULL) {
DepsNodeFactory *factory = type_get_factory(NodeType::TIMESOURCE);
time_source = (TimeSourceNode *)factory->create_node(NULL, "", "Time Source");
}
return time_source;
}
TimeSourceNode *Depsgraph::find_time_source() const
{
return time_source;
}
IDNode *Depsgraph::find_id_node(const ID *id) const
{
return reinterpret_cast<IDNode *>(BLI_ghash_lookup(id_hash, id));
}
IDNode *Depsgraph::add_id_node(ID *id, ID *id_cow_hint)
{
BLI_assert((id->tag & LIB_TAG_COPIED_ON_WRITE) == 0);
IDNode *id_node = find_id_node(id);
if (!id_node) {
DepsNodeFactory *factory = type_get_factory(NodeType::ID_REF);
id_node = (IDNode *)factory->create_node(id, "", id->name);
id_node->init_copy_on_write(id_cow_hint);
/* Register node in ID hash.
*
* NOTE: We address ID nodes by the original ID pointer they are
* referencing to. */
BLI_ghash_insert(id_hash, id, id_node);
id_nodes.push_back(id_node);
id_type_exist[BKE_idcode_to_index(GS(id->name))] = 1;
}
return id_node;
}
void Depsgraph::clear_id_nodes_conditional(const std::function<bool(ID_Type id_type)> &filter)
{
for (IDNode *id_node : id_nodes) {
if (id_node->id_cow == NULL) {
/* This means builder "stole" ownership of the copy-on-written
* datablock for her own dirty needs. */
continue;
}
if (!deg_copy_on_write_is_expanded(id_node->id_cow)) {
continue;
}
const ID_Type id_type = GS(id_node->id_cow->name);
if (filter(id_type)) {
id_node->destroy();
}
}
}
void Depsgraph::clear_id_nodes()
{
/* Free memory used by ID nodes. */
/* Stupid workaround to ensure we free IDs in a proper order. */
clear_id_nodes_conditional([](ID_Type id_type) { return id_type == ID_SCE; });
clear_id_nodes_conditional([](ID_Type id_type) { return id_type != ID_PA; });
for (IDNode *id_node : id_nodes) {
OBJECT_GUARDED_DELETE(id_node, IDNode);
}
/* Clear containers. */
BLI_ghash_clear(id_hash, NULL, NULL);
id_nodes.clear();
/* Clear physics relation caches. */
clear_physics_relations(this);
}
/* Add new relation between two nodes */
Relation *Depsgraph::add_new_relation(Node *from, Node *to, const char *description, int flags)
{
Relation *rel = NULL;
if (flags & RELATION_CHECK_BEFORE_ADD) {
rel = check_nodes_connected(from, to, description);
}
if (rel != NULL) {
rel->flag |= flags;
return rel;
}
#ifndef NDEBUG
if (from->type == NodeType::OPERATION && to->type == NodeType::OPERATION) {
OperationNode *operation_from = static_cast<OperationNode *>(from);
OperationNode *operation_to = static_cast<OperationNode *>(to);
BLI_assert(operation_to->owner->type != NodeType::COPY_ON_WRITE ||
operation_from->owner->type == NodeType::COPY_ON_WRITE);
}
#endif
/* Create new relation, and add it to the graph. */
rel = OBJECT_GUARDED_NEW(Relation, from, to, description);
rel->flag |= flags;
return rel;
}
Relation *Depsgraph::check_nodes_connected(const Node *from,
const Node *to,
const char *description)
{
for (Relation *rel : from->outlinks) {
BLI_assert(rel->from == from);
if (rel->to != to) {
continue;
}
if (description != NULL && !STREQ(rel->name, description)) {
continue;
}
return rel;
}
return NULL;
}
/* ************************ */
/* Relationships Management */
Relation::Relation(Node *from, Node *to, const char *description)
: from(from), to(to), name(description), flag(0)
{
/* Hook it up to the nodes which use it.
*
* NOTE: We register relation in the nodes which this link connects to here
* in constructor but we don't unregister it in the destructor.
*
* Reasoning:
*
* - Destructor is currently used on global graph destruction, so there's no
* real need in avoiding dangling pointers, all the memory is to be freed
* anyway.
*
* - Unregistering relation is not a cheap operation, so better to have it
* as an explicit call if we need this. */
from->outlinks.push_back(this);
to->inlinks.push_back(this);
}
Relation::~Relation()
{
/* Sanity check. */
BLI_assert(from != NULL && to != NULL);
}
void Relation::unlink()
{
/* Sanity check. */
BLI_assert(from != NULL && to != NULL);
remove_from_vector(&from->outlinks, this);
remove_from_vector(&to->inlinks, this);
}
/* Low level tagging -------------------------------------- */
/* Tag a specific node as needing updates. */
void Depsgraph::add_entry_tag(OperationNode *node)
{
/* Sanity check. */
if (node == NULL) {
return;
}
/* Add to graph-level set of directly modified nodes to start searching
* from.
* NOTE: this is necessary since we have several thousand nodes to play
* with. */
BLI_gset_insert(entry_tags, node);
}
void Depsgraph::clear_all_nodes()
{
clear_id_nodes();
if (time_source != NULL) {
OBJECT_GUARDED_DELETE(time_source, TimeSourceNode);
time_source = NULL;
}
}
ID *Depsgraph::get_cow_id(const ID *id_orig) const
{
IDNode *id_node = find_id_node(id_orig);
if (id_node == NULL) {
/* This function is used from places where we expect ID to be either
* already a copy-on-write version or have a corresponding copy-on-write
* version.
*
* We try to enforce that in debug builds, for for release we play a bit
* safer game here. */
if ((id_orig->tag & LIB_TAG_COPIED_ON_WRITE) == 0) {
/* TODO(sergey): This is nice sanity check to have, but it fails
* in following situations:
*
* - Material has link to texture, which is not needed by new
* shading system and hence can be ignored at construction.
* - Object or mesh has material at a slot which is not used (for
* example, object has material slot by materials are set to
* object data). */
// BLI_assert(!"Request for non-existing copy-on-write ID");
}
return (ID *)id_orig;
}
return id_node->id_cow;
}
} // namespace DEG
/* **************** */
/* Public Graph API */
/* Initialize a new Depsgraph */
Depsgraph *DEG_graph_new(Scene *scene, ViewLayer *view_layer, eEvaluationMode mode)
{
DEG::Depsgraph *deg_depsgraph = OBJECT_GUARDED_NEW(DEG::Depsgraph, scene, view_layer, mode);
return reinterpret_cast<Depsgraph *>(deg_depsgraph);
}
/* Free graph's contents and graph itself */
void DEG_graph_free(Depsgraph *graph)
{
using DEG::Depsgraph;
DEG::Depsgraph *deg_depsgraph = reinterpret_cast<DEG::Depsgraph *>(graph);
OBJECT_GUARDED_DELETE(deg_depsgraph, Depsgraph);
}
bool DEG_is_active(const struct Depsgraph *depsgraph)
{
if (depsgraph == NULL) {
/* Happens for such cases as work object in what_does_obaction(),
* and sine render pipeline parts. Shouldn't really be accepting
* NULL depsgraph, but is quite hard to get proper one in those
* cases. */
return false;
}
const DEG::Depsgraph *deg_graph = reinterpret_cast<const DEG::Depsgraph *>(depsgraph);
return deg_graph->is_active;
}
void DEG_make_active(struct Depsgraph *depsgraph)
{
DEG::Depsgraph *deg_graph = reinterpret_cast<DEG::Depsgraph *>(depsgraph);
deg_graph->is_active = true;
/* TODO(sergey): Copy data from evaluated state to original. */
}
void DEG_make_inactive(struct Depsgraph *depsgraph)
{
DEG::Depsgraph *deg_graph = reinterpret_cast<DEG::Depsgraph *>(depsgraph);
deg_graph->is_active = false;
}