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blender-archive/source/blender/depsgraph/intern/node/deg_node_operation.h
Sybren A. Stüvel dcb9312687 Depsgraph: fix crash caused by removing too many NO-OP nodes
Unused no-op operation nodes are not bound to a callback function, and
have no outgoing relations. Incoming relations of such nodes are removed
since ff60dd8b18. However, this was done
too broadly, causing too many relations to be lost and indirectly linked
objects to be unevaluated.

This commit introduces a `DEPSOP_FLAG_FAKE_USER` flag for operation
nodes, which indicates they are not to be removed, even when they appear
to be unused.

Reviewed By: sergey

Differential Revision: https://developer.blender.org/D7074
2020-03-09 16:05:33 +01:00

273 lines
8.1 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
*/
#pragma once
#include "intern/node/deg_node.h"
#include "intern/depsgraph_type.h"
struct Depsgraph;
namespace DEG {
struct ComponentNode;
/* Evaluation Operation for atomic operation */
// XXX: move this to another header that can be exposed?
typedef function<void(struct ::Depsgraph *)> DepsEvalOperationCb;
/* Identifiers for common operations (as an enum). */
enum class OperationCode {
/* Generic Operations. -------------------------------------------------- */
/* Placeholder for operations which don't need special mention */
OPERATION = 0,
/* Generic parameters evaluation. */
ID_PROPERTY,
PARAMETERS_ENTRY,
PARAMETERS_EVAL,
PARAMETERS_EXIT,
/* Animation, Drivers, etc. --------------------------------------------- */
/* NLA + Action */
ANIMATION_ENTRY,
ANIMATION_EVAL,
ANIMATION_EXIT,
/* Driver */
DRIVER,
/* Scene related. ------------------------------------------------------- */
SCENE_EVAL,
/* Object related. ------------------------------------------------------ */
OBJECT_BASE_FLAGS,
DIMENSIONS,
/* Transform. ----------------------------------------------------------- */
/* Transform entry point. */
TRANSFORM_INIT,
/* Local transforms only */
TRANSFORM_LOCAL,
/* Parenting */
TRANSFORM_PARENT,
/* Constraints */
TRANSFORM_CONSTRAINTS,
/* Handle object-level updates, mainly proxies hacks and recalc flags. */
TRANSFORM_EVAL,
/* Initializes transformation for simulation.
* For example, ensures point cache is properly reset before doing rigid
* body simulation. */
TRANSFORM_SIMULATION_INIT,
/* Transform exit point */
TRANSFORM_FINAL,
/* Rigid body. ---------------------------------------------------------- */
/* Perform Simulation */
RIGIDBODY_REBUILD,
RIGIDBODY_SIM,
/* Copy results to object */
RIGIDBODY_TRANSFORM_COPY,
/* Geometry. ------------------------------------------------------------ */
/* Initialize evaluation of the geometry. Is an entry operation of geometry
* component. */
GEOMETRY_EVAL_INIT,
/* Evaluate the whole geometry, including modifiers. */
GEOMETRY_EVAL,
/* Evaluation of geometry is completely done.. */
GEOMETRY_EVAL_DONE,
/* Evaluation of a shape key.
* NOTE: Currently only for object data data-blocks. */
GEOMETRY_SHAPEKEY,
/* Object data. --------------------------------------------------------- */
LIGHT_PROBE_EVAL,
SPEAKER_EVAL,
SOUND_EVAL,
ARMATURE_EVAL,
/* Pose. ---------------------------------------------------------------- */
/* Init pose, clear flags, etc. */
POSE_INIT,
/* Initialize IK solver related pose stuff. */
POSE_INIT_IK,
/* Pose is evaluated, and runtime data can be freed. */
POSE_CLEANUP,
/* Pose has been fully evaluated and ready to be used by others. */
POSE_DONE,
/* IK/Spline Solvers */
POSE_IK_SOLVER,
POSE_SPLINE_IK_SOLVER,
/* Bone. ---------------------------------------------------------------- */
/* Bone local transforms - entry point */
BONE_LOCAL,
/* Pose-space conversion (includes parent + restpose, */
BONE_POSE_PARENT,
/* Constraints */
BONE_CONSTRAINTS,
/* Bone transforms are ready
*
* - "READY" This (internal, noop is used to signal that all pre-IK
* operations are done. Its role is to help mediate situations
* where cyclic relations may otherwise form (i.e. one bone in
* chain targeting another in same chain,
*
* - "DONE" This noop is used to signal that the bone's final pose
* transform can be read by others. */
// TODO: deform mats could get calculated in the final_transform ops...
BONE_READY,
BONE_DONE,
/* B-Bone segment shape computation (after DONE) */
BONE_SEGMENTS,
/* Particle System. ----------------------------------------------------- */
PARTICLE_SYSTEM_INIT,
PARTICLE_SYSTEM_EVAL,
PARTICLE_SYSTEM_DONE,
/* Particle Settings. --------------------------------------------------- */
PARTICLE_SETTINGS_INIT,
PARTICLE_SETTINGS_EVAL,
PARTICLE_SETTINGS_RESET,
/* Point Cache. --------------------------------------------------------- */
POINT_CACHE_RESET,
/* File cache. ---------------------------------------------------------- */
FILE_CACHE_UPDATE,
/* Collections. --------------------------------------------------------- */
VIEW_LAYER_EVAL,
/* Copy on Write. ------------------------------------------------------- */
COPY_ON_WRITE,
/* Shading. ------------------------------------------------------------- */
SHADING,
MATERIAL_UPDATE,
WORLD_UPDATE,
/* Batch caches. -------------------------------------------------------- */
GEOMETRY_SELECT_UPDATE,
/* Masks. --------------------------------------------------------------- */
MASK_ANIMATION,
MASK_EVAL,
/* Movie clips. --------------------------------------------------------- */
MOVIECLIP_EVAL,
MOVIECLIP_SELECT_UPDATE,
/* Images. -------------------------------------------------------------- */
IMAGE_ANIMATION,
/* Synchronization. ----------------------------------------------------- */
SYNCHRONIZE_TO_ORIGINAL,
/* Generic data-block --------------------------------------------------- */
GENERIC_DATABLOCK_UPDATE,
/* Sequencer. ----------------------------------------------------------- */
SEQUENCES_EVAL,
/* Duplication/instancing system. --------------------------------------- */
DUPLI,
};
const char *operationCodeAsString(OperationCode opcode);
/* Flags for Depsgraph Nodes.
* NOTE: IS a bit shifts to allow usage as an accumulated. bitmask.
*/
enum OperationFlag {
/* Node needs to be updated. */
DEPSOP_FLAG_NEEDS_UPDATE = (1 << 0),
/* Node was directly modified, causing need for update. */
DEPSOP_FLAG_DIRECTLY_MODIFIED = (1 << 1),
/* Node was updated due to user input. */
DEPSOP_FLAG_USER_MODIFIED = (1 << 2),
/* Node may not be removed, even when it has no evaluation callback and no
* outgoing relations. This is for NO-OP nodes that are purely used to indicate a
* relation between components/IDs, and not for connecting to an operation. */
DEPSOP_FLAG_PINNED = (1 << 3),
/* Set of flags which gets flushed along the relations. */
DEPSOP_FLAG_FLUSH = (DEPSOP_FLAG_USER_MODIFIED),
};
/* Atomic Operation - Base type for all operations */
struct OperationNode : public Node {
OperationNode();
~OperationNode();
virtual string identifier() const override;
string full_identifier() const;
virtual void tag_update(Depsgraph *graph, eUpdateSource source) override;
bool is_noop() const
{
return (bool)evaluate == false;
}
virtual OperationNode *get_entry_operation() override
{
return this;
}
virtual OperationNode *get_exit_operation() override
{
return this;
}
/* Set this operation as component's entry/exit operation. */
void set_as_entry();
void set_as_exit();
/* Component that contains the operation. */
ComponentNode *owner;
/* Callback for operation. */
DepsEvalOperationCb evaluate;
/* How many inlinks are we still waiting on before we can be evaluated. */
uint32_t num_links_pending;
bool scheduled;
/* Identifier for the operation being performed. */
OperationCode opcode;
int name_tag;
/* (OperationFlag) extra settings affecting evaluation. */
int flag;
DEG_DEPSNODE_DECLARE;
};
void deg_register_operation_depsnodes();
} // namespace DEG