This repository has been archived on 2023-10-09.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
Jacques Lucke 7e712b2d6a Nodes: refactor node tree update handling
Goals of this refactor:
* More unified approach to updating everything that needs to be updated
  after a change in a node tree.
* The updates should happen in the correct order and quadratic or worse
  algorithms should be avoided.
* Improve detection of changes to the output to avoid tagging the depsgraph
  when it's not necessary.
* Move towards a more declarative style of defining nodes by having a
  more centralized update procedure.

The refactor consists of two main parts:
* Node tree tagging and update refactor.
  * Generally, when changes are done to a node tree, it is tagged dirty
    until a global update function is called that updates everything in
    the correct order.
  * The tagging is more fine-grained compared to before, to allow for more
    precise depsgraph update tagging.
* Depsgraph changes.
  * The shading specific depsgraph node for node trees as been removed.
  * Instead, there is a new `NTREE_OUTPUT` depsgrap node, which is only
    tagged when the output of the node tree changed (e.g. the Group Output
    or Material Output node).
  * The copy-on-write relation from node trees to the data block they are
    embedded in is now non-flushing. This avoids e.g. triggering a material
    update after the shader node tree changed in unrelated ways. Instead
    the material has a flushing relation to the new `NTREE_OUTPUT` node now.
  * The depsgraph no longer reports data block changes through to cycles
    through `Depsgraph.updates` when only the node tree changed in ways
    that do not affect the output.

Avoiding unnecessary updates seems to work well for geometry nodes and cycles.
The situation is a bit worse when there are drivers on the node tree, but that
could potentially be improved separately in the future.

Avoiding updates in eevee and the compositor is more tricky, but also less urgent.
* Eevee updates are triggered by calling `DRW_notify_view_update` in
  `ED_render_view3d_update` indirectly from `DEG_editors_update`.
* Compositor updates are triggered by `ED_node_composite_job` in `node_area_refresh`.
  This is triggered by calling `ED_area_tag_refresh` in `node_area_listener`.

Removing updates always has the risk of breaking some dependency that no
one was aware of. It's not unlikely that this will happen here as well. Adding
back missing updates should be quite a bit easier than getting rid of
unnecessary updates though.

Differential Revision: https://developer.blender.org/D13246
2021-12-21 15:18:56 +01:00

319 lines
12 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
*
* Methods for constructing depsgraph.
*/
#include "MEM_guardedalloc.h"
#include "BLI_listbase.h"
#include "BLI_utildefines.h"
#include "PIL_time.h"
#include "PIL_time_utildefines.h"
#include "DNA_cachefile_types.h"
#include "DNA_collection_types.h"
#include "DNA_node_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_simulation_types.h"
#include "BKE_collection.h"
#include "BKE_main.h"
#include "BKE_scene.h"
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_build.h"
#include "DEG_depsgraph_debug.h"
#include "builder/deg_builder_relations.h"
#include "builder/pipeline_all_objects.h"
#include "builder/pipeline_compositor.h"
#include "builder/pipeline_from_ids.h"
#include "builder/pipeline_render.h"
#include "builder/pipeline_view_layer.h"
#include "intern/debug/deg_debug.h"
#include "intern/node/deg_node.h"
#include "intern/node/deg_node_component.h"
#include "intern/node/deg_node_id.h"
#include "intern/node/deg_node_operation.h"
#include "intern/depsgraph_registry.h"
#include "intern/depsgraph_relation.h"
#include "intern/depsgraph_tag.h"
#include "intern/depsgraph_type.h"
/* ****************** */
/* External Build API */
namespace deg = blender::deg;
static deg::NodeType deg_build_scene_component_type(eDepsSceneComponentType component)
{
switch (component) {
case DEG_SCENE_COMP_PARAMETERS:
return deg::NodeType::PARAMETERS;
case DEG_SCENE_COMP_ANIMATION:
return deg::NodeType::ANIMATION;
case DEG_SCENE_COMP_SEQUENCER:
return deg::NodeType::SEQUENCER;
}
return deg::NodeType::UNDEFINED;
}
static deg::DepsNodeHandle *get_node_handle(DepsNodeHandle *node_handle)
{
return reinterpret_cast<deg::DepsNodeHandle *>(node_handle);
}
void DEG_add_scene_relation(DepsNodeHandle *node_handle,
Scene *scene,
eDepsSceneComponentType component,
const char *description)
{
deg::NodeType type = deg_build_scene_component_type(component);
deg::ComponentKey comp_key(&scene->id, type);
deg::DepsNodeHandle *deg_node_handle = get_node_handle(node_handle);
deg_node_handle->builder->add_node_handle_relation(comp_key, deg_node_handle, description);
}
void DEG_add_object_relation(DepsNodeHandle *node_handle,
Object *object,
eDepsObjectComponentType component,
const char *description)
{
deg::NodeType type = deg::nodeTypeFromObjectComponent(component);
deg::ComponentKey comp_key(&object->id, type);
deg::DepsNodeHandle *deg_node_handle = get_node_handle(node_handle);
deg_node_handle->builder->add_node_handle_relation(comp_key, deg_node_handle, description);
}
bool DEG_object_has_geometry_component(Object *object)
{
return deg::geometry_tag_to_component(&object->id) != deg::NodeType::UNDEFINED;
}
void DEG_add_collection_geometry_relation(DepsNodeHandle *node_handle,
Collection *collection,
const char *description)
{
deg::OperationKey operation_key{
&collection->id, deg::NodeType::GEOMETRY, deg::OperationCode::GEOMETRY_EVAL_DONE};
deg::DepsNodeHandle *deg_node_handle = get_node_handle(node_handle);
deg_node_handle->builder->add_node_handle_relation(operation_key, deg_node_handle, description);
}
void DEG_add_collection_geometry_customdata_mask(DepsNodeHandle *node_handle,
Collection *collection,
const CustomData_MeshMasks *masks)
{
FOREACH_COLLECTION_OBJECT_RECURSIVE_BEGIN (collection, ob) {
DEG_add_customdata_mask(node_handle, ob, masks);
if (ob->type == OB_EMPTY && ob->instance_collection != nullptr) {
DEG_add_collection_geometry_customdata_mask(node_handle, ob->instance_collection, masks);
}
}
FOREACH_COLLECTION_OBJECT_RECURSIVE_END;
}
void DEG_add_simulation_relation(DepsNodeHandle *node_handle,
Simulation *simulation,
const char *description)
{
deg::OperationKey operation_key(
&simulation->id, deg::NodeType::SIMULATION, deg::OperationCode::SIMULATION_EVAL);
deg::DepsNodeHandle *deg_node_handle = get_node_handle(node_handle);
deg_node_handle->builder->add_node_handle_relation(operation_key, deg_node_handle, description);
}
void DEG_add_node_tree_output_relation(DepsNodeHandle *node_handle,
bNodeTree *node_tree,
const char *description)
{
deg::OperationKey ntree_output_key(
&node_tree->id, deg::NodeType::NTREE_OUTPUT, deg::OperationCode::NTREE_OUTPUT);
deg::DepsNodeHandle *deg_node_handle = get_node_handle(node_handle);
deg_node_handle->builder->add_node_handle_relation(
ntree_output_key, deg_node_handle, description);
}
void DEG_add_object_cache_relation(DepsNodeHandle *node_handle,
CacheFile *cache_file,
eDepsObjectComponentType component,
const char *description)
{
deg::NodeType type = deg::nodeTypeFromObjectComponent(component);
deg::ComponentKey comp_key(&cache_file->id, type);
deg::DepsNodeHandle *deg_node_handle = get_node_handle(node_handle);
deg_node_handle->builder->add_node_handle_relation(comp_key, deg_node_handle, description);
}
void DEG_add_bone_relation(DepsNodeHandle *node_handle,
Object *object,
const char *bone_name,
eDepsObjectComponentType component,
const char *description)
{
deg::NodeType type = deg::nodeTypeFromObjectComponent(component);
deg::ComponentKey comp_key(&object->id, type, bone_name);
deg::DepsNodeHandle *deg_node_handle = get_node_handle(node_handle);
deg_node_handle->builder->add_node_handle_relation(comp_key, deg_node_handle, description);
}
void DEG_add_object_pointcache_relation(struct DepsNodeHandle *node_handle,
struct Object *object,
eDepsObjectComponentType component,
const char *description)
{
deg::NodeType type = deg::nodeTypeFromObjectComponent(component);
deg::ComponentKey comp_key(&object->id, type);
deg::DepsNodeHandle *deg_node_handle = get_node_handle(node_handle);
deg::DepsgraphRelationBuilder *relation_builder = deg_node_handle->builder;
/* Add relation from source to the node handle. */
relation_builder->add_node_handle_relation(comp_key, deg_node_handle, description);
/* Node deduct point cache component and connect source to it. */
ID *id = DEG_get_id_from_handle(node_handle);
deg::ComponentKey point_cache_key(id, deg::NodeType::POINT_CACHE);
deg::Relation *rel = relation_builder->add_relation(comp_key, point_cache_key, "Point Cache");
if (rel != nullptr) {
rel->flag |= deg::RELATION_FLAG_FLUSH_USER_EDIT_ONLY;
}
else {
fprintf(stderr, "Error in point cache relation from %s to ^%s.\n", object->id.name, id->name);
}
}
void DEG_add_generic_id_relation(struct DepsNodeHandle *node_handle,
struct ID *id,
const char *description)
{
deg::OperationKey operation_key(
id, deg::NodeType::GENERIC_DATABLOCK, deg::OperationCode::GENERIC_DATABLOCK_UPDATE);
deg::DepsNodeHandle *deg_node_handle = get_node_handle(node_handle);
deg_node_handle->builder->add_node_handle_relation(operation_key, deg_node_handle, description);
}
void DEG_add_modifier_to_transform_relation(struct DepsNodeHandle *node_handle,
const char *description)
{
deg::DepsNodeHandle *deg_node_handle = get_node_handle(node_handle);
deg_node_handle->builder->add_modifier_to_transform_relation(deg_node_handle, description);
}
void DEG_add_special_eval_flag(struct DepsNodeHandle *node_handle, ID *id, uint32_t flag)
{
deg::DepsNodeHandle *deg_node_handle = get_node_handle(node_handle);
deg_node_handle->builder->add_special_eval_flag(id, flag);
}
void DEG_add_customdata_mask(struct DepsNodeHandle *node_handle,
struct Object *object,
const CustomData_MeshMasks *masks)
{
deg::DepsNodeHandle *deg_node_handle = get_node_handle(node_handle);
deg_node_handle->builder->add_customdata_mask(object, deg::DEGCustomDataMeshMasks(masks));
}
struct ID *DEG_get_id_from_handle(struct DepsNodeHandle *node_handle)
{
deg::DepsNodeHandle *deg_handle = get_node_handle(node_handle);
return deg_handle->node->owner->owner->id_orig;
}
struct Depsgraph *DEG_get_graph_from_handle(struct DepsNodeHandle *node_handle)
{
deg::DepsNodeHandle *deg_node_handle = get_node_handle(node_handle);
deg::DepsgraphRelationBuilder *relation_builder = deg_node_handle->builder;
return reinterpret_cast<Depsgraph *>(relation_builder->getGraph());
}
/* ******************** */
/* Graph Building API's */
void DEG_graph_build_from_view_layer(Depsgraph *graph)
{
deg::ViewLayerBuilderPipeline builder(graph);
builder.build();
}
void DEG_graph_build_for_all_objects(struct Depsgraph *graph)
{
deg::AllObjectsBuilderPipeline builder(graph);
builder.build();
}
void DEG_graph_build_for_render_pipeline(Depsgraph *graph)
{
deg::RenderBuilderPipeline builder(graph);
builder.build();
}
void DEG_graph_build_for_compositor_preview(Depsgraph *graph, bNodeTree *nodetree)
{
deg::CompositorBuilderPipeline builder(graph, nodetree);
builder.build();
}
void DEG_graph_build_from_ids(Depsgraph *graph, ID **ids, const int num_ids)
{
deg::FromIDsBuilderPipeline builder(graph, blender::Span(ids, num_ids));
builder.build();
}
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::IDNode *id_node = deg_graph->find_id_node(&deg_graph->scene->id);
if (id_node != nullptr) {
id_node->tag_update(deg_graph, deg::DEG_UPDATE_SOURCE_RELATIONS);
}
}
void DEG_graph_relations_update(Depsgraph *graph)
{
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);
}
void DEG_relations_tag_update(Main *bmain)
{
DEG_GLOBAL_DEBUG_PRINTF(TAG, "%s: Tagging relations for update.\n", __func__);
for (deg::Depsgraph *depsgraph : deg::get_all_registered_graphs(bmain)) {
DEG_graph_tag_relations_update(reinterpret_cast<Depsgraph *>(depsgraph));
}
}