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blender-archive/source/blender/editors/include/ED_node.h
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

211 lines
7.3 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) 2009 Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup editors
*/
#pragma once
#ifdef __cplusplus
extern "C" {
#endif
struct ID;
struct Main;
struct Scene;
struct ScrArea;
struct SpaceNode;
struct Tex;
struct View2D;
struct bContext;
struct bNode;
struct bNodeSocket;
struct bNodeSocketType;
struct bNodeTree;
struct bNodeTreeType;
struct bNodeType;
typedef enum {
NODE_TOP = 1,
NODE_BOTTOM = 2,
NODE_LEFT = 4,
NODE_RIGHT = 8,
} NodeBorder;
#define NODE_GRID_STEP_SIZE 10
#define NODE_EDGE_PAN_INSIDE_PAD 2
#define NODE_EDGE_PAN_OUTSIDE_PAD 0 /* Disable clamping for node panning, use whole screen. */
#define NODE_EDGE_PAN_SPEED_RAMP 1
#define NODE_EDGE_PAN_MAX_SPEED 26 /* In UI units per second, slower than default. */
#define NODE_EDGE_PAN_DELAY 0.5f
#define NODE_EDGE_PAN_ZOOM_INFLUENCE 0.5f
/* space_node.c */
void ED_node_cursor_location_get(const struct SpaceNode *snode, float value[2]);
void ED_node_cursor_location_set(struct SpaceNode *snode, const float value[2]);
int ED_node_tree_path_length(struct SpaceNode *snode);
void ED_node_tree_path_get(struct SpaceNode *snode, char *value);
void ED_node_tree_start(struct SpaceNode *snode,
struct bNodeTree *ntree,
struct ID *id,
struct ID *from);
void ED_node_tree_push(struct SpaceNode *snode, struct bNodeTree *ntree, struct bNode *gnode);
void ED_node_tree_pop(struct SpaceNode *snode);
int ED_node_tree_depth(struct SpaceNode *snode);
struct bNodeTree *ED_node_tree_get(struct SpaceNode *snode, int level);
void ED_node_set_active_viewer_key(struct SpaceNode *snode);
/* drawnode.c */
void ED_node_init_butfuncs(void);
void ED_init_custom_node_type(struct bNodeType *ntype);
void ED_init_custom_node_socket_type(struct bNodeSocketType *stype);
void ED_init_standard_node_socket_type(struct bNodeSocketType *stype);
void ED_init_node_socket_type_virtual(struct bNodeSocketType *stype);
void ED_node_sample_set(const float col[4]);
void ED_node_draw_snap(
struct View2D *v2d, const float cent[2], float size, NodeBorder border, unsigned int pos);
/* node_draw.cc */
/**
* Draw a single node socket at default size.
* \note this is only called from external code, internally #node_socket_draw_nested() is used for
* optimized drawing of multiple/all sockets of a node.
*/
void ED_node_socket_draw(struct bNodeSocket *sock,
const struct rcti *rect,
const float color[4],
float scale);
void ED_node_tree_update(const struct bContext *C);
void ED_node_tag_update_id(struct ID *id);
/**
* Sort nodes by selection: unselected nodes first, then selected,
* then the active node at the very end. Relative order is kept intact.
*/
void ED_node_sort(struct bNodeTree *ntree);
float ED_node_grid_size(void);
/* node_relationships.c */
/**
* Test == 0, clear all intersect flags.
*/
void ED_node_link_intersect_test(struct ScrArea *area, int test);
/**
* Assumes link with #NODE_LINKFLAG_HILITE set.
*/
void ED_node_link_insert(struct Main *bmain, struct ScrArea *area);
/* node_edit.c */
void ED_node_set_tree_type(struct SpaceNode *snode, struct bNodeTreeType *typeinfo);
bool ED_node_is_compositor(struct SpaceNode *snode);
bool ED_node_is_shader(struct SpaceNode *snode);
bool ED_node_is_texture(struct SpaceNode *snode);
bool ED_node_is_geometry(struct SpaceNode *snode);
/**
* Assumes nothing being done in ntree yet, sets the default in/out node.
* Called from shading buttons or header.
*/
void ED_node_shader_default(const struct bContext *C, struct ID *id);
/**
* Assumes nothing being done in ntree yet, sets the default in/out node.
* Called from shading buttons or header.
*/
void ED_node_composit_default(const struct bContext *C, struct Scene *scene);
/**
* Assumes nothing being done in ntree yet, sets the default in/out node.
* Called from shading buttons or header.
*/
void ED_node_texture_default(const struct bContext *C, struct Tex *tex);
bool ED_node_select_check(const ListBase *lb);
void ED_node_select_all(ListBase *lb, int action);
void ED_node_post_apply_transform(struct bContext *C, struct bNodeTree *ntree);
void ED_node_set_active(struct Main *bmain,
struct SpaceNode *snode,
struct bNodeTree *ntree,
struct bNode *node,
bool *r_active_texture_changed);
/**
* Call after one or more node trees have been changed and tagged accordingly.
*
* This function will make sure that other parts of Blender update accordingly. For example, if the
* node group interface changed, parent node groups have to be updated as well.
*
* Additionally, this will send notifiers and tag the depsgraph based on the changes. Depsgraph
* relation updates have to be triggered by the caller.
*
* \param C: Context if available. This can be null.
* \param bmain: Main whose data-blocks should be updated based on the changes.
* \param ntree: Under some circumstances the caller knows that only one node tree has
* changed since the last update. In this case the function may be able to skip scanning #bmain
* for other things that have to be changed. It may still scan #bmain if the interface of the
* node tree has changed.
*/
void ED_node_tree_propagate_change(const struct bContext *C,
struct Main *bmain,
struct bNodeTree *ntree);
/**
* \param scene_owner: is the owner of the job,
* we don't use it for anything else currently so could also be a void pointer,
* but for now keep it an 'Scene' for consistency.
*
* \note only call from spaces `refresh` callbacks, not direct! - use with care.
*/
void ED_node_composite_job(const struct bContext *C,
struct bNodeTree *nodetree,
struct Scene *scene_owner);
/* node_ops.c */
void ED_operatormacros_node(void);
/* node_view.c */
/**
* Returns mouse position in image space.
*/
bool ED_space_node_get_position(struct Main *bmain,
struct SpaceNode *snode,
struct ARegion *region,
const int mval[2],
float fpos[2]);
/**
* Returns color in linear space, matching #ED_space_image_color_sample().
* And here we've got recursion in the comments tips...
*/
bool ED_space_node_color_sample(struct Main *bmain,
struct SpaceNode *snode,
struct ARegion *region,
const int mval[2],
float r_col[3]);
#ifdef __cplusplus
}
#endif