252 lines
8.6 KiB
C++
252 lines
8.6 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2013 Blender Foundation. All rights reserved. */
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/** \file
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* \ingroup depsgraph
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*/
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#pragma once
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#include "intern/eval/deg_eval_copy_on_write.h"
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#include "intern/node/deg_node.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 "BLI_string.h"
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#include "BLI_utildefines.h"
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#include "BKE_object.h"
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#include "DNA_object_types.h"
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struct ID;
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struct bPoseChannel;
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namespace blender::deg {
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struct BoneComponentNode;
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struct Depsgraph;
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struct IDNode;
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struct OperationNode;
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/* ID Component - Base type for all components */
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struct ComponentNode : public Node {
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/* Key used to look up operations within a component */
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struct OperationIDKey {
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OperationCode opcode;
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const char *name;
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int name_tag;
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OperationIDKey();
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OperationIDKey(OperationCode opcode);
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OperationIDKey(OperationCode opcode, const char *name, int name_tag);
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string identifier() const;
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bool operator==(const OperationIDKey &other) const;
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uint64_t hash() const;
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};
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/* Typedef for container of operations */
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ComponentNode();
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~ComponentNode();
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/** Initialize 'component' node - from pointer data given. */
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void init(const ID *id, const char *subdata) override;
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virtual string identifier() const override;
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/* Find an existing operation, if requested operation does not exist nullptr will be returned.
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* See #add_operation for the meaning and examples of #name and #name_tag.
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*/
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OperationNode *find_operation(OperationIDKey key) const;
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OperationNode *find_operation(OperationCode opcode,
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const char *name = "",
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int name_tag = -1) const;
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/* Find an existing operation, will throw an assert() if it does not exist.
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* See #add_operation for the meaning and examples of #name and #name_tag. */
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OperationNode *get_operation(OperationIDKey key) const;
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OperationNode *get_operation(OperationCode opcode,
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const char *name = "",
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int name_tag = -1) const;
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/* Check operation exists and return it. */
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bool has_operation(OperationIDKey key) const;
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bool has_operation(OperationCode opcode, const char *name = "", int name_tag = -1) const;
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/**
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* Create a new node for representing an operation and add this to graph
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*
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* \warning If an existing node is found, it will be modified. This helps
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* when node may have been partially created earlier (e.g. parent ref before
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* parent item is added)
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*
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* \param opcode: The operation to perform.
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* \param name: An optional identifier for operation. It will be used to tell operation nodes
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* with the same code apart. For example, parameter operation code will have name
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* set to the corresponding custom property name
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* \param name_tag: An optional integer tag for the name. Is an additional way to tell operations
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* apart. For example, RNA path to an array property will have the same opcode
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* of PARAMETERS, name corresponding to the property name, and name tag
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* corresponding to the array index within the property.
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*/
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OperationNode *add_operation(const DepsEvalOperationCb &op,
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OperationCode opcode,
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const char *name = "",
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int name_tag = -1);
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/* Entry/exit operations management.
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*
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* Use those instead of direct set since this will perform sanity checks. */
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void set_entry_operation(OperationNode *op_node);
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void set_exit_operation(OperationNode *op_node);
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void clear_operations();
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virtual void tag_update(Depsgraph *graph, eUpdateSource source) override;
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virtual OperationNode *get_entry_operation() override;
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virtual OperationNode *get_exit_operation() override;
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void finalize_build(Depsgraph *graph);
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IDNode *owner;
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/* ** Inner nodes for this component ** */
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/* Operations stored as a hash map, for faster build.
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* This hash map will be freed when graph is fully built. */
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Map<ComponentNode::OperationIDKey, OperationNode *> *operations_map;
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/* This is a "normal" list of operations, used by evaluation
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* and other routines after construction. */
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Vector<OperationNode *> operations;
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OperationNode *entry_operation;
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OperationNode *exit_operation;
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virtual bool depends_on_cow()
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{
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return true;
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}
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/* Denotes whether COW component is to be tagged when this component
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* is tagged for update. */
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virtual bool need_tag_cow_before_update()
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{
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return true;
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}
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/* Denotes whether this component affects (possibly indirectly) on a
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* directly visible object. */
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bool affects_directly_visible;
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};
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/* ---------------------------------------- */
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#define DEG_COMPONENT_NODE_DEFINE_TYPEINFO(NodeType, type_, type_name_, id_recalc_tag) \
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const Node::TypeInfo NodeType::typeinfo = Node::TypeInfo(type_, type_name_, id_recalc_tag)
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#define DEG_COMPONENT_NODE_DECLARE DEG_DEPSNODE_DECLARE
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#define DEG_COMPONENT_NODE_DEFINE(name, NAME, id_recalc_tag) \
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DEG_COMPONENT_NODE_DEFINE_TYPEINFO( \
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name##ComponentNode, NodeType::NAME, #name " Component", id_recalc_tag); \
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static DepsNodeFactoryImpl<name##ComponentNode> DNTI_##NAME
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#define DEG_COMPONENT_NODE_DECLARE_GENERIC(name) \
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struct name##ComponentNode : public ComponentNode { \
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DEG_COMPONENT_NODE_DECLARE; \
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}
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#define DEG_COMPONENT_NODE_DECLARE_NO_COW_TAG_ON_UPDATE(name) \
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struct name##ComponentNode : public ComponentNode { \
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DEG_COMPONENT_NODE_DECLARE; \
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virtual bool need_tag_cow_before_update() \
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{ \
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return false; \
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} \
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}
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#define DEG_COMPONENT_NODE_DECLARE_NO_COW(name) \
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struct name##ComponentNode : public ComponentNode { \
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DEG_COMPONENT_NODE_DECLARE; \
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virtual bool depends_on_cow() \
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{ \
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return false; \
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} \
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}
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DEG_COMPONENT_NODE_DECLARE_GENERIC(Animation);
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DEG_COMPONENT_NODE_DECLARE_NO_COW_TAG_ON_UPDATE(BatchCache);
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DEG_COMPONENT_NODE_DECLARE_GENERIC(Cache);
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DEG_COMPONENT_NODE_DECLARE_GENERIC(CopyOnWrite);
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DEG_COMPONENT_NODE_DECLARE_GENERIC(Geometry);
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DEG_COMPONENT_NODE_DECLARE_GENERIC(ImageAnimation);
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DEG_COMPONENT_NODE_DECLARE_GENERIC(LayerCollections);
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DEG_COMPONENT_NODE_DECLARE_GENERIC(Particles);
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DEG_COMPONENT_NODE_DECLARE_GENERIC(ParticleSettings);
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DEG_COMPONENT_NODE_DECLARE_GENERIC(Pose);
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DEG_COMPONENT_NODE_DECLARE_GENERIC(PointCache);
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DEG_COMPONENT_NODE_DECLARE_GENERIC(Sequencer);
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DEG_COMPONENT_NODE_DECLARE_NO_COW_TAG_ON_UPDATE(Shading);
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DEG_COMPONENT_NODE_DECLARE_GENERIC(ShadingParameters);
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DEG_COMPONENT_NODE_DECLARE_GENERIC(Transform);
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DEG_COMPONENT_NODE_DECLARE_NO_COW_TAG_ON_UPDATE(ObjectFromLayer);
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DEG_COMPONENT_NODE_DECLARE_GENERIC(Dupli);
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DEG_COMPONENT_NODE_DECLARE_GENERIC(Audio);
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DEG_COMPONENT_NODE_DECLARE_GENERIC(Armature);
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DEG_COMPONENT_NODE_DECLARE_GENERIC(GenericDatablock);
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DEG_COMPONENT_NODE_DECLARE_NO_COW(Visibility);
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DEG_COMPONENT_NODE_DECLARE_GENERIC(Simulation);
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DEG_COMPONENT_NODE_DECLARE_GENERIC(NTreeOutput);
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/* Synchronization Component. */
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struct SynchronizationComponentNode : public ComponentNode {
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SynchronizationComponentNode()
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{
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/* Enforce "visibility" of the synchronization component.
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*
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* This component is never connected to other ID nodes, and hence can not be handled in the
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* same way as other components needed for evaluation. It is only needed for proper
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* evaluation of the ID node it belongs to.
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*
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* The design is such that the synchronization is supposed to happen whenever any part of the
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* ID changed/evaluated. Here we mark the component as "visible" so that genetic recalc flag
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* flushing and scheduling will handle the component in a generic manner. */
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affects_directly_visible = true;
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}
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DEG_COMPONENT_NODE_DECLARE;
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};
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/* Bone Component */
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struct BoneComponentNode : public ComponentNode {
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/** Initialize 'bone component' node - from pointer data given. */
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void init(const ID *id, const char *subdata);
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struct bPoseChannel *pchan; /* the bone that this component represents */
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DEG_COMPONENT_NODE_DECLARE;
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};
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/* Eventually we would not tag parameters in all cases.
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* Support for this each ID needs to be added on an individual basis. */
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struct ParametersComponentNode : public ComponentNode {
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virtual bool need_tag_cow_before_update() override
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{
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if (ID_TYPE_SUPPORTS_PARAMS_WITHOUT_COW(owner->id_type)) {
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/* Disabled as this is not true for newly added objects, needs investigation. */
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// BLI_assert(deg_copy_on_write_is_expanded(owner->id_cow));
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return false;
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}
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return true;
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}
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DEG_COMPONENT_NODE_DECLARE;
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};
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void deg_register_component_depsnodes();
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} // namespace blender::deg
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