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blender-archive/source/blender/depsgraph/intern/nodes/deg_node_component.h
Sergey Sharybin 6becdf5d00 Depsgraph: Pass function bindings by const reference
Avoids using copy-constructor invoked every time we pass function
to the builder functions.

Should lower number of CPU ticks spent during DEG construction.
2017-06-13 15:10:29 +02:00

214 lines
6.0 KiB
C++

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* 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.
*
* Original Author: Joshua Leung
* Contributor(s): None Yet
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/depsgraph/intern/nodes/deg_node_component.h
* \ingroup depsgraph
*/
#pragma once
#include "intern/nodes/deg_node.h"
#include "BLI_utildefines.h"
#include "BLI_string.h"
struct ID;
struct bPoseChannel;
struct GHash;
struct EvaluationContext;
namespace DEG {
struct Depsgraph;
struct OperationDepsNode;
struct BoneComponentDepsNode;
/* ID Component - Base type for all components */
struct ComponentDepsNode : public DepsNode {
/* Key used to look up operations within a component */
struct OperationIDKey
{
eDepsOperation_Code opcode;
const char *name;
int name_tag;
OperationIDKey();
OperationIDKey(eDepsOperation_Code opcode);
OperationIDKey(eDepsOperation_Code opcode,
const char *name,
int name_tag);
string identifier() const;
bool operator==(const OperationIDKey &other) const;
};
/* Typedef for container of operations */
ComponentDepsNode();
~ComponentDepsNode();
void init(const ID *id, const char *subdata);
string identifier() const;
/* Find an existing operation, will throw an assert() if it does not exist. */
OperationDepsNode *find_operation(OperationIDKey key) const;
OperationDepsNode *find_operation(eDepsOperation_Code opcode,
const char *name,
int name_tag) const;
/* Check operation exists and return it. */
OperationDepsNode *has_operation(OperationIDKey key) const;
OperationDepsNode *has_operation(eDepsOperation_Code opcode,
const char *name,
int name_tag) const;
/**
* Create a new node for representing an operation and add this to graph
* \warning If an existing node is found, it will be modified. This helps
* when node may have been partially created earlier (e.g. parent ref before
* parent item is added)
*
* \param type: Operation node type (corresponding to context/component that
* it operates in)
* \param optype: Role that operation plays within component
* (i.e. where in eval process)
* \param op: The operation to perform
* \param name: Identifier for operation - used to find/locate it again
*/
OperationDepsNode *add_operation(const DepsEvalOperationCb& op,
eDepsOperation_Code opcode,
const char *name,
int name_tag);
/* Entry/exit operations management.
*
* Use those instead of direct set since this will perform sanity checks.
*/
void set_entry_operation(OperationDepsNode *op_node);
void set_exit_operation(OperationDepsNode *op_node);
void clear_operations();
void tag_update(Depsgraph *graph);
/* Evaluation Context Management .................. */
/* Initialize component's evaluation context used for the specified
* purpose.
*/
virtual bool eval_context_init(EvaluationContext * /*eval_ctx*/) { return false; }
/* Free data in component's evaluation context which is used for
* the specified purpose
*
* NOTE: this does not free the actual context in question
*/
virtual void eval_context_free(EvaluationContext * /*eval_ctx*/) {}
OperationDepsNode *get_entry_operation();
OperationDepsNode *get_exit_operation();
void finalize_build();
IDDepsNode *owner;
/* ** Inner nodes for this component ** */
/* Operations stored as a hash map, for faster build.
* This hash map will be freed when graph is fully built.
*/
GHash *operations_map;
/* This is a "normal" list of operations, used by evaluation
* and other routines after construction.
*/
vector<OperationDepsNode *> operations;
OperationDepsNode *entry_operation;
OperationDepsNode *exit_operation;
// XXX: a poll() callback to check if component's first node can be started?
/* Temporary bitmask, used during graph construction. */
unsigned int layers;
};
/* ---------------------------------------- */
struct ParametersComponentDepsNode : public ComponentDepsNode {
DEG_DEPSNODE_DECLARE;
};
struct AnimationComponentDepsNode : public ComponentDepsNode {
DEG_DEPSNODE_DECLARE;
};
struct TransformComponentDepsNode : public ComponentDepsNode {
DEG_DEPSNODE_DECLARE;
};
struct ProxyComponentDepsNode : public ComponentDepsNode {
DEG_DEPSNODE_DECLARE;
};
struct GeometryComponentDepsNode : public ComponentDepsNode {
DEG_DEPSNODE_DECLARE;
};
struct SequencerComponentDepsNode : public ComponentDepsNode {
DEG_DEPSNODE_DECLARE;
};
struct PoseComponentDepsNode : public ComponentDepsNode {
DEG_DEPSNODE_DECLARE;
};
/* Bone Component */
struct BoneComponentDepsNode : public ComponentDepsNode {
void init(const ID *id, const char *subdata);
struct bPoseChannel *pchan; /* the bone that this component represents */
DEG_DEPSNODE_DECLARE;
};
struct ParticlesComponentDepsNode : public ComponentDepsNode {
DEG_DEPSNODE_DECLARE;
};
struct ShadingComponentDepsNode : public ComponentDepsNode {
DEG_DEPSNODE_DECLARE;
};
struct CacheComponentDepsNode : public ComponentDepsNode {
DEG_DEPSNODE_DECLARE;
};
void deg_register_component_depsnodes();
} // namespace DEG