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blender-archive/source/blender/depsgraph/intern/node/deg_node_operation.h
Sergey Sharybin 0dcee6a386 Fix T99733: Objects with driven visibility are evaluated when not needed
The issue was caused by the fact that objects with driven or animated
visibility were considered visible by the dependency graph evaluation.

This change makes it so the dependency graph evaluation is aware of
visibility which might be changing. This is achieved by evaluating the
path of the graph which affects objects visibility and adjusts to it
before evaluating the rest of the graph.

There is some time penalty to this, but there does not seem to be a
way to fully avoid this penalty.

With the production shot from the heist project the FPS drops by a
tenth of a frame (~9.4 vs ~9.3 fps) when adding a driver to an object
which keeps it visible. Note that this is a bit hard to measure since
the FPS fluctuates quite a bit throughout the playback. On the other
hand, having a driver on a visibility of a heavy object from character
and setting visibility to false gives big speedup.

Also worth noting that there is no penalty at all when there are no
animated visibilities in the scene.

Differential Revision: https://developer.blender.org/D15498
2022-07-21 09:49:16 +02:00

278 lines
7.9 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 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 blender::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,
VISIBILITY,
/* Animation, Drivers, etc. --------------------------------------------- */
/* NLA + Action */
ANIMATION_ENTRY,
ANIMATION_EVAL,
ANIMATION_EXIT,
/* Driver */
DRIVER,
/* Scene related. ------------------------------------------------------- */
SCENE_EVAL,
AUDIO_ENTRY,
AUDIO_VOLUME,
/* Object related. ------------------------------------------------------ */
OBJECT_FROM_LAYER_ENTRY,
OBJECT_BASE_FLAGS,
OBJECT_FROM_LAYER_EXIT,
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,
LIGHT_UPDATE,
WORLD_UPDATE,
/* Node Tree. ----------------------------------------------------------- */
NTREE_OUTPUT,
/* 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,
/* Simulation. ---------------------------------------------------------- */
SIMULATION_EVAL,
};
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),
/* The operation directly or indirectly affects ID node visibility. */
DEPSOP_FLAG_AFFECTS_VISIBILITY = (1 << 4),
/* 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();
virtual string identifier() const override;
/**
* Full node identifier, including owner name.
* used for logging and debug prints.
*/
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 blender::deg