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blender-archive/source/blender/blenkernel/intern/object_update.c
Sergey Sharybin 802027f3f8 Depsgraph: Initial groundwork for copy-on-write support
< Dependency graph Copy-on-Write >
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This is an initial commit of Copy-on-write support added to dependency graph.
Main priority for now: get playback (Alt-A) and all operators (selection,
transform etc) to work with the new concept of clear separation between
evaluated data coming from dependency graph and original data coming from
.blend file (and stored in bmain).

= How does this work? =

The idea is to support Copy-on-Write on the ID level. This means, we duplicate
the whole ID before we cann it's evaluaiton function. This is currently done
in the following way:

- At the depsgraph construction time we create "shallow" copy of the ID
  datablock, just so we know it's pointer in memory and can use for function
  bindings.

- At the evaluaiton time, the copy of ID get's "expanded" (needs a better
  name internally, so it does not conflict with expanding datablocks during
  library linking), which means the content of the datablock is being
  copied over and all IDs are getting remapped to the copied ones.

  Currently we do the whole copy, in the future we will support some tricks
  here to prevent duplicating geometry arrays (verts, edges, loops, faces
  and polys) when we don't need that.

- Evaluation functions are operating on copied datablocks and never touching
  original datablock.

- There are some cases when we need to know non-ID pointers for function
  bindings. This mainly applies to scene collections and armatures. The
  idea of dealing with this is to "expand" copy-on-write datablock at
  the dependency graph build time. This might introduce some slowdown to the
  dependency graph construction time, but allows us to have minimal changes
  in the code and avoid any hash look-up from evaluation function (one of
  the ideas to avoid using pointers as function bindings is to pass name
  of layer or a bone to the evaluation function and look up actual data based
  on that name).

  Currently there is a special function in depsgraph which does such a
  synchronization, in the future we might want to make it more generic.

At some point we need to synchronize copy-on-write version of datablock with
the original version. This happens, i.e., when we change active object or
change selection. We don't want any actual evaluation of update flush happening
for such thins, so now we have a special update tag:

  DEG_id_tag_update((id, DEG_TAG_COPY_ON_WRITE)

- For the render engines we now have special call for the dependency graph to
  give evaluated datablock for the given original one. This isn't fully ideal
  but allows to have Cycles viewport render.

  This is definitely a subject for further investigation / improvement.

This call will tag copy-on-write component tagged for update without causing
updates to be flushed to any other objects, causing chain reaction of updates.
This tag is handy when selection in the scene changes.

This basically summarizes ideas underneath this commit. The code should be
reasonably documented.

Here is a demo of dependency graph with all copy-on-write stuff in it:

  https://developer.blender.org/F635468

= What to expect to (not) work? =

- Only meshes are properly-ish aware of copy-on-write currently, Non-mesh
  geometry will probably crash or will not work at all.

- Armatures will need similar depsgraph built-time expansion of the copied
  datablock.

- There are some extra tags / relations added, to keep things demo-able but
  which are slowing things down for evaluation.

- Edit mode works for until click selection is used (due to the selection
  code using EditDerivedMesh created ad-hoc).

- Lots of tools will lack tagging synchronization of copied datablock for
  sync with original ID.

= How to move forward? =

There is some tedious work related on going over all the tools, checking
whether they need to work with original or final evaluated object and make
the required changes.

Additionally, there need synchronization tag done in fair amount of tools
and operators as well. For example, currently it's not possible to change
render engine without re-opening the file or forcing dependency graph for
re-build via python console.

There is also now some thoughts required about copying evaluated properties
between objects or from collection to a new object. Perhaps easiest way
would be to move base flag flush to Object ID node and tag new objects for
update instead of doing manual copy.

here is some WIP patch which moves such evaluaiton / flush:

  https://developer.blender.org/F635479

Lots of TODOs in the code, with possible optimization.

= How to test? =

This is a feature under heavy development, so obviously it is disabled by
default. The only reason it goes to 2.8 branch is to avoid possible merge
hell.

In order to enable this feature use WITH_DEPSGRAPH_COPY_ON_WRITE CMake
configuration option.
2017-06-19 13:21:44 +02:00

404 lines
12 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) 20014 by Blender Foundation.
* All rights reserved.
*
* Contributor(s): Sergey Sharybin.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/blenkernel/intern/object_update.c
* \ingroup bke
*/
#include "DNA_anim_types.h"
#include "DNA_constraint_types.h"
#include "DNA_group_types.h"
#include "DNA_key_types.h"
#include "DNA_material_types.h"
#include "DNA_mesh_types.h"
#include "DNA_scene_types.h"
#include "BLI_blenlib.h"
#include "BLI_utildefines.h"
#include "BLI_math.h"
#include "BLI_threads.h"
#include "BKE_global.h"
#include "BKE_armature.h"
#include "BKE_action.h"
#include "BKE_constraint.h"
#include "BKE_curve.h"
#include "BKE_DerivedMesh.h"
#include "BKE_animsys.h"
#include "BKE_displist.h"
#include "BKE_effect.h"
#include "BKE_key.h"
#include "BKE_lamp.h"
#include "BKE_lattice.h"
#include "BKE_library.h"
#include "BKE_editmesh.h"
#include "BKE_object.h"
#include "BKE_particle.h"
#include "BKE_pointcache.h"
#include "BKE_scene.h"
#include "BKE_material.h"
#include "BKE_mesh.h"
#include "BKE_image.h"
#include "MEM_guardedalloc.h"
#include "DEG_depsgraph.h"
#define DEBUG_PRINT if (G.debug & G_DEBUG_DEPSGRAPH) printf
static ThreadMutex material_lock = BLI_MUTEX_INITIALIZER;
void BKE_object_eval_local_transform(EvaluationContext *UNUSED(eval_ctx),
Scene *UNUSED(scene),
Object *ob)
{
DEBUG_PRINT("%s on %s\n", __func__, ob->id.name);
/* calculate local matrix */
BKE_object_to_mat4(ob, ob->obmat);
}
/* Evaluate parent */
/* NOTE: based on solve_parenting(), but with the cruft stripped out */
void BKE_object_eval_parent(EvaluationContext *UNUSED(eval_ctx),
Scene *scene,
Object *ob)
{
Object *par = ob->parent;
float totmat[4][4];
float tmat[4][4];
float locmat[4][4];
DEBUG_PRINT("%s on %s\n", __func__, ob->id.name);
/* get local matrix (but don't calculate it, as that was done already!) */
// XXX: redundant?
copy_m4_m4(locmat, ob->obmat);
/* get parent effect matrix */
BKE_object_get_parent_matrix(scene, ob, par, totmat);
/* total */
mul_m4_m4m4(tmat, totmat, ob->parentinv);
mul_m4_m4m4(ob->obmat, tmat, locmat);
/* origin, for help line */
if ((ob->partype & PARTYPE) == PARSKEL) {
copy_v3_v3(ob->orig, par->obmat[3]);
}
else {
copy_v3_v3(ob->orig, totmat[3]);
}
}
void BKE_object_eval_constraints(EvaluationContext *UNUSED(eval_ctx),
Scene *scene,
Object *ob)
{
bConstraintOb *cob;
float ctime = BKE_scene_frame_get(scene);
DEBUG_PRINT("%s on %s\n", __func__, ob->id.name);
/* evaluate constraints stack */
/* TODO: split this into:
* - pre (i.e. BKE_constraints_make_evalob, per-constraint (i.e.
* - inner body of BKE_constraints_solve),
* - post (i.e. BKE_constraints_clear_evalob)
*
* Not sure why, this is from Joshua - sergey
*
*/
cob = BKE_constraints_make_evalob(scene, ob, NULL, CONSTRAINT_OBTYPE_OBJECT);
BKE_constraints_solve(&ob->constraints, cob, ctime);
BKE_constraints_clear_evalob(cob);
}
void BKE_object_eval_done(EvaluationContext *UNUSED(eval_ctx), Object *ob)
{
DEBUG_PRINT("%s on %s\n", __func__, ob->id.name);
/* Set negative scale flag in object. */
if (is_negative_m4(ob->obmat)) ob->transflag |= OB_NEG_SCALE;
else ob->transflag &= ~OB_NEG_SCALE;
}
void BKE_object_handle_data_update(EvaluationContext *eval_ctx,
Scene *scene,
Object *ob)
{
ID *data_id = (ID *)ob->data;
AnimData *adt = BKE_animdata_from_id(data_id);
Key *key;
float ctime = BKE_scene_frame_get(scene);
if (G.debug & G_DEBUG_DEPSGRAPH)
printf("recalcdata %s\n", ob->id.name + 2);
/* TODO(sergey): Only used by legacy depsgraph. */
if (adt) {
/* evaluate drivers - datalevel */
/* XXX: for mesh types, should we push this to derivedmesh instead? */
BKE_animsys_evaluate_animdata(scene, data_id, adt, ctime, ADT_RECALC_DRIVERS);
}
/* TODO(sergey): Only used by legacy depsgraph. */
key = BKE_key_from_object(ob);
if (key && key->block.first) {
if (!(ob->shapeflag & OB_SHAPE_LOCK))
BKE_animsys_evaluate_animdata(scene, &key->id, key->adt, ctime, ADT_RECALC_DRIVERS);
}
/* includes all keys and modifiers */
switch (ob->type) {
case OB_MESH:
{
BMEditMesh *em = (ob == scene->obedit) ? BKE_editmesh_from_object(ob) : NULL;
uint64_t data_mask = scene->customdata_mask | CD_MASK_BAREMESH;
#ifdef WITH_FREESTYLE
/* make sure Freestyle edge/face marks appear in DM for render (see T40315) */
if (eval_ctx->mode != DAG_EVAL_VIEWPORT) {
data_mask |= CD_MASK_FREESTYLE_EDGE | CD_MASK_FREESTYLE_FACE;
}
#endif
if (em) {
makeDerivedMesh(scene, ob, em, data_mask, false); /* was CD_MASK_BAREMESH */
}
else {
makeDerivedMesh(scene, ob, NULL, data_mask, false);
}
break;
}
case OB_ARMATURE:
if (ID_IS_LINKED_DATABLOCK(ob) && ob->proxy_from) {
if (BKE_pose_copy_result(ob->pose, ob->proxy_from->pose) == false) {
printf("Proxy copy error, lib Object: %s proxy Object: %s\n",
ob->id.name + 2, ob->proxy_from->id.name + 2);
}
}
else {
BKE_pose_where_is(scene, ob);
}
break;
case OB_MBALL:
BKE_displist_make_mball(eval_ctx, scene, ob);
break;
case OB_CURVE:
case OB_SURF:
case OB_FONT:
BKE_displist_make_curveTypes(scene, ob, 0);
break;
case OB_LATTICE:
BKE_lattice_modifiers_calc(scene, ob);
break;
case OB_EMPTY:
if (ob->empty_drawtype == OB_EMPTY_IMAGE && ob->data)
if (BKE_image_is_animated(ob->data))
BKE_image_user_check_frame_calc(ob->iuser, (int)ctime, 0);
break;
}
/* related materials */
/* XXX: without depsgraph tagging, this will always need to be run, which will be slow!
* However, not doing anything (or trying to hack around this lack) is not an option
* anymore, especially due to Cycles [#31834]
*/
if (ob->totcol) {
int a;
if (ob->totcol != 0) {
BLI_mutex_lock(&material_lock);
for (a = 1; a <= ob->totcol; a++) {
Material *ma = give_current_material(ob, a);
if (ma) {
/* recursively update drivers for this material */
material_drivers_update(scene, ma, ctime);
}
}
BLI_mutex_unlock(&material_lock);
}
}
else if (ob->type == OB_LAMP)
lamp_drivers_update(scene, ob->data, ctime);
/* particles */
if (ob != scene->obedit && ob->particlesystem.first) {
ParticleSystem *tpsys, *psys;
DerivedMesh *dm;
ob->transflag &= ~OB_DUPLIPARTS;
psys = ob->particlesystem.first;
while (psys) {
/* ensure this update always happens even if psys is disabled */
if (psys->recalc & PSYS_RECALC_TYPE) {
psys_changed_type(ob, psys);
}
if (psys_check_enabled(ob, psys, eval_ctx->mode == DAG_EVAL_RENDER)) {
/* check use of dupli objects here */
if (psys->part && (psys->part->draw_as == PART_DRAW_REND || eval_ctx->mode == DAG_EVAL_RENDER) &&
((psys->part->ren_as == PART_DRAW_OB && psys->part->dup_ob) ||
(psys->part->ren_as == PART_DRAW_GR && psys->part->dup_group)))
{
ob->transflag |= OB_DUPLIPARTS;
}
particle_system_update(scene, ob, psys, (eval_ctx->mode == DAG_EVAL_RENDER));
psys = psys->next;
}
else if (psys->flag & PSYS_DELETE) {
tpsys = psys->next;
BLI_remlink(&ob->particlesystem, psys);
psys_free(ob, psys);
psys = tpsys;
}
else
psys = psys->next;
}
if (eval_ctx->mode == DAG_EVAL_RENDER && ob->transflag & OB_DUPLIPARTS) {
/* this is to make sure we get render level duplis in groups:
* the derivedmesh must be created before init_render_mesh,
* since object_duplilist does dupliparticles before that */
CustomDataMask data_mask = CD_MASK_BAREMESH | CD_MASK_MFACE | CD_MASK_MTFACE | CD_MASK_MCOL;
dm = mesh_create_derived_render(scene, ob, data_mask);
dm->release(dm);
for (psys = ob->particlesystem.first; psys; psys = psys->next)
psys_get_modifier(ob, psys)->flag &= ~eParticleSystemFlag_psys_updated;
}
}
/* quick cache removed */
}
void BKE_object_eval_uber_transform(EvaluationContext *UNUSED(eval_ctx),
Scene *UNUSED(scene),
Object *ob)
{
/* TODO(sergey): Currently it's a duplicate of logic in BKE_object_handle_update_ex(). */
// XXX: it's almost redundant now...
/* Handle proxy copy for target, */
if (ID_IS_LINKED_DATABLOCK(ob) && ob->proxy_from) {
if (ob->proxy_from->proxy_group) {
/* Transform proxy into group space. */
Object *obg = ob->proxy_from->proxy_group;
float imat[4][4];
invert_m4_m4(imat, obg->obmat);
mul_m4_m4m4(ob->obmat, imat, ob->proxy_from->obmat);
/* Should always be true. */
if (obg->dup_group) {
add_v3_v3(ob->obmat[3], obg->dup_group->dupli_ofs);
}
}
else
copy_m4_m4(ob->obmat, ob->proxy_from->obmat);
}
ob->recalc &= ~(OB_RECALC_OB | OB_RECALC_TIME);
if (ob->data == NULL) {
ob->recalc &= ~OB_RECALC_DATA;
}
}
void BKE_object_eval_uber_data(EvaluationContext *eval_ctx,
Scene *scene,
Object *ob)
{
DEBUG_PRINT("%s on %s\n", __func__, ob->id.name);
BLI_assert(ob->type != OB_ARMATURE);
BKE_object_handle_data_update(eval_ctx, scene, ob);
switch (ob->type) {
case OB_MESH:
BKE_mesh_batch_cache_dirty(ob->data, BKE_MESH_BATCH_DIRTY_ALL);
break;
case OB_LATTICE:
BKE_lattice_batch_cache_dirty(ob->data, BKE_LATTICE_BATCH_DIRTY_ALL);
break;
case OB_CURVE:
case OB_FONT:
case OB_SURF:
BKE_curve_batch_cache_dirty(ob->data, BKE_CURVE_BATCH_DIRTY_ALL);
break;
}
#ifdef WITH_COPY_ON_WRITE
if (ob->type == OB_MESH) {
/* Quick hack to convert evaluated derivedMesh to Mesh. */
DerivedMesh *dm = ob->derivedFinal;
if (dm != NULL) {
Mesh *mesh = (Mesh *)ob->data;
Mesh *new_mesh = BKE_libblock_alloc_notest(ID_ME);
BKE_mesh_init(new_mesh);
/* Copy ID name so GS(new_mesh->id) works correct later on. */
BLI_strncpy(new_mesh->id.name, mesh->id.name, sizeof(new_mesh->id.name));
/* Copy materials so render engines can access them. */
new_mesh->mat = MEM_dupallocN(mesh->mat);
new_mesh->totcol = mesh->totcol;
DM_to_mesh(dm, new_mesh, ob, ob->lastDataMask, true);
new_mesh->edit_btmesh = mesh->edit_btmesh;
/* Store result mesh as derived_mesh of object. This way we have
* explicit way to query final object evaluated data and know for sure
* who owns the newly created mesh datablock.
*/
ob->mesh_evaluated = new_mesh;
/* TODO(sergey): This is kind of compatibility thing, so all render
* engines can use object->data for mesh data for display. This is
* something what we might want to change in the future.
*/
ob->data = new_mesh;
/* Save some memory by throwing DerivedMesh away. */
/* NOTE: Watch out, some tools might need it!
* So keep around for now..
*/
}
#if 0
if (ob->derivedFinal != NULL) {
ob->derivedFinal->needsFree = 1;
ob->derivedFinal->release(ob->derivedFinal);
ob->derivedFinal = NULL;
}
if (ob->derivedDeform != NULL) {
ob->derivedDeform->needsFree = 1;
ob->derivedDeform->release(ob->derivedDeform);
ob->derivedDeform = NULL;
}
#endif
}
#endif
ob->recalc &= ~(OB_RECALC_DATA | OB_RECALC_TIME);
}
void BKE_object_eval_cloth(EvaluationContext *UNUSED(eval_ctx), Scene *scene, Object *object)
{
DEBUG_PRINT("%s on %s\n", __func__, object->id.name);
BKE_ptcache_object_reset(scene, object, PTCACHE_RESET_DEPSGRAPH);
}