This issue was that `BKE_object_eval_uber_data` was not called for the text object, because its geometry was not dependent upon and its `is_directly_visible` tag was `false`. The crash happens in rendering code, because the evaluated data is missing. This not only affects text objects, but all object types that have a geometry component that geometry nodes does not support yet. The solution is to just add the missing dependencies. Differential Revision: https://developer.blender.org/D11385
323 lines
12 KiB
C++
323 lines
12 KiB
C++
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2013 Blender Foundation.
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* All rights reserved.
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*/
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/** \file
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* \ingroup depsgraph
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*
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* Methods for constructing depsgraph.
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*/
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#include "MEM_guardedalloc.h"
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#include "BLI_listbase.h"
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#include "BLI_utildefines.h"
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#include "PIL_time.h"
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#include "PIL_time_utildefines.h"
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#include "DNA_cachefile_types.h"
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#include "DNA_collection_types.h"
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#include "DNA_node_types.h"
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#include "DNA_object_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_simulation_types.h"
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#include "BKE_collection.h"
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#include "BKE_main.h"
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#include "BKE_scene.h"
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#include "DEG_depsgraph.h"
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#include "DEG_depsgraph_build.h"
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#include "DEG_depsgraph_debug.h"
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#include "builder/deg_builder_relations.h"
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#include "builder/pipeline_all_objects.h"
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#include "builder/pipeline_compositor.h"
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#include "builder/pipeline_from_ids.h"
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#include "builder/pipeline_render.h"
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#include "builder/pipeline_view_layer.h"
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#include "intern/debug/deg_debug.h"
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#include "intern/node/deg_node.h"
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#include "intern/node/deg_node_component.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 "intern/depsgraph_registry.h"
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#include "intern/depsgraph_relation.h"
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#include "intern/depsgraph_tag.h"
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#include "intern/depsgraph_type.h"
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/* ****************** */
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/* External Build API */
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namespace deg = blender::deg;
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static deg::NodeType deg_build_scene_component_type(eDepsSceneComponentType component)
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{
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switch (component) {
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case DEG_SCENE_COMP_PARAMETERS:
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return deg::NodeType::PARAMETERS;
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case DEG_SCENE_COMP_ANIMATION:
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return deg::NodeType::ANIMATION;
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case DEG_SCENE_COMP_SEQUENCER:
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return deg::NodeType::SEQUENCER;
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}
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return deg::NodeType::UNDEFINED;
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}
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static deg::DepsNodeHandle *get_node_handle(DepsNodeHandle *node_handle)
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{
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return reinterpret_cast<deg::DepsNodeHandle *>(node_handle);
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}
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void DEG_add_scene_relation(DepsNodeHandle *node_handle,
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Scene *scene,
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eDepsSceneComponentType component,
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const char *description)
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{
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deg::NodeType type = deg_build_scene_component_type(component);
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deg::ComponentKey comp_key(&scene->id, type);
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deg::DepsNodeHandle *deg_node_handle = get_node_handle(node_handle);
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deg_node_handle->builder->add_node_handle_relation(comp_key, deg_node_handle, description);
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}
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void DEG_add_object_relation(DepsNodeHandle *node_handle,
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Object *object,
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eDepsObjectComponentType component,
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const char *description)
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{
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deg::NodeType type = deg::nodeTypeFromObjectComponent(component);
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deg::ComponentKey comp_key(&object->id, type);
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deg::DepsNodeHandle *deg_node_handle = get_node_handle(node_handle);
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deg_node_handle->builder->add_node_handle_relation(comp_key, deg_node_handle, description);
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}
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bool DEG_object_has_geometry_component(Object *object)
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{
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return deg::geometry_tag_to_component(&object->id) != deg::NodeType::UNDEFINED;
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}
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void DEG_add_collection_geometry_relation(DepsNodeHandle *node_handle,
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Collection *collection,
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const char *description)
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{
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deg::OperationKey operation_key{
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&collection->id, deg::NodeType::GEOMETRY, deg::OperationCode::GEOMETRY_EVAL_DONE};
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deg::DepsNodeHandle *deg_node_handle = get_node_handle(node_handle);
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deg_node_handle->builder->add_node_handle_relation(operation_key, deg_node_handle, description);
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}
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void DEG_add_collection_geometry_customdata_mask(DepsNodeHandle *node_handle,
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Collection *collection,
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const CustomData_MeshMasks *masks)
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{
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FOREACH_COLLECTION_OBJECT_RECURSIVE_BEGIN (collection, ob) {
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DEG_add_customdata_mask(node_handle, ob, masks);
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if (ob->type == OB_EMPTY && ob->instance_collection != nullptr) {
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DEG_add_collection_geometry_customdata_mask(node_handle, ob->instance_collection, masks);
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}
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}
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FOREACH_COLLECTION_OBJECT_RECURSIVE_END;
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}
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void DEG_add_simulation_relation(DepsNodeHandle *node_handle,
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Simulation *simulation,
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const char *description)
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{
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deg::OperationKey operation_key(
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&simulation->id, deg::NodeType::SIMULATION, deg::OperationCode::SIMULATION_EVAL);
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deg::DepsNodeHandle *deg_node_handle = get_node_handle(node_handle);
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deg_node_handle->builder->add_node_handle_relation(operation_key, deg_node_handle, description);
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}
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void DEG_add_node_tree_relation(DepsNodeHandle *node_handle,
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bNodeTree *node_tree,
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const char *description)
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{
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/* Using shading key, because that's the one that exists right now. Should use something else in
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* the future. */
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deg::ComponentKey shading_key(&node_tree->id, deg::NodeType::SHADING);
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deg::DepsNodeHandle *deg_node_handle = get_node_handle(node_handle);
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deg_node_handle->builder->add_node_handle_relation(shading_key, deg_node_handle, description);
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}
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void DEG_add_object_cache_relation(DepsNodeHandle *node_handle,
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CacheFile *cache_file,
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eDepsObjectComponentType component,
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const char *description)
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{
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deg::NodeType type = deg::nodeTypeFromObjectComponent(component);
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deg::ComponentKey comp_key(&cache_file->id, type);
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deg::DepsNodeHandle *deg_node_handle = get_node_handle(node_handle);
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deg_node_handle->builder->add_node_handle_relation(comp_key, deg_node_handle, description);
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}
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void DEG_add_bone_relation(DepsNodeHandle *node_handle,
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Object *object,
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const char *bone_name,
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eDepsObjectComponentType component,
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const char *description)
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{
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deg::NodeType type = deg::nodeTypeFromObjectComponent(component);
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deg::ComponentKey comp_key(&object->id, type, bone_name);
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deg::DepsNodeHandle *deg_node_handle = get_node_handle(node_handle);
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deg_node_handle->builder->add_node_handle_relation(comp_key, deg_node_handle, description);
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}
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void DEG_add_object_pointcache_relation(struct DepsNodeHandle *node_handle,
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struct Object *object,
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eDepsObjectComponentType component,
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const char *description)
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{
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deg::NodeType type = deg::nodeTypeFromObjectComponent(component);
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deg::ComponentKey comp_key(&object->id, type);
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deg::DepsNodeHandle *deg_node_handle = get_node_handle(node_handle);
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deg::DepsgraphRelationBuilder *relation_builder = deg_node_handle->builder;
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/* Add relation from source to the node handle. */
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relation_builder->add_node_handle_relation(comp_key, deg_node_handle, description);
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/* Node deduct point cache component and connect source to it. */
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ID *id = DEG_get_id_from_handle(node_handle);
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deg::ComponentKey point_cache_key(id, deg::NodeType::POINT_CACHE);
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deg::Relation *rel = relation_builder->add_relation(comp_key, point_cache_key, "Point Cache");
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if (rel != nullptr) {
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rel->flag |= deg::RELATION_FLAG_FLUSH_USER_EDIT_ONLY;
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}
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else {
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fprintf(stderr, "Error in point cache relation from %s to ^%s.\n", object->id.name, id->name);
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}
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}
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void DEG_add_generic_id_relation(struct DepsNodeHandle *node_handle,
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struct ID *id,
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const char *description)
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{
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deg::OperationKey operation_key(
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id, deg::NodeType::GENERIC_DATABLOCK, deg::OperationCode::GENERIC_DATABLOCK_UPDATE);
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deg::DepsNodeHandle *deg_node_handle = get_node_handle(node_handle);
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deg_node_handle->builder->add_node_handle_relation(operation_key, deg_node_handle, description);
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}
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void DEG_add_modifier_to_transform_relation(struct DepsNodeHandle *node_handle,
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const char *description)
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{
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deg::DepsNodeHandle *deg_node_handle = get_node_handle(node_handle);
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deg_node_handle->builder->add_modifier_to_transform_relation(deg_node_handle, description);
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}
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void DEG_add_special_eval_flag(struct DepsNodeHandle *node_handle, ID *id, uint32_t flag)
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{
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deg::DepsNodeHandle *deg_node_handle = get_node_handle(node_handle);
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deg_node_handle->builder->add_special_eval_flag(id, flag);
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}
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void DEG_add_customdata_mask(struct DepsNodeHandle *node_handle,
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struct Object *object,
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const CustomData_MeshMasks *masks)
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{
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deg::DepsNodeHandle *deg_node_handle = get_node_handle(node_handle);
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deg_node_handle->builder->add_customdata_mask(object, deg::DEGCustomDataMeshMasks(masks));
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}
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struct ID *DEG_get_id_from_handle(struct DepsNodeHandle *node_handle)
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{
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deg::DepsNodeHandle *deg_handle = get_node_handle(node_handle);
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return deg_handle->node->owner->owner->id_orig;
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}
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struct Depsgraph *DEG_get_graph_from_handle(struct DepsNodeHandle *node_handle)
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{
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deg::DepsNodeHandle *deg_node_handle = get_node_handle(node_handle);
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deg::DepsgraphRelationBuilder *relation_builder = deg_node_handle->builder;
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return reinterpret_cast<Depsgraph *>(relation_builder->getGraph());
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}
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/* ******************** */
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/* Graph Building API's */
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/* Build depsgraph for the given scene layer, and dump results in given graph container. */
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void DEG_graph_build_from_view_layer(Depsgraph *graph)
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{
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deg::ViewLayerBuilderPipeline builder(graph);
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builder.build();
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}
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void DEG_graph_build_for_all_objects(struct Depsgraph *graph)
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{
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deg::AllObjectsBuilderPipeline builder(graph);
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builder.build();
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}
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void DEG_graph_build_for_render_pipeline(Depsgraph *graph)
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{
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deg::RenderBuilderPipeline builder(graph);
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builder.build();
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}
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void DEG_graph_build_for_compositor_preview(Depsgraph *graph, bNodeTree *nodetree)
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{
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deg::CompositorBuilderPipeline builder(graph, nodetree);
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builder.build();
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}
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void DEG_graph_build_from_ids(Depsgraph *graph, ID **ids, const int num_ids)
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{
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deg::FromIDsBuilderPipeline builder(graph, blender::Span(ids, num_ids));
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builder.build();
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}
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/* Tag graph relations for update. */
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void DEG_graph_tag_relations_update(Depsgraph *graph)
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{
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DEG_DEBUG_PRINTF(graph, TAG, "%s: Tagging relations for update.\n", __func__);
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deg::Depsgraph *deg_graph = reinterpret_cast<deg::Depsgraph *>(graph);
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deg_graph->need_update = true;
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/* NOTE: When relations are updated, it's quite possible that
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* we've got new bases in the scene. This means, we need to
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* re-create flat array of bases in view layer.
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*
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* TODO(sergey): Try to make it so we don't flush updates
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* to the whole depsgraph. */
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deg::IDNode *id_node = deg_graph->find_id_node(°_graph->scene->id);
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if (id_node != nullptr) {
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id_node->tag_update(deg_graph, deg::DEG_UPDATE_SOURCE_RELATIONS);
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}
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}
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/* Create or update relations in the specified graph. */
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void DEG_graph_relations_update(Depsgraph *graph)
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{
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deg::Depsgraph *deg_graph = (deg::Depsgraph *)graph;
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if (!deg_graph->need_update) {
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/* Graph is up to date, nothing to do. */
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return;
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}
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DEG_graph_build_from_view_layer(graph);
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}
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/* Tag all relations for update. */
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void DEG_relations_tag_update(Main *bmain)
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{
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DEG_GLOBAL_DEBUG_PRINTF(TAG, "%s: Tagging relations for update.\n", __func__);
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for (deg::Depsgraph *depsgraph : deg::get_all_registered_graphs(bmain)) {
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DEG_graph_tag_relations_update(reinterpret_cast<Depsgraph *>(depsgraph));
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}
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}
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