Refactor: Improve access to object data bounds #113465
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Reference: blender/blender#113465
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Delete Branch "HooglyBoogly/blender:fix-bb-threadsafe"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
Currently object bounds (
object.runtime.bb
) are lazily initializedwhen accessed. This access happens from arbitrary threads, and
is unprotected by a mutex. This can cause access to stale data at
best, and crashes at worst. Eager calculation is meant to keep this
working, but it's fragile.
Since
e8f4010611
, geometry bounds are cached in the geometryitself, which makes this object-level cache redundant. So, it's clearer
to build the
BoundBox
from those cached bounds and return it byvalue, without interacting with the object's cached bounding box.
The code change is is mostly a move from
const BoundBox *
tostd::optional<BoundBox>
. This is only one step of a larger changedescribed in #96968. Followup steps would include switching to
a simpler and smaller
Bounds
type, removing redundant object-level access, and eventually removing
object.runtime.bb
.Access of bounds from the object for mesh, curves, and point cloud
objects should now be thread-safe. Other object types still lazily
initialize the object
BoundBox
cache since they don't havea data-level cache.
@blender-bot build
b39066b03b
tof42275882f
Fix #111120: Unsafe access to object boundsto Fix #111120: Unsafe access to object boundsFix #111120: Unsafe access to object boundsto Refactor: Improve access to object data boundsOn a code level seems fine. And it definitely moves us towards the initial idea of 2.8 where we wanted clear separation between evaluated and original state! That's great!
From the in-person discussion a driver which uses "dimensions" object property might need extra care. From reading the code it does not seem to be a problem, but before we go further in removing the Object->runtime->bb it is definitely something to keep in mind.
We can/should add a render test to catch this type of issues. Maybe we can have depsgraph test which renders images! (Similar to Cycles/EEVEE tests, just have them in depsgraph folder).
Assume you tested the patch well. If not let me know and I'll dig into applying it and running some tests locally. Otherwise just go ahead, I guess.
@blender-bot build