Dependency Graph Evaluation Optimizations #75208
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Reference: blender/blender#75208
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During Animation Playback performance analysis we detected some areas the dependency graph evaluation could be improved.
** Design Note: If RNA_path_resolve points to a sub-data of ID you are in trouble as CoW pointers aren't available on build time.
** we should make sure transitive reduction works fine. and remove unused nodes
Added subscriber: @Jeroen-Bakker
This comment was removed by @Jeroen-Bakker
Changed status from 'Needs Triage' to: 'Confirmed'
Added subscriber: @sozap
Added subscriber: @Sergey
Other notes:
So it's either something like evaluation cache stored in ID which will try to re-use resolved path if it is known. Just similar to how simple Python expressions are parsed and stores. Or, builder would need to do actual datablock copy and switched to work on copied objects (but then sub-data pointers are still a problem).
For the viewport is fine.
For render is safer to copy them rather than reference. Same for dependency graphs which might be used to evaluate same subset of scene from multiple threads.
I would also add TBB flow graphs here. Seems like natural fit, which should reduce amount of code to maintain from our side.
Added subscriber: @ckohl_art
The challenge with TBB flow graphs is that a join_node can have max 10 pending tasks. Some options to overcome this limitation are:
Looking at it I wouldn't bet too much on TBB flow for depsgraph evaluation, without making sure that
num_links_pending
fits within this limitation.Added subscriber: @RedMser
Added subscriber: @dr.sybren
This task doesn't contain enough information to actually work on it. Since there is some discussion going on, I've reclassified it as Design task.
See the 2020-11-12 module meeting notes for more information.
Added subscriber: @Garek