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test/source/blender/editors/util/ed_util.cc

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/* SPDX-FileCopyrightText: 2008 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup edutil
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*/
#include <cmath>
#include <cstdlib>
#include <cstring>
#include "BLI_listbase.h"
#include "BLI_path_utils.hh"
#include "BLI_string.h"
#include "BLT_translation.hh"
#include "BKE_collection.hh"
#include "BKE_global.hh"
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#include "BKE_layer.hh"
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#include "BKE_lib_id.hh"
#include "BKE_lib_remap.hh"
#include "BKE_main.hh"
#include "BKE_material.hh"
#include "BKE_multires.hh"
#include "BKE_object.hh"
#include "BKE_packedFile.hh"
#include "BKE_paint.hh"
#include "BKE_scene.hh"
#include "BKE_screen.hh"
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#include "BKE_undo_system.hh"
#include "DEG_depsgraph.hh"
#include "ED_armature.hh"
#include "ED_asset.hh"
#include "ED_gpencil_legacy.hh"
#include "ED_image.hh"
#include "ED_mesh.hh"
#include "ED_object.hh"
#include "ED_paint.hh"
#include "ED_screen.hh"
#include "ED_sculpt.hh"
#include "ED_space_api.hh"
#include "ED_util.hh"
#include "ED_view3d.hh"
#include "UI_interface.hh"
#include "UI_resources.hh"
#include "RNA_access.hh"
#include "WM_api.hh"
#include "WM_types.hh"
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/* ********* general editor util functions, not BKE stuff please! ********* */
void ED_editors_init_for_undo(Main *bmain)
{
wmWindowManager *wm = static_cast<wmWindowManager *>(bmain->wm.first);
LISTBASE_FOREACH (wmWindow *, win, &wm->windows) {
ViewLayer: Lazy sync of scene data. When a change happens which invalidates view layers the syncing will be postponed until the first usage. This will improve importing or adding many objects in a single operation/script. `BKE_view_layer_need_resync_tag` is used to tag the view layer to be out of sync. Before accessing `BKE_view_layer_active_base_get`, `BKE_view_layer_active_object_get`, `BKE_view_layer_active_collection` or `BKE_view_layer_object_bases` the caller should call `BKE_view_layer_synced_ensure`. Having two functions ensures that partial syncing could be added as smaller patches in the future. Tagging a view layer out of sync could be replaced with a partial sync. Eventually the number of full resyncs could be reduced. After all tagging has been replaced with partial syncs the ensure_sync could be phased out. This patch has been added to discuss the details and consequences of the current approach. For clarity the call to BKE_view_layer_ensure_sync is placed close to the getters. In the future this could be placed in more strategical places to reduce the number of calls or improve performance. Finding those strategical places isn't that clear. When multiple operations are grouped in a single script you might want to always check for resync. Some areas found that can be improved. This list isn't complete. These areas aren't addressed by this patch as these changes would be hard to detect to the reviewer. The idea is to add changes to these areas as a separate patch. It might be that the initial commit would reduce performance compared to master, but will be fixed by the additional patches. **Object duplication** During object duplication the syncing is temporarily disabled. With this patch this isn't useful as when disabled the view_layer is accessed to locate bases. This can be improved by first locating the source bases, then duplicate and sync and locate the new bases. Will be solved in a separate patch for clarity reasons ({D15886}). **Object add** `BKE_object_add` not only adds a new object, but also selects and activates the new base. This requires the view_layer to be resynced. Some callers reverse the selection and activation (See `get_new_constraint_target`). We should make the selection and activation optional. This would make it possible to add multiple objects without having to resync per object. **Postpone Activate Base** Setting the basact is done in many locations. They follow a rule as after an action find the base and set the basact. Finding the base could require a resync. The idea is to store in the view_layer the object which base will be set in the basact during the next sync, reducing the times resyncing needs to happen. Reviewed By: mont29 Maniphest Tasks: T73411 Differential Revision: https://developer.blender.org/D15885
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Scene *scene = WM_window_get_active_scene(win);
ViewLayer *view_layer = WM_window_get_active_view_layer(win);
ViewLayer: Lazy sync of scene data. When a change happens which invalidates view layers the syncing will be postponed until the first usage. This will improve importing or adding many objects in a single operation/script. `BKE_view_layer_need_resync_tag` is used to tag the view layer to be out of sync. Before accessing `BKE_view_layer_active_base_get`, `BKE_view_layer_active_object_get`, `BKE_view_layer_active_collection` or `BKE_view_layer_object_bases` the caller should call `BKE_view_layer_synced_ensure`. Having two functions ensures that partial syncing could be added as smaller patches in the future. Tagging a view layer out of sync could be replaced with a partial sync. Eventually the number of full resyncs could be reduced. After all tagging has been replaced with partial syncs the ensure_sync could be phased out. This patch has been added to discuss the details and consequences of the current approach. For clarity the call to BKE_view_layer_ensure_sync is placed close to the getters. In the future this could be placed in more strategical places to reduce the number of calls or improve performance. Finding those strategical places isn't that clear. When multiple operations are grouped in a single script you might want to always check for resync. Some areas found that can be improved. This list isn't complete. These areas aren't addressed by this patch as these changes would be hard to detect to the reviewer. The idea is to add changes to these areas as a separate patch. It might be that the initial commit would reduce performance compared to master, but will be fixed by the additional patches. **Object duplication** During object duplication the syncing is temporarily disabled. With this patch this isn't useful as when disabled the view_layer is accessed to locate bases. This can be improved by first locating the source bases, then duplicate and sync and locate the new bases. Will be solved in a separate patch for clarity reasons ({D15886}). **Object add** `BKE_object_add` not only adds a new object, but also selects and activates the new base. This requires the view_layer to be resynced. Some callers reverse the selection and activation (See `get_new_constraint_target`). We should make the selection and activation optional. This would make it possible to add multiple objects without having to resync per object. **Postpone Activate Base** Setting the basact is done in many locations. They follow a rule as after an action find the base and set the basact. Finding the base could require a resync. The idea is to store in the view_layer the object which base will be set in the basact during the next sync, reducing the times resyncing needs to happen. Reviewed By: mont29 Maniphest Tasks: T73411 Differential Revision: https://developer.blender.org/D15885
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BKE_view_layer_synced_ensure(scene, view_layer);
Object *ob = BKE_view_layer_active_object_get(view_layer);
if (ob && (ob->mode & OB_MODE_TEXTURE_PAINT)) {
BKE_texpaint_slots_refresh_object(scene, ob);
ED_paint_proj_mesh_data_check(*scene, *ob, nullptr, nullptr, nullptr, nullptr);
}
/* UI Updates. */
/* Flag local View3D's to check and exit if they are empty. */
LISTBASE_FOREACH (bScreen *, screen, &bmain->screens) {
LISTBASE_FOREACH (ScrArea *, area, &screen->areabase) {
LISTBASE_FOREACH (SpaceLink *, sl, &area->spacedata) {
if (sl->spacetype == SPACE_VIEW3D) {
View3D *v3d = reinterpret_cast<View3D *>(sl);
if (v3d->localvd) {
v3d->localvd->runtime.flag |= V3D_RUNTIME_LOCAL_MAYBE_EMPTY;
}
}
}
}
}
}
}
void ED_editors_init(bContext *C)
{
using namespace blender::ed;
Depsgraph *depsgraph = CTX_data_expect_evaluated_depsgraph(C);
Main *bmain = CTX_data_main(C);
Scene *scene = CTX_data_scene(C);
wmWindowManager *wm = CTX_wm_manager(C);
/* This is called during initialization, so we don't want to store any reports */
ReportList *reports = CTX_wm_reports(C);
int reports_flag_prev = reports->flag & ~RPT_STORE;
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std::swap(reports->flag, reports_flag_prev);
/* Don't do undo pushes when calling an operator. */
wm->op_undo_depth++;
/* toggle on modes for objects that were saved with these enabled. for
* e.g. linked objects we have to ensure that they are actually the
* active object in this scene. */
Object *obact = CTX_data_active_object(C);
LISTBASE_FOREACH (Object *, ob, &bmain->objects) {
int mode = ob->mode;
if (mode == OB_MODE_OBJECT) {
continue;
}
if (BKE_object_has_mode_data(ob, eObjectMode(mode))) {
/* For multi-edit mode we may already have mode data. */
continue;
}
/* Reset object to Object mode, so that code below can properly re-switch it to its
* previous mode if possible, re-creating its mode data, etc. */
ID *ob_data = static_cast<ID *>(ob->data);
ob->mode = OB_MODE_OBJECT;
DEG_id_tag_update(&ob->id, ID_RECALC_SYNC_TO_EVAL);
/* Object mode is enforced if there is no active object, or if the active object's type is
* different. */
if (obact == nullptr || ob->type != obact->type) {
continue;
}
/* Object mode is enforced for non-editable data (or their obdata). */
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if (!BKE_id_is_editable(bmain, &ob->id) ||
(ob_data != nullptr && !BKE_id_is_editable(bmain, ob_data)))
{
continue;
}
/* Pose mode is very similar to Object one, we can apply it even on objects not in current
* scene. */
if (mode == OB_MODE_POSE) {
ED_object_posemode_enter_ex(bmain, ob);
}
/* Other edit/paint/etc. modes are only settable for objects visible in active scene currently.
* Otherwise, they (and their obdata) may not be (fully) evaluated, which is mandatory for some
* modes like Sculpt.
* Ref. #98225. */
if (!BKE_collection_has_object_recursive(scene->master_collection, ob) ||
!BKE_scene_has_object(scene, ob) || (ob->visibility_flag & OB_HIDE_VIEWPORT) != 0)
{
continue;
}
if (mode == OB_MODE_EDIT) {
object::editmode_enter_ex(bmain, scene, ob, 0);
}
else if (mode & OB_MODE_ALL_SCULPT) {
if (obact == ob) {
if (mode == OB_MODE_SCULPT) {
blender::ed::sculpt_paint::object_sculpt_mode_enter(
*bmain, *depsgraph, *scene, *ob, true, reports);
}
else if (mode == OB_MODE_VERTEX_PAINT) {
ED_object_vpaintmode_enter_ex(*bmain, *depsgraph, *scene, *ob);
}
else if (mode == OB_MODE_WEIGHT_PAINT) {
ED_object_wpaintmode_enter_ex(*bmain, *depsgraph, *scene, *ob);
}
else {
BLI_assert_unreachable();
}
}
else {
/* Create data for non-active objects which need it for
* mode-switching but don't yet support multi-editing. */
if (mode & OB_MODE_ALL_SCULPT) {
ob->mode = mode;
BKE_object_sculpt_data_create(ob);
}
}
}
else {
/* TODO(@ideasman42): avoid operator calls. */
if (obact == ob) {
object::mode_set(C, eObjectMode(mode));
}
}
}
/* image editor paint mode */
if (scene) {
ED_space_image_paint_update(bmain, wm, scene);
}
/* Enforce a full redraw for the first time areas/regions get drawn. Further region init/refresh
* just triggers non-rebuild redraws (#RGN_DRAW_NO_REBUILD). Usually a full redraw would be
* triggered by a `NC_WM | ND_FILEREAD` notifier, but if a startup script calls an operator that
* redraws the window, notifiers are not handled before the operator runs. See #98461. */
LISTBASE_FOREACH (wmWindow *, win, &wm->windows) {
const bScreen *screen = WM_window_get_active_screen(win);
ED_screen_areas_iter (win, screen, area) {
ED_area_tag_redraw(area);
}
}
asset::list::storage_tag_main_data_dirty();
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std::swap(reports->flag, reports_flag_prev);
wm->op_undo_depth--;
}
void ED_editors_exit(Main *bmain, bool do_undo_system)
{
using namespace blender::ed;
if (!bmain) {
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return;
}
/* Frees all edit-mode undo-steps. */
if (do_undo_system && G_MAIN->wm.first) {
wmWindowManager *wm = static_cast<wmWindowManager *>(G_MAIN->wm.first);
/* normally we don't check for null undo stack,
* do here since it may run in different context. */
if (wm->undo_stack) {
BKE_undosys_stack_destroy(wm->undo_stack);
wm->undo_stack = nullptr;
}
}
/* On undo, tag for update so the depsgraph doesn't use stale edit-mode data,
* this is possible when mixing edit-mode and memory-file undo.
*
* By convention, objects are not left in edit-mode - so this isn't often problem in practice,
* since exiting edit-mode will tag the objects too.
*
* However there is no guarantee the active object _never_ changes while in edit-mode.
* Python for example can do this, some callers to #object::base_activate
* don't handle modes either (doing so isn't always practical).
*
* To reproduce the problem where stale data is used, see: #84920. */
LISTBASE_FOREACH (Object *, ob, &bmain->objects) {
if (object::editmode_free_ex(bmain, ob)) {
if (do_undo_system == false) {
DEG_id_tag_update(&ob->id, ID_RECALC_TRANSFORM | ID_RECALC_GEOMETRY);
}
}
}
/* global in meshtools... */
ED_mesh_mirror_spatial_table_end(nullptr);
ED_mesh_mirror_topo_table_end(nullptr);
}
bool ED_editors_flush_edits_for_object_ex(Main *bmain,
Object *ob,
bool for_render,
bool check_needs_flush)
{
using namespace blender::ed;
bool has_edited = false;
if (ob->mode & OB_MODE_SCULPT) {
/* Don't allow flushing while in the middle of a stroke (frees data in use).
* Auto-save prevents this from happening but scripts
* may cause a flush on saving: #53986. */
if (ob->sculpt != nullptr && ob->sculpt->cache == nullptr) {
char *needs_flush_ptr = &ob->sculpt->needs_flush_to_id;
if (check_needs_flush && (*needs_flush_ptr == 0)) {
return false;
}
*needs_flush_ptr = 0;
/* flush multires changes (for sculpt) */
multires_flush_sculpt_updates(ob);
has_edited = true;
if (for_render) {
/* flush changes from dynamic topology sculpt */
BKE_sculptsession_bm_to_me_for_render(ob);
}
else {
/* Set reorder=false so that saving the file doesn't reorder
* the BMesh's elements */
BKE_sculptsession_bm_to_me(ob, false);
}
}
}
else if (ob->mode & OB_MODE_EDIT) {
char *needs_flush_ptr = BKE_object_data_editmode_flush_ptr_get(static_cast<ID *>(ob->data));
if (needs_flush_ptr != nullptr) {
if (check_needs_flush && (*needs_flush_ptr == 0)) {
return false;
}
*needs_flush_ptr = 0;
}
/* get editmode results */
has_edited = true;
object::editmode_load(bmain, ob);
}
return has_edited;
}
bool ED_editors_flush_edits_for_object(Main *bmain, Object *ob)
{
return ED_editors_flush_edits_for_object_ex(bmain, ob, false, false);
}
bool ED_editors_flush_edits_ex(Main *bmain, bool for_render, bool check_needs_flush)
{
bool has_edited = false;
/* loop through all data to find edit mode or object mode, because during
* exiting we might not have a context for edit object and multiple sculpt
* objects can exist at the same time */
LISTBASE_FOREACH (Object *, ob, &bmain->objects) {
has_edited |= ED_editors_flush_edits_for_object_ex(bmain, ob, for_render, check_needs_flush);
}
bmain->is_memfile_undo_flush_needed = false;
return has_edited;
}
bool ED_editors_flush_edits(Main *bmain)
{
return ED_editors_flush_edits_ex(bmain, false, false);
}
/* ***** XXX: functions are using old blender names, cleanup later ***** */
void apply_keyb_grid(
bool shift, bool ctrl, float *val, float fac1, float fac2, float fac3, int invert)
{
/* fac1 is for 'nothing', fac2 for CTRL, fac3 for SHIFT */
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if (invert) {
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ctrl = !ctrl;
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}
if (ctrl && shift) {
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if (fac3 != 0.0f) {
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*val = fac3 * floorf(*val / fac3 + 0.5f);
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}
}
else if (ctrl) {
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if (fac2 != 0.0f) {
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*val = fac2 * floorf(*val / fac2 + 0.5f);
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}
}
else {
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if (fac1 != 0.0f) {
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*val = fac1 * floorf(*val / fac1 + 0.5f);
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}
}
}
void unpack_menu(bContext *C,
const char *opname,
const char *id_name,
const char *abs_name,
const char *folder,
PackedFile *pf)
{
Main *bmain = CTX_data_main(C);
PointerRNA props_ptr;
uiPopupMenu *pup;
uiLayout *layout;
char line[FILE_MAX + 100];
wmOperatorType *ot = WM_operatortype_find(opname, true);
const char *blendfile_path = BKE_main_blendfile_path(bmain);
pup = UI_popup_menu_begin(C, IFACE_("Unpack File"), ICON_NONE);
layout = UI_popup_menu_layout(pup);
uiItemFullO_ptr(layout,
ot,
IFACE_("Remove Pack"),
ICON_NONE,
nullptr,
WM_OP_EXEC_DEFAULT,
UI_ITEM_NONE,
&props_ptr);
RNA_enum_set(&props_ptr, "method", PF_REMOVE);
RNA_string_set(&props_ptr, "id", id_name);
if (blendfile_path[0] != '\0') {
char local_name[FILE_MAXDIR + FILE_MAX], fi[FILE_MAX];
BLI_path_split_file_part(abs_name, fi, sizeof(fi));
BLI_path_join(local_name, sizeof(local_name), "//", folder, fi);
if (!STREQ(abs_name, local_name)) {
switch (BKE_packedfile_compare_to_file(blendfile_path, local_name, pf)) {
case PF_CMP_NOFILE:
SNPRINTF(line, IFACE_("Create %s"), local_name);
uiItemFullO_ptr(
layout, ot, line, ICON_NONE, nullptr, WM_OP_EXEC_DEFAULT, UI_ITEM_NONE, &props_ptr);
RNA_enum_set(&props_ptr, "method", PF_WRITE_LOCAL);
RNA_string_set(&props_ptr, "id", id_name);
break;
case PF_CMP_EQUAL:
SNPRINTF(line, IFACE_("Use %s (identical)"), local_name);
// uiItemEnumO_ptr(layout, ot, line, ICON_NONE, "method", PF_USE_LOCAL);
uiItemFullO_ptr(
layout, ot, line, ICON_NONE, nullptr, WM_OP_EXEC_DEFAULT, UI_ITEM_NONE, &props_ptr);
RNA_enum_set(&props_ptr, "method", PF_USE_LOCAL);
RNA_string_set(&props_ptr, "id", id_name);
break;
case PF_CMP_DIFFERS:
SNPRINTF(line, IFACE_("Use %s (differs)"), local_name);
// uiItemEnumO_ptr(layout, ot, line, ICON_NONE, "method", PF_USE_LOCAL);
uiItemFullO_ptr(
layout, ot, line, ICON_NONE, nullptr, WM_OP_EXEC_DEFAULT, UI_ITEM_NONE, &props_ptr);
RNA_enum_set(&props_ptr, "method", PF_USE_LOCAL);
RNA_string_set(&props_ptr, "id", id_name);
SNPRINTF(line, IFACE_("Overwrite %s"), local_name);
// uiItemEnumO_ptr(layout, ot, line, ICON_NONE, "method", PF_WRITE_LOCAL);
uiItemFullO_ptr(
layout, ot, line, ICON_NONE, nullptr, WM_OP_EXEC_DEFAULT, UI_ITEM_NONE, &props_ptr);
RNA_enum_set(&props_ptr, "method", PF_WRITE_LOCAL);
RNA_string_set(&props_ptr, "id", id_name);
break;
}
}
}
switch (BKE_packedfile_compare_to_file(blendfile_path, abs_name, pf)) {
case PF_CMP_NOFILE:
SNPRINTF(line, IFACE_("Create %s"), abs_name);
// uiItemEnumO_ptr(layout, ot, line, ICON_NONE, "method", PF_WRITE_ORIGINAL);
uiItemFullO_ptr(
layout, ot, line, ICON_NONE, nullptr, WM_OP_EXEC_DEFAULT, UI_ITEM_NONE, &props_ptr);
RNA_enum_set(&props_ptr, "method", PF_WRITE_ORIGINAL);
RNA_string_set(&props_ptr, "id", id_name);
break;
case PF_CMP_EQUAL:
SNPRINTF(line, IFACE_("Use %s (identical)"), abs_name);
// uiItemEnumO_ptr(layout, ot, line, ICON_NONE, "method", PF_USE_ORIGINAL);
uiItemFullO_ptr(
layout, ot, line, ICON_NONE, nullptr, WM_OP_EXEC_DEFAULT, UI_ITEM_NONE, &props_ptr);
RNA_enum_set(&props_ptr, "method", PF_USE_ORIGINAL);
RNA_string_set(&props_ptr, "id", id_name);
break;
case PF_CMP_DIFFERS:
SNPRINTF(line, IFACE_("Use %s (differs)"), abs_name);
// uiItemEnumO_ptr(layout, ot, line, ICON_NONE, "method", PF_USE_ORIGINAL);
uiItemFullO_ptr(
layout, ot, line, ICON_NONE, nullptr, WM_OP_EXEC_DEFAULT, UI_ITEM_NONE, &props_ptr);
RNA_enum_set(&props_ptr, "method", PF_USE_ORIGINAL);
RNA_string_set(&props_ptr, "id", id_name);
SNPRINTF(line, IFACE_("Overwrite %s"), abs_name);
// uiItemEnumO_ptr(layout, ot, line, ICON_NONE, "method", PF_WRITE_ORIGINAL);
uiItemFullO_ptr(
layout, ot, line, ICON_NONE, nullptr, WM_OP_EXEC_DEFAULT, UI_ITEM_NONE, &props_ptr);
RNA_enum_set(&props_ptr, "method", PF_WRITE_ORIGINAL);
RNA_string_set(&props_ptr, "id", id_name);
break;
}
UI_popup_menu_end(C, pup);
}
void ED_spacedata_id_remap(ScrArea *area,
SpaceLink *sl,
const blender::bke::id::IDRemapper &mappings)
Performance: Remap multiple items in UI During sprite fright loading of complex scenes would spend a long time in remapping ID's The remapping process is done on a per ID instance that resulted in a very time consuming process that goes over every possible ID reference to find out if it needs to be updated. If there are N of references to ID blocks and there are M ID blocks that needed to be remapped it would take N*M checks. These checks are scattered around the place and memory. Each reference would only be updated at most once, but most of the time no update is needed at all. Idea: By grouping the changes together will reduce the number of checks resulting in improved performance. This would only require N checks. Additional benefits is improved data locality as data is only loaded once in the L2 cache. It has be implemented for the resyncing process and UI editors. On an Intel(R) Core(TM) i7-6700 CPU @ 3.40GHz 16Gig the resyncing process went from 170 seconds to 145 seconds (during hotspot recording). After this patch has been applied we could add similar approach to references (references between data blocks) and functionality (tagged deletion). In my understanding this could reduce the resyncing process to less than a second. Opening the village production file between 10 and 20 seconds. Flame graphs showing that UI remapping isn't visible anymore (`WM_main_remap_editor_id_reference`) * Master {F12769210 size=full} * This patch {F12769211 size=full} Reviewed By: mont29 Maniphest Tasks: T94185 Differential Revision: https://developer.blender.org/D13615
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{
SpaceType *st = BKE_spacetype_from_id(sl->spacetype);
if (st && st->id_remap) {
st->id_remap(area, sl, mappings);
}
}
void ED_spacedata_id_remap_single(ScrArea *area, SpaceLink *sl, ID *old_id, ID *new_id)
{
ID-Remap - Step one: core work (cleanup and rework of generic ID datablock handling). This commit changes a lot of how IDs are handled internally, especially the unlinking/freeing processes. So far, this was very fuzy, to summarize cleanly deleting or replacing a datablock was pretty much impossible, except for a few special cases. Also, unlinking was handled by each datatype, in a rather messy and prone-to-errors way (quite a few ID usages were missed or wrongly handled that way). One of the main goal of id-remap branch was to cleanup this, and fatorize ID links handling by using library_query utils to allow generic handling of those, which is now the case (now, generic ID links handling is only "knwon" from readfile.c and library_query.c). This commit also adds backends to allow live replacement and deletion of datablocks in Blender (so-called 'remapping' process, where we replace all usages of a given ID pointer by a new one, or NULL one in case of unlinking). This will allow nice new features, like ability to easily reload or relocate libraries, real immediate deletion of datablocks in blender, replacement of one datablock by another, etc. Some of those are for next commits. A word of warning: this commit is highly risky, because it affects potentially a lot in Blender core. Though it was tested rather deeply, being totally impossible to check all possible ID usage cases, it's likely there are some remaining issues and bugs in new code... Please report them! ;) Review task: D2027 (https://developer.blender.org/D2027). Reviewed by campbellbarton, thanks a bunch.
2016-06-22 17:29:38 +02:00
SpaceType *st = BKE_spacetype_from_id(sl->spacetype);
ID-Remap - Step one: core work (cleanup and rework of generic ID datablock handling). This commit changes a lot of how IDs are handled internally, especially the unlinking/freeing processes. So far, this was very fuzy, to summarize cleanly deleting or replacing a datablock was pretty much impossible, except for a few special cases. Also, unlinking was handled by each datatype, in a rather messy and prone-to-errors way (quite a few ID usages were missed or wrongly handled that way). One of the main goal of id-remap branch was to cleanup this, and fatorize ID links handling by using library_query utils to allow generic handling of those, which is now the case (now, generic ID links handling is only "knwon" from readfile.c and library_query.c). This commit also adds backends to allow live replacement and deletion of datablocks in Blender (so-called 'remapping' process, where we replace all usages of a given ID pointer by a new one, or NULL one in case of unlinking). This will allow nice new features, like ability to easily reload or relocate libraries, real immediate deletion of datablocks in blender, replacement of one datablock by another, etc. Some of those are for next commits. A word of warning: this commit is highly risky, because it affects potentially a lot in Blender core. Though it was tested rather deeply, being totally impossible to check all possible ID usage cases, it's likely there are some remaining issues and bugs in new code... Please report them! ;) Review task: D2027 (https://developer.blender.org/D2027). Reviewed by campbellbarton, thanks a bunch.
2016-06-22 17:29:38 +02:00
if (st && st->id_remap) {
blender::bke::id::IDRemapper mappings;
mappings.add(old_id, new_id);
Performance: Remap multiple items in UI During sprite fright loading of complex scenes would spend a long time in remapping ID's The remapping process is done on a per ID instance that resulted in a very time consuming process that goes over every possible ID reference to find out if it needs to be updated. If there are N of references to ID blocks and there are M ID blocks that needed to be remapped it would take N*M checks. These checks are scattered around the place and memory. Each reference would only be updated at most once, but most of the time no update is needed at all. Idea: By grouping the changes together will reduce the number of checks resulting in improved performance. This would only require N checks. Additional benefits is improved data locality as data is only loaded once in the L2 cache. It has be implemented for the resyncing process and UI editors. On an Intel(R) Core(TM) i7-6700 CPU @ 3.40GHz 16Gig the resyncing process went from 170 seconds to 145 seconds (during hotspot recording). After this patch has been applied we could add similar approach to references (references between data blocks) and functionality (tagged deletion). In my understanding this could reduce the resyncing process to less than a second. Opening the village production file between 10 and 20 seconds. Flame graphs showing that UI remapping isn't visible anymore (`WM_main_remap_editor_id_reference`) * Master {F12769210 size=full} * This patch {F12769211 size=full} Reviewed By: mont29 Maniphest Tasks: T94185 Differential Revision: https://developer.blender.org/D13615
2022-01-25 14:51:35 +01:00
st->id_remap(area, sl, mappings);
}
}