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test/source/blender/blenloader/intern/versioning_common.h

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/* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup blenloader
*/
#pragma once
struct ARegion;
struct ListBase;
struct Main;
struct bNodeTree;
#ifdef __cplusplus
extern "C" {
#endif
struct ARegion *do_versions_add_region_if_not_found(struct ListBase *regionbase,
int region_type,
const char *name,
int link_after_region_type);
/**
* Rename if the ID doesn't exist.
*
* \return the ID (if found).
*/
ID *do_versions_rename_id(Main *bmain, short id_type, const char *name_src, const char *name_dst);
void version_node_socket_name(struct bNodeTree *ntree,
int node_type,
const char *old_name,
const char *new_name);
void version_node_input_socket_name(struct bNodeTree *ntree,
int node_type,
const char *old_name,
const char *new_name);
void version_node_output_socket_name(struct bNodeTree *ntree,
int node_type,
const char *old_name,
const char *new_name);
/**
* Adjust animation data for newly added node sockets.
*
* Node sockets are addressed by their index (in their RNA path, and thus FCurves/drivers), and
* thus when a new node is added in the middle of the list, existing animation data needs to be
* adjusted.
*
* Since this is about animation data, it only concerns input sockets.
*
* \param node_tree_type: Node tree type that has these nodes, for example #NTREE_SHADER.
* \param node_type: Node type to adjust, for example #SH_NODE_BSDF_PRINCIPLED.
* \param socket_index_orig: The original index of the moved socket; when socket 4 moved to 6,
* pass 4 here.
* \param socket_index_offset: The offset of the nodes, so when socket 4 moved to 6,
* pass 2 here.
* \param total_number_of_sockets: The total number of sockets in the node.
*/
void version_node_socket_index_animdata(
Main *bmain,
int node_tree_type, /* NTREE_....., e.g. NTREE_SHADER */
int node_type, /* SH_NODE_..., e.g. SH_NODE_BSDF_PRINCIPLED */
2021-11-02 16:02:13 +11:00
int socket_index_orig,
int socket_index_offset,
int total_number_of_sockets);
/**
* Replace the ID name of all nodes in the tree with the given type with the new name.
*/
void version_node_id(struct bNodeTree *ntree, int node_type, const char *new_name);
/**
* Convert `SocketName.001` unique name format to `SocketName_001`. Previously both were used.
*/
void version_node_socket_id_delim(bNodeSocket *socket);
struct bNodeSocket *version_node_add_socket_if_not_exist(struct bNodeTree *ntree,
struct bNode *node,
eNodeSocketInOut in_out,
int type,
int subtype,
const char *identifier,
const char *name);
/**
* The versioning code generally expects `SOCK_IN_USE` to be set correctly. This function updates
* the flag on all sockets after changes to the node tree.
*/
Nodes: refactor node tree update handling Goals of this refactor: * More unified approach to updating everything that needs to be updated after a change in a node tree. * The updates should happen in the correct order and quadratic or worse algorithms should be avoided. * Improve detection of changes to the output to avoid tagging the depsgraph when it's not necessary. * Move towards a more declarative style of defining nodes by having a more centralized update procedure. The refactor consists of two main parts: * Node tree tagging and update refactor. * Generally, when changes are done to a node tree, it is tagged dirty until a global update function is called that updates everything in the correct order. * The tagging is more fine-grained compared to before, to allow for more precise depsgraph update tagging. * Depsgraph changes. * The shading specific depsgraph node for node trees as been removed. * Instead, there is a new `NTREE_OUTPUT` depsgrap node, which is only tagged when the output of the node tree changed (e.g. the Group Output or Material Output node). * The copy-on-write relation from node trees to the data block they are embedded in is now non-flushing. This avoids e.g. triggering a material update after the shader node tree changed in unrelated ways. Instead the material has a flushing relation to the new `NTREE_OUTPUT` node now. * The depsgraph no longer reports data block changes through to cycles through `Depsgraph.updates` when only the node tree changed in ways that do not affect the output. Avoiding unnecessary updates seems to work well for geometry nodes and cycles. The situation is a bit worse when there are drivers on the node tree, but that could potentially be improved separately in the future. Avoiding updates in eevee and the compositor is more tricky, but also less urgent. * Eevee updates are triggered by calling `DRW_notify_view_update` in `ED_render_view3d_update` indirectly from `DEG_editors_update`. * Compositor updates are triggered by `ED_node_composite_job` in `node_area_refresh`. This is triggered by calling `ED_area_tag_refresh` in `node_area_listener`. Removing updates always has the risk of breaking some dependency that no one was aware of. It's not unlikely that this will happen here as well. Adding back missing updates should be quite a bit easier than getting rid of unnecessary updates though. Differential Revision: https://developer.blender.org/D13246
2021-12-21 15:18:56 +01:00
void version_socket_update_is_used(bNodeTree *ntree);
ARegion *do_versions_add_region(int regiontype, const char *name);
Nodes: refactor node tree update handling Goals of this refactor: * More unified approach to updating everything that needs to be updated after a change in a node tree. * The updates should happen in the correct order and quadratic or worse algorithms should be avoided. * Improve detection of changes to the output to avoid tagging the depsgraph when it's not necessary. * Move towards a more declarative style of defining nodes by having a more centralized update procedure. The refactor consists of two main parts: * Node tree tagging and update refactor. * Generally, when changes are done to a node tree, it is tagged dirty until a global update function is called that updates everything in the correct order. * The tagging is more fine-grained compared to before, to allow for more precise depsgraph update tagging. * Depsgraph changes. * The shading specific depsgraph node for node trees as been removed. * Instead, there is a new `NTREE_OUTPUT` depsgrap node, which is only tagged when the output of the node tree changed (e.g. the Group Output or Material Output node). * The copy-on-write relation from node trees to the data block they are embedded in is now non-flushing. This avoids e.g. triggering a material update after the shader node tree changed in unrelated ways. Instead the material has a flushing relation to the new `NTREE_OUTPUT` node now. * The depsgraph no longer reports data block changes through to cycles through `Depsgraph.updates` when only the node tree changed in ways that do not affect the output. Avoiding unnecessary updates seems to work well for geometry nodes and cycles. The situation is a bit worse when there are drivers on the node tree, but that could potentially be improved separately in the future. Avoiding updates in eevee and the compositor is more tricky, but also less urgent. * Eevee updates are triggered by calling `DRW_notify_view_update` in `ED_render_view3d_update` indirectly from `DEG_editors_update`. * Compositor updates are triggered by `ED_node_composite_job` in `node_area_refresh`. This is triggered by calling `ED_area_tag_refresh` in `node_area_listener`. Removing updates always has the risk of breaking some dependency that no one was aware of. It's not unlikely that this will happen here as well. Adding back missing updates should be quite a bit easier than getting rid of unnecessary updates though. Differential Revision: https://developer.blender.org/D13246
2021-12-21 15:18:56 +01:00
#ifdef __cplusplus
}
#endif