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test/source/blender/depsgraph/intern/node/deg_node_operation.cc

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/* SPDX-FileCopyrightText: 2013 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup depsgraph
*/
#include "intern/node/deg_node_operation.hh"
#include "MEM_guardedalloc.h"
#include "BLI_utildefines.h"
#include "intern/depsgraph.hh"
#include "intern/node/deg_node_component.hh"
#include "intern/node/deg_node_factory.hh"
#include "intern/node/deg_node_id.hh"
namespace blender::deg {
const char *operationCodeAsString(OperationCode opcode)
{
switch (opcode) {
/* Generic Operations. */
case OperationCode::OPERATION:
return "OPERATION";
case OperationCode::ID_PROPERTY:
return "ID_PROPERTY";
case OperationCode::PARAMETERS_ENTRY:
return "PARAMETERS_ENTRY";
case OperationCode::PARAMETERS_EVAL:
return "PARAMETERS_EVAL";
case OperationCode::PARAMETERS_EXIT:
return "PARAMETERS_EXIT";
case OperationCode::VISIBILITY:
return "VISIBILITY";
/* Hierarchy. */
case OperationCode::HIERARCHY:
return "HIERARCHY";
/* Animation, Drivers, etc. */
case OperationCode::ANIMATION_ENTRY:
return "ANIMATION_ENTRY";
case OperationCode::ANIMATION_EVAL:
return "ANIMATION_EVAL";
case OperationCode::ANIMATION_EXIT:
return "ANIMATION_EXIT";
case OperationCode::DRIVER:
return "DRIVER";
/* Scene related. */
case OperationCode::SCENE_EVAL:
return "SCENE_EVAL";
case OperationCode::AUDIO_ENTRY:
return "AUDIO_ENTRY";
case OperationCode::AUDIO_VOLUME:
return "AUDIO_VOLUME";
/* Object related. */
case OperationCode::OBJECT_FROM_LAYER_ENTRY:
return "OBJECT_FROM_LAYER_ENTRY";
case OperationCode::OBJECT_BASE_FLAGS:
return "OBJECT_BASE_FLAGS";
case OperationCode::OBJECT_FROM_LAYER_EXIT:
return "OBJECT_FROM_LAYER_EXIT";
case OperationCode::DIMENSIONS:
return "DIMENSIONS";
/* Transform. */
case OperationCode::TRANSFORM_INIT:
return "TRANSFORM_INIT";
case OperationCode::TRANSFORM_LOCAL:
return "TRANSFORM_LOCAL";
case OperationCode::TRANSFORM_PARENT:
return "TRANSFORM_PARENT";
case OperationCode::TRANSFORM_CONSTRAINTS:
return "TRANSFORM_CONSTRAINTS";
case OperationCode::TRANSFORM_FINAL:
return "TRANSFORM_FINAL";
case OperationCode::TRANSFORM_EVAL:
return "TRANSFORM_EVAL";
case OperationCode::TRANSFORM_SIMULATION_INIT:
return "TRANSFORM_SIMULATION_INIT";
/* Rigid body. */
case OperationCode::RIGIDBODY_REBUILD:
return "RIGIDBODY_REBUILD";
case OperationCode::RIGIDBODY_SIM:
return "RIGIDBODY_SIM";
case OperationCode::RIGIDBODY_TRANSFORM_COPY:
return "RIGIDBODY_TRANSFORM_COPY";
/* Geometry. */
case OperationCode::GEOMETRY_EVAL_INIT:
return "GEOMETRY_EVAL_INIT";
case OperationCode::MODIFIER:
return "MODIFIER";
case OperationCode::GEOMETRY_EVAL:
return "GEOMETRY_EVAL";
case OperationCode::GEOMETRY_EVAL_DONE:
return "GEOMETRY_EVAL_DONE";
case OperationCode::GEOMETRY_SHAPEKEY:
return "GEOMETRY_SHAPEKEY";
/* Object data. */
case OperationCode::LIGHT_PROBE_EVAL:
return "LIGHT_PROBE_EVAL";
case OperationCode::SPEAKER_EVAL:
return "SPEAKER_EVAL";
case OperationCode::SOUND_EVAL:
return "SOUND_EVAL";
case OperationCode::ARMATURE_EVAL:
return "ARMATURE_EVAL";
/* Pose. */
case OperationCode::POSE_INIT:
return "POSE_INIT";
case OperationCode::POSE_INIT_IK:
return "POSE_INIT_IK";
case OperationCode::POSE_CLEANUP:
return "POSE_CLEANUP";
case OperationCode::POSE_DONE:
return "POSE_DONE";
case OperationCode::POSE_IK_SOLVER:
return "POSE_IK_SOLVER";
case OperationCode::POSE_SPLINE_IK_SOLVER:
return "POSE_SPLINE_IK_SOLVER";
/* Bone. */
case OperationCode::BONE_LOCAL:
return "BONE_LOCAL";
case OperationCode::BONE_POSE_PARENT:
return "BONE_POSE_PARENT";
case OperationCode::BONE_CONSTRAINTS:
return "BONE_CONSTRAINTS";
case OperationCode::BONE_READY:
return "BONE_READY";
case OperationCode::BONE_DONE:
return "BONE_DONE";
case OperationCode::BONE_SEGMENTS:
return "BONE_SEGMENTS";
/* Particle System. */
case OperationCode::PARTICLE_SYSTEM_INIT:
return "PARTICLE_SYSTEM_INIT";
case OperationCode::PARTICLE_SYSTEM_EVAL:
return "PARTICLE_SYSTEM_EVAL";
case OperationCode::PARTICLE_SYSTEM_DONE:
return "PARTICLE_SYSTEM_DONE";
/* Particles Settings. */
case OperationCode::PARTICLE_SETTINGS_INIT:
return "PARTICLE_SETTINGS_INIT";
case OperationCode::PARTICLE_SETTINGS_EVAL:
return "PARTICLE_SETTINGS_EVAL";
case OperationCode::PARTICLE_SETTINGS_RESET:
return "PARTICLE_SETTINGS_RESET";
/* Point Cache. */
case OperationCode::POINT_CACHE_RESET:
return "POINT_CACHE_RESET";
/* File cache. */
case OperationCode::FILE_CACHE_UPDATE:
return "FILE_CACHE_UPDATE";
/* Batch cache. */
case OperationCode::GEOMETRY_SELECT_UPDATE:
return "GEOMETRY_SELECT_UPDATE";
/* Masks. */
case OperationCode::MASK_ANIMATION:
return "MASK_ANIMATION";
case OperationCode::MASK_EVAL:
return "MASK_EVAL";
/* Collections. */
case OperationCode::VIEW_LAYER_EVAL:
return "VIEW_LAYER_EVAL";
/* Copy on write. */
case OperationCode::COPY_ON_WRITE:
return "COPY_ON_WRITE";
/* Shading. */
case OperationCode::SHADING:
return "SHADING";
case OperationCode::MATERIAL_UPDATE:
return "MATERIAL_UPDATE";
case OperationCode::LIGHT_UPDATE:
return "LIGHT_UPDATE";
case OperationCode::WORLD_UPDATE:
return "WORLD_UPDATE";
/* Light linking. */
case OperationCode::LIGHT_LINKING_UPDATE:
return "LIGHT_LINKING_UPDATE";
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
/* Node Tree. */
case OperationCode::NTREE_OUTPUT:
return "NTREE_OUTPUT";
case OperationCode::NTREE_GEOMETRY_PREPROCESS:
return "NTREE_GEOMETRY_PREPROCESS";
/* Movie clip. */
case OperationCode::MOVIECLIP_EVAL:
return "MOVIECLIP_EVAL";
/* Image. */
case OperationCode::IMAGE_ANIMATION:
return "IMAGE_ANIMATION";
/* Synchronization. */
case OperationCode::SYNCHRONIZE_TO_ORIGINAL:
return "SYNCHRONIZE_TO_ORIGINAL";
/* Generic datablock. */
case OperationCode::GENERIC_DATABLOCK_UPDATE:
return "GENERIC_DATABLOCK_UPDATE";
/* Sequencer. */
case OperationCode::SEQUENCES_EVAL:
return "SEQUENCES_EVAL";
/* instancing/duplication. */
case OperationCode::DUPLI:
return "DUPLI";
}
BLI_assert_msg(0, "Unhandled operation code, should never happen.");
return "UNKNOWN";
}
OperationNode::OperationNode() : name_tag(-1), flag(0) {}
string OperationNode::identifier() const
{
return string(operationCodeAsString(opcode)) + "(" + name + ")";
}
string OperationNode::full_identifier() const
{
string owner_str = owner->owner->name;
if (owner->type == NodeType::BONE || !owner->name.empty()) {
owner_str += "/" + owner->name;
}
return owner_str + "/" + identifier();
}
void OperationNode::tag_update(Depsgraph *graph, eUpdateSource source)
{
/* Ensure that there is an entry tag for this update.
*
* Note that the node might already be tagged for an update due invisible state of the node
* during previous dependency evaluation. Here the node gets re-tagged, so we need to give
* the evaluated clues that evaluation needs to happen again. */
graph->add_entry_tag(this);
2022-08-11 09:44:33 +10:00
/* Enforce dynamic visibility code-path update.
* This ensures visibility flags are consistently propagated throughout the dependency graph when
* there is no animated visibility in the graph.
*
* For example this ensures that graph is updated properly when manually toggling non-animated
* modifier visibility. */
if (opcode == OperationCode::VISIBILITY) {
graph->need_update_nodes_visibility = true;
}
/* Tag for update, but also note that this was the source of an update. */
flag |= (DEPSOP_FLAG_NEEDS_UPDATE | DEPSOP_FLAG_DIRECTLY_MODIFIED);
switch (source) {
case DEG_UPDATE_SOURCE_TIME:
case DEG_UPDATE_SOURCE_RELATIONS:
case DEG_UPDATE_SOURCE_VISIBILITY:
/* Currently nothing. */
break;
case DEG_UPDATE_SOURCE_USER_EDIT:
flag |= DEPSOP_FLAG_USER_MODIFIED;
break;
}
}
void OperationNode::set_as_entry()
{
BLI_assert(owner != nullptr);
owner->set_entry_operation(this);
}
void OperationNode::set_as_exit()
{
BLI_assert(owner != nullptr);
owner->set_exit_operation(this);
}
DEG_DEPSNODE_DEFINE(OperationNode, NodeType::OPERATION, "Operation");
static DepsNodeFactoryImpl<OperationNode> DNTI_OPERATION;
void deg_register_operation_depsnodes()
{
register_node_typeinfo(&DNTI_OPERATION);
}
} // namespace blender::deg