Files
test/source/blender/blenkernel/intern/lib_id_delete.c

Ignoring revisions in .git-blame-ignore-revs. Click here to bypass and see the normal blame view.

391 lines
12 KiB
C
Raw Normal View History

/* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup bke
*
* Contains management of ID's for freeing & deletion.
*/
#include "CLG_log.h"
#include "MEM_guardedalloc.h"
/* all types are needed here, in order to do memory operations */
2020-04-21 14:56:02 +02:00
#include "DNA_ID.h"
#include "DNA_key_types.h"
#include "BLI_utildefines.h"
#include "BLI_listbase.h"
#include "BKE_anim_data.h"
#include "BKE_asset.h"
#include "BKE_idprop.h"
#include "BKE_idtype.h"
#include "BKE_key.h"
#include "BKE_lib_id.h"
#include "BKE_lib_override.h"
#include "BKE_lib_remap.h"
#include "BKE_library.h"
#include "BKE_main.h"
#include "lib_intern.h"
#include "DEG_depsgraph.h"
#ifdef WITH_PYTHON
# include "BPY_extern.h"
#endif
static CLG_LogRef LOG = {.identifier = "bke.lib_id_delete"};
void BKE_libblock_free_data(ID *id, const bool do_id_user)
{
if (id->properties) {
IDP_FreePropertyContent_ex(id->properties, do_id_user);
MEM_freeN(id->properties);
id->properties = NULL;
}
if (id->override_library) {
BKE_lib_override_library_free(&id->override_library, do_id_user);
id->override_library = NULL;
}
if (id->asset_data) {
BKE_asset_metadata_free(&id->asset_data);
}
if (id->library_weak_reference != NULL) {
MEM_freeN(id->library_weak_reference);
}
BKE_animdata_free(id, do_id_user);
}
void BKE_libblock_free_datablock(ID *id, const int UNUSED(flag))
{
const IDTypeInfo *idtype_info = BKE_idtype_get_info_from_id(id);
if (idtype_info != NULL) {
if (idtype_info->free_data != NULL) {
idtype_info->free_data(id);
}
return;
}
BLI_assert_msg(0, "IDType Missing IDTypeInfo");
}
void BKE_id_free_ex(Main *bmain, void *idv, int flag, const bool use_flag_from_idtag)
{
ID *id = idv;
if (use_flag_from_idtag) {
if ((id->tag & LIB_TAG_NO_MAIN) != 0) {
flag |= LIB_ID_FREE_NO_MAIN | LIB_ID_FREE_NO_UI_USER | LIB_ID_FREE_NO_DEG_TAG;
}
else {
flag &= ~LIB_ID_FREE_NO_MAIN;
}
if ((id->tag & LIB_TAG_NO_USER_REFCOUNT) != 0) {
flag |= LIB_ID_FREE_NO_USER_REFCOUNT;
}
else {
flag &= ~LIB_ID_FREE_NO_USER_REFCOUNT;
}
if ((id->tag & LIB_TAG_NOT_ALLOCATED) != 0) {
flag |= LIB_ID_FREE_NOT_ALLOCATED;
}
else {
flag &= ~LIB_ID_FREE_NOT_ALLOCATED;
}
}
BLI_assert((flag & LIB_ID_FREE_NO_MAIN) != 0 || bmain != NULL);
BLI_assert((flag & LIB_ID_FREE_NO_MAIN) != 0 || (flag & LIB_ID_FREE_NOT_ALLOCATED) == 0);
BLI_assert((flag & LIB_ID_FREE_NO_MAIN) != 0 || (flag & LIB_ID_FREE_NO_USER_REFCOUNT) == 0);
const short type = GS(id->name);
if (bmain && (flag & LIB_ID_FREE_NO_DEG_TAG) == 0) {
BLI_assert(bmain->is_locked_for_linking == false);
DEG_id_type_tag(bmain, type);
}
BKE_libblock_free_data_py(id);
Key *key = ((flag & LIB_ID_FREE_NO_MAIN) == 0) ? BKE_key_from_id(id) : NULL;
if ((flag & LIB_ID_FREE_NO_USER_REFCOUNT) == 0) {
BKE_libblock_relink_ex(bmain, id, NULL, NULL, ID_REMAP_SKIP_USER_CLEAR);
}
if ((flag & LIB_ID_FREE_NO_MAIN) == 0 && key != NULL) {
BKE_id_free_ex(bmain, &key->id, flag, use_flag_from_idtag);
}
BKE_libblock_free_datablock(id, flag);
/* avoid notifying on removed data */
if ((flag & LIB_ID_FREE_NO_MAIN) == 0) {
BKE_main_lock(bmain);
}
if ((flag & LIB_ID_FREE_NO_UI_USER) == 0) {
if (free_notifier_reference_cb) {
free_notifier_reference_cb(id);
}
if (remap_editor_id_reference_cb) {
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
struct IDRemapper *remapper = BKE_id_remapper_create();
BKE_id_remapper_add(remapper, id, NULL);
remap_editor_id_reference_cb(remapper);
BKE_id_remapper_free(remapper);
}
}
if ((flag & LIB_ID_FREE_NO_MAIN) == 0) {
ListBase *lb = which_libbase(bmain, type);
BLI_remlink(lb, id);
}
BKE_libblock_free_data(id, (flag & LIB_ID_FREE_NO_USER_REFCOUNT) == 0);
if ((flag & LIB_ID_FREE_NO_MAIN) == 0) {
BKE_main_unlock(bmain);
}
if ((flag & LIB_ID_FREE_NOT_ALLOCATED) == 0) {
MEM_freeN(id);
}
}
void BKE_id_free(Main *bmain, void *idv)
{
BKE_id_free_ex(bmain, idv, 0, true);
}
void BKE_id_free_us(Main *bmain, void *idv) /* test users */
{
ID *id = idv;
id_us_min(id);
/* XXX This is a temp (2.77) hack so that we keep same behavior as in 2.76 regarding collections
* when deleting an object. Since only 'user_one' usage of objects is collections,
* and only 'real user' usage of objects is scenes, removing that 'user_one' tag when there
* is no more real (scene) users of an object ensures it gets fully unlinked.
* But only for local objects, not linked ones!
* Otherwise, there is no real way to get rid of an object anymore -
* better handling of this is TODO.
*/
if ((GS(id->name) == ID_OB) && (id->us == 1) && !ID_IS_LINKED(id)) {
id_us_clear_real(id);
}
if (id->us == 0) {
BKE_libblock_unlink(bmain, id, false, false);
BKE_id_free(bmain, id);
}
}
static size_t id_delete(Main *bmain, const bool do_tagged_deletion)
{
const int tag = LIB_TAG_DOIT;
ListBase *lbarray[INDEX_ID_MAX];
Link dummy_link = {0};
int base_count, i;
/* Used by batch tagged deletion, when we call BKE_id_free then, id is no more in Main database,
* and has already properly unlinked its other IDs usages.
* UI users are always cleared in BKE_libblock_remap_locked() call, so we can always skip it. */
const int free_flag = LIB_ID_FREE_NO_UI_USER |
(do_tagged_deletion ? LIB_ID_FREE_NO_MAIN | LIB_ID_FREE_NO_USER_REFCOUNT :
0);
ListBase tagged_deleted_ids = {NULL};
base_count = set_listbasepointers(bmain, lbarray);
BKE_main_lock(bmain);
if (do_tagged_deletion) {
/* Main idea of batch deletion is to remove all IDs to be deleted from Main database.
* This means that we won't have to loop over all deleted IDs to remove usages
* of other deleted IDs.
* This gives tremendous speed-up when deleting a large amount of IDs from a Main
* containing thousands of those.
* This also means that we have to be very careful here, as we by-pass many 'common'
* processing, hence risking to 'corrupt' at least user counts, if not IDs themselves. */
bool keep_looping = true;
while (keep_looping) {
ID *id, *id_next;
ID *last_remapped_id = tagged_deleted_ids.last;
keep_looping = false;
/* First tag and remove from Main all datablocks directly from target lib.
* Note that we go forward here, since we want to check dependencies before users
* (e.g. meshes before objects). Avoids to have to loop twice. */
for (i = 0; i < base_count; i++) {
ListBase *lb = lbarray[i];
for (id = lb->first; id; id = id_next) {
id_next = id->next;
/* NOTE: in case we delete a library, we also delete all its datablocks! */
if ((id->tag & tag) || (ID_IS_LINKED(id) && (id->lib->id.tag & tag))) {
BLI_remlink(lb, id);
BLI_addtail(&tagged_deleted_ids, id);
/* Do not tag as no_main now, we want to unlink it first (lower-level ID management
2020-10-01 18:38:31 +02:00
* code has some specific handling of 'no main' IDs that would be a problem in that
* case). */
id->tag |= tag;
keep_looping = true;
}
}
}
if (last_remapped_id == NULL) {
dummy_link.next = tagged_deleted_ids.first;
last_remapped_id = (ID *)(&dummy_link);
}
for (id = last_remapped_id->next; id; id = id->next) {
/* Will tag 'never NULL' users of this ID too.
*
* NOTE: #BKE_libblock_unlink() cannot be used here, since it would ignore indirect
* links, this can lead to nasty crashing here in second, actual deleting loop.
* Also, this will also flag users of deleted data that cannot be unlinked
* (object using deleted obdata, etc.), so that they also get deleted. */
BKE_libblock_remap_locked(bmain,
id,
NULL,
(ID_REMAP_FLAG_NEVER_NULL_USAGE |
ID_REMAP_FORCE_NEVER_NULL_USAGE |
ID_REMAP_FORCE_INTERNAL_RUNTIME_POINTERS));
/* Since we removed ID from Main,
* we also need to unlink its own other IDs usages ourself. */
BKE_libblock_relink_ex(
bmain,
id,
NULL,
NULL,
(ID_REMAP_FORCE_INTERNAL_RUNTIME_POINTERS | ID_REMAP_SKIP_USER_CLEAR));
}
}
/* Now we can safely mark that ID as not being in Main database anymore. */
/* NOTE: This needs to be done in a separate loop than above, otherwise some usercounts of
* deleted IDs may not be properly decreased by the remappings (since `NO_MAIN` ID usercounts
* is never affected). */
for (ID *id = tagged_deleted_ids.first; id; id = id->next) {
id->tag |= LIB_TAG_NO_MAIN;
}
}
else {
/* First tag all datablocks directly from target lib.
* Note that we go forward here, since we want to check dependencies before users
* (e.g. meshes before objects).
* Avoids to have to loop twice. */
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
struct IDRemapper *remapper = BKE_id_remapper_create();
for (i = 0; i < base_count; i++) {
ListBase *lb = lbarray[i];
ID *id, *id_next;
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
BKE_id_remapper_clear(remapper);
for (id = lb->first; id; id = id_next) {
id_next = id->next;
/* NOTE: in case we delete a library, we also delete all its datablocks! */
if ((id->tag & tag) || (ID_IS_LINKED(id) && (id->lib->id.tag & tag))) {
id->tag |= tag;
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
BKE_id_remapper_add(remapper, id, NULL);
}
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
}
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
if (BKE_id_remapper_is_empty(remapper)) {
continue;
}
/* Will tag 'never NULL' users of this ID too.
*
* NOTE: #BKE_libblock_unlink() cannot be used here, since it would ignore indirect
* links, this can lead to nasty crashing here in second, actual deleting loop.
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
* Also, this will also flag users of deleted data that cannot be unlinked
* (object using deleted obdata, etc.), so that they also get deleted. */
BKE_libblock_remap_multiple_locked(bmain,
remapper,
(ID_REMAP_FLAG_NEVER_NULL_USAGE |
ID_REMAP_FORCE_NEVER_NULL_USAGE |
ID_REMAP_FORCE_INTERNAL_RUNTIME_POINTERS));
}
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
BKE_id_remapper_free(remapper);
}
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
BKE_main_unlock(bmain);
/* In usual reversed order, such that all usage of a given ID, even 'never NULL' ones,
* have been already cleared when we reach it
* (e.g. Objects being processed before meshes, they'll have already released their 'reference'
* over meshes when we come to freeing obdata). */
size_t num_datablocks_deleted = 0;
for (i = do_tagged_deletion ? 1 : base_count; i--;) {
ListBase *lb = lbarray[i];
ID *id, *id_next;
for (id = do_tagged_deletion ? tagged_deleted_ids.first : lb->first; id; id = id_next) {
id_next = id->next;
if (id->tag & tag) {
if (((id->tag & LIB_TAG_EXTRAUSER_SET) == 0 && ID_REAL_USERS(id) != 0) ||
((id->tag & LIB_TAG_EXTRAUSER_SET) != 0 && ID_REAL_USERS(id) != 1)) {
CLOG_ERROR(&LOG,
"Deleting %s which still has %d users (including %d 'extra' shallow users)\n",
id->name,
ID_REAL_USERS(id),
(id->tag & LIB_TAG_EXTRAUSER_SET) != 0 ? 1 : 0);
}
BKE_id_free_ex(bmain, id, free_flag, !do_tagged_deletion);
++num_datablocks_deleted;
}
}
}
bmain->is_memfile_undo_written = false;
return num_datablocks_deleted;
}
void BKE_id_delete(Main *bmain, void *idv)
{
BLI_assert_msg((((ID *)idv)->tag & LIB_TAG_NO_MAIN) == 0,
"Cannot be used with IDs outside of Main");
BKE_main_id_tag_all(bmain, LIB_TAG_DOIT, false);
((ID *)idv)->tag |= LIB_TAG_DOIT;
id_delete(bmain, false);
}
size_t BKE_id_multi_tagged_delete(Main *bmain)
{
return id_delete(bmain, true);
}
/* -------------------------------------------------------------------- */
/** \name Python Data Handling
* \{ */
void BKE_libblock_free_data_py(ID *id)
{
#ifdef WITH_PYTHON
# ifdef WITH_PYTHON_SAFETY
BPY_id_release(id);
# endif
if (id->py_instance) {
BPY_DECREF_RNA_INVALIDATE(id->py_instance);
}
#else
UNUSED_VARS(id);
#endif
}
/** \} */