Commit Graph

2264 Commits

Author SHA1 Message Date
Hans Goudey
ba94dbc9c2 Cleanup: Remove unused grease pencil legacy "orig" pointers
Unused for annotations. See #123468.

Pull Request: https://projects.blender.org/blender/blender/pulls/129979
2024-11-07 17:54:15 +01:00
Hans Goudey
5ed65e6608 Cleanup: Remove unused grease pencil V2 update cache, DLRB tree
See #123468.

Pull Request: https://projects.blender.org/blender/blender/pulls/129729
2024-11-02 22:18:10 +01:00
Campbell Barton
15c207a294 Merge branch 'blender-v4.3-release' 2024-11-02 17:34:00 +11:00
Campbell Barton
4df285ccd5 Cleanup: move function comments into headers or implementation notes
For C/C++ doc-strings should be located in headers,
move function comments into the headers, in some cases merging
with existing doc-strings, in other cases, moving implementation
notes into the function body.
2024-11-02 17:27:09 +11:00
Sergey Sharybin
06c0bd6699 Merge branch 'blender-v4.3-release' 2024-10-16 16:29:24 +02:00
YimingWu
9cb4d3bbff Fix #128887: LineArt: Prevent iterating over not evaluated objects
Line art uses `DEG_OBJECT_ITER_BEGIN` to load all objects that has a
geometry in the scene, which is kind of a hack since the beginning. This
left potential problem where the iterator could go through some objects
that line art didn't have a dependency on (e.g. other grease pencil
objects):

- Since those "other" objects often evaluates fast enough, so
line art always end up having valid data from everywhere after lengthy
mesh evaluation prior to itself, so this problem was not prominent.
- However, in rare cases, there are other objects that takes a lot of
time to evaluate, this causes line art to potentially iterate to objects
that are still invalid.

This fix will build a `Vector<Object *>` during `update_depsgraph`, and
use such list inside `DEGObjectIterSettings` to filter out objects that
the modifier isn't dependent on, thus remove the possibility of reading
objects that hasn't been evaluated.

Since Line art will not add grease pencil objects as potential geometry
inputs, all mesh/curve types of geometries generated by geometry nodes
modifier directly inside other grease pencil objects won't be loaded.
This can be mitigated by having a third mesh object that reads the
result from the grease pencil object that generates geometries, then
directly output them for line art to read.

This also fixes #128888.

Pull Request: https://projects.blender.org/blender/blender/pulls/128890
2024-10-16 15:15:11 +02:00
Sybren A. Stüvel
43d7558e5b Anim: Remove 'Slotted Actions' experimental flag
This commit takes the 'Slotted Actions' out of the experimental phase.
As a result:

- All newly created Actions will be slotted Actions.
- Legacy Actions loaded from disk will be versioned to slotted Actions.
- The new Python API for slots, layers, strips, and channel bags is
  available.
- The legacy Python API for accessing F-Curves and Action Groups is
  still available, and will operate on the F-Curves/Groups for the first
  slot only.
- Creating an Action by keying (via the UI, operators, or the
  `rna_struct.keyframe_insert` function) will try and share Actions
  between related data-blocks. See !126655 for more info about this.
- Assigning an Action to a data-block will auto-assign a suitable Action
  Slot. The logic for this is described below. However, There are cases
  where this does _not_ automatically assign a slot, and thus the Action
  will effectively _not_ animate the data-block. Effort has been spent
  to make Action selection work both reliably for Blender users as well
  as keep the behaviour the same for Python scripts. Where these two
  goals did not converge, reliability and understandability for users
  was prioritised.

Auto-selection of the Action Slot upon assigning the Action works as
follows. The first rule to find a slot wins.

1. The data-block remembers the slot name that was last assigned. If the
    newly assigned Action has a slot with that name, it is chosen.
2. If the Action has a slot with the same name as the data-block, it is
    chosen.
3. If the Action has only one slot, and it has never been assigned to
    anything, it is chosen.
4. If the Action is assigned to an NLA strip or an Action constraint,
    and the Action has a single slot, and that slot has a suitable ID
    type, it is chosen.

This last step is what I was referring to with "Where these two goals
did not converge, reliability and understandability for users was
prioritised." For regular Action assignments (like via the Action
selectors in the Properties editor) this rule doesn't apply, even though
with legacy Actions the final state ("it is animated by this Action")
differs from the final state with slotted Actions ("it has no slot so is
not animated"). This is done to support the following workflow:

- Create an Action by animating Cube.
- In order to animate Suzanne with that same Action, assign the Action
  to Suzanne.
- Start keying Suzanne. This auto-creates and auto-assigns a new slot
  for Suzanne.

If rule 4. above would apply in this case, the 2nd step would
automatically select the Cube slot for Suzanne as well, which would
immediately overwrite Suzanne's properties with the Cube animation.

Technically, this commit:
- removes the `WITH_ANIM_BAKLAVA` build flag,
- removes the `use_animation_baklava` experimental flag in preferences,
- updates the code to properly deal with the fact that empty Actions are
  now always considered slotted/layered Actions (instead of that relying
  on the user preference).

Note that 'slotted Actions' and 'layered Actions' are the exact same
thing, just focusing on different aspects (slot & layers) of the new
data model.

The "Baklava phase 1" assumptions are still asserted. This means that:
- an Action can have zero or one layer,
- that layer can have zero or one strip,
- that strip must be of type 'keyframe' and be infinite with zero
  offset.

The code to handle legacy Actions is NOT removed in this commit. It will
be removed later. For now it's likely better to keep it around as
reference to the old behaviour in order to aid in some inevitable
bugfixing.

Ref: #120406
2024-10-15 16:29:53 +02:00
Lukas Tönne
ab75dc35ea Merge branch 'blender-v4.3-release' 2024-10-09 10:28:39 +02:00
Lukas Tönne
5c57e24fea Cleanup: GPv3: Remove unused BKE functions from GPv2
Removes unused GPv2 functions in blenkernel.

Notes:
-  Functions for layer masks are still in use, but annotations never
  have layer masks in the first place. Would be good to remove the data
  structures so we can remove the functions too.
- Some multi-frame edit functions are also still nominally used, but
multi-frame editing is not an active feature for annotations. This
  should also be removed.

Pull Request: https://projects.blender.org/blender/blender/pulls/128709
2024-10-09 10:27:45 +02:00
Campbell Barton
2f35b3baf4 Cleanup: move duplicate doc-string to inline comment 2024-10-09 15:51:38 +11:00
Sergey Sharybin
437ca00f92 Fix: Potential memory leak in IK solver
It is possible to have IK solver without actual bones. There was a relation
created for this case, but it was originating from a wrong operation: it
was possible to run into situation when init is not yet done, but cleanup
is already run.

Fix the relation which ensures the order to go from IK initialization and
not the pose initialization. This should ensure proper cleanup order.
There is a relation from pose initialization to IK initialization so this
change should not cause any missing relations.

This should fix the intermittent failure of blendfile_versioning_1_over_8.

Pull Request: https://projects.blender.org/blender/blender/pulls/128267
2024-09-30 14:53:11 +02:00
Bastien Montagne
22477956e2 Refactor: Move BPY main/public extern headers to proper C++ ones.
Pull Request: https://projects.blender.org/blender/blender/pulls/128081
2024-09-25 18:04:33 +02:00
Nathan Vegdahl
e0d5379ef8 Anim: change how action strip data is stored
This updates the layered action data model to store strip data differently.  Specifically:

- `Strip` is now just a single, POD type that only stores the data common to all
  strips, such as start/end frames.
- The data that might be of a completely different nature between strips (e.g.
  keyframe data vs modifier data) is now stored in arrays on the action itself.
- `Strip`s indicate their type with an enum, and specify their data with an
  index into the array on the action that stores data for that type.

This approach requires a little more data juggling, but has the advantage of
making `Strip`s themselves super simple POD types, and also opening the door to
trivial strip instancing later on: instances are just strips that point at the
same data.

The intention is that the RNA API remains the same: from RNA's perspective there
is no data storage separate from the strips, and a strip's data is presented as
fields and methods directly on the strip itself. Different strip types will be
presented as different subtypes of `ActionStrip`, each with their own fields and
methods specific to their underlying data's type. However, this PR doesn't
implement that sub-typing, leaving it for a future PR. It does, however, put the
fields and methods of the one strip type we have so far directly on the strip,
which avoids changing the APIs we have so far.

This PR implements the bulk of this new approach, and everything should be
functional and working correctly. However, there are two TODO items left over
that will be implemented in forthcoming PRs:

- Type refinement in the RNA api. This PR actually removes the existing type
  refinement code that was implemented in terms of the inheritance tree of the
  actual C++ types, and this will need to be reimplemented in terms of the new
  data model. The RNA API still works without the type refinement since there
  are only keyframe strips right now, but it will be needed in preparation for
  more strip types down the road.
- Strip data deletion. This PR only deletes data from the strip data arrays when
  the whole action is deleted, and otherwise just accumulates strip data as more
  and more strips are added, never removing the data when the corresponding
  strips get removed. That's fine in the short term, especially since we only
  support single strips right now. But it does need to be implemented in
  preparation for proper layered actions.

Pull Request: https://projects.blender.org/blender/blender/pulls/126559
2024-09-17 17:31:09 +02:00
Lukas Stockner
1c7c1829b6 Cleanup: Refactor animdata iterators to C++ callbacks
Pull Request: https://projects.blender.org/blender/blender/pulls/125485
2024-09-17 17:26:47 +02:00
Jacques Lucke
54a13d462f Debug: support getting dot graphs from Python
This allows building tools that simplify Blender core development.

The depsgraph already exposed the dot graph using the `debug_relations_graphviz`
method. This has been extended to return the data as a string. The filepath is
optional now.

Similar functions have been added for node trees. Note that these should be used
on evaluated node trees.
2024-09-14 17:10:33 +02:00
Sybren A. Stüvel
7cb77d925a Anim: add NLA evaluation of slotted Actions
Add support for slotted Actions to the NLA evaluation code.

This also affects the pose library code and the Action Constraint. These
both share some Action evaluation logic with the NLA. They now
explicitly looks at only the first Action slot. The Action Constraint will
have to be updated to have an explicit slot selector, but that's for another
commit.

Pull Request: https://projects.blender.org/blender/blender/pulls/127425
2024-09-13 12:34:50 +02:00
Sybren A. Stüvel
3fdc9e9637 Refactor: convert BKE_action.h to C++
Move the contents of `BKE_action.h` into `BKE_action.hh` and remove
C-isms.

No functional changes.

Pull Request: https://projects.blender.org/blender/blender/pulls/127407
2024-09-10 14:55:47 +02:00
Sergey Sharybin
40ae2d7df6 Fix #126949: Regression: Geometry nodes - instances and boolean operation bug
The issue is due to a dependency cycle which leads to access of data
which is not ready yet.
The dependency cycle was introduced in ada367a0e9.

This change makes it so there is no dependency cycle in the setup from
the report by re-routing dependencies a bit: the light linking now
bypasses the geometry component and is only wired to an operation
related on instancing collection (but not use by a boolean modifier).

Pull Request: https://projects.blender.org/blender/blender/pulls/127143
2024-09-04 16:31:48 +02:00
Iliya Katueshenock
1b67be14c6 Cleanup: BKE: Nodes: Functions renaming
Use snake style naming for all the kernel nodes functions.
Omit kernel prefix in the names since of the using namespace.
Use full forms of the terms
('iter' -> 'iterator', 'ntree' -> 'node_tree', 'rem' -> 'remove', ...).

Pull Request: https://projects.blender.org/blender/blender/pulls/126416
2024-08-19 20:27:37 +02:00
Jacques Lucke
5861b078f7 Core: rename ID.flag and ID.tag values
Previously, values for `ID.flag` and `ID.tag` used the prefixes `LIB_` and
`LIB_TAG` respectively. This was somewhat confusing because it's not really
related to libraries in general. This patch changes the prefix to `ID_FLAG_` and
`ID_TAG_`. This makes it more obvious what they correspond to, simplifying code.

Pull Request: https://projects.blender.org/blender/blender/pulls/125811
2024-08-07 12:12:17 +02:00
Falk David
0f42f277b7 Grease Pencil: Remove legacy modifiers
This removes the legacy Grease Pencil modifiers from the code.
These should have already been inaccessible from the UI and hidden from
the user. The modifiers have been reimplemented for the new GPv3
data structure.

On top of the modifier code, some other related things have been
removed as well:
 * Operators related to the legacy modifiers.
 * Keymaps for the legacy modifier operators.
 * Some bits of code that used modifier functions.

Some code has to be kept, because it is still used:
 * The core line art code, which is used by the new line art modifier. It's
    moved to `modifiers/lineart`.
 * The DNA structs for the legacy modifiers. They are still needed for
    conversion.
 * A few kernel functions for the modifiers are kept (also for conversion).

Co-authored-by: Lukas Tönne <lukas@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/125102
2024-07-29 10:37:29 +02:00
Bastien Montagne
c607ead4b7 Refactor: Makesrna: move generated code further in C++.
This commit moves generated `RNA_blender.h`, `RNA_prototype.h` and
`RNA_blender_cpp.h` headers to become C++ header files.

It also removes the now useless `RNA_EXTERN_C` defines, and just
directly use the `extern` keyword. We do not need anymore `extern "C"`
declarations here.

Pull Request: https://projects.blender.org/blender/blender/pulls/124469
2024-07-15 16:39:45 +02:00
Omar Emara
cad488e820 Merge branch 'blender-v4.2-release' 2024-07-09 17:12:39 +03:00
Omar Emara
0251db1447 Fix #124335: Viewport compositor crash upon scene change
The viewport compositor crashes when the scene is changed in some
situations. That's because the viewport compositor tries to use node
tree data that was freed in the last depsgraph update, while it should
have invalidate those references based on the same depsgraph update.

The source of this issue is in the depsgraph itself. In particular, when
the depsgraph evaluation happens in two passes, the ID recalculate flags
are backed up for every pass then restored at the end of all passes,
however, this doesn't happen for the ID Type Update table. So whenever
evaluations happen in two passes, changes will not be propagated to
engines that require those information, like the viewport compositor
engine in that particular case.

To fix this, we backup and restore the ID Type Update table in a similar
manner to the ID recalculate flags.

Fixes #107235, #124335, #116142.

Pull Request: https://projects.blender.org/blender/blender/pulls/124409
2024-07-09 16:10:58 +02:00
Lukas Tönne
d51cab60df Fix #124181: Add depsgraph relation to clear cache from modifiers
Point caches can be part of modifiers, in which case changes to the
input geometry should reset the cache. This worked when the input data
is the initial object data, but does not take the modifier stack into
account. A preceding modifier could update based on some dependency
and the point cache would be none the wiser.

The `POINT_CACHE_RESET` depsgraph node now gets additional dependencies
if it's in a modifier with a predecessor.

Caveat: all caches are represented by a single node currently. That
means an indirect change to a modifier will reset all caches of that
object.

Fixes #74523

Pull Request: https://projects.blender.org/blender/blender/pulls/124247
2024-07-08 17:16:19 +02:00
Sybren A. Stüvel
0aa75ab57b Refactor: rename "Animation data-block" to "Action"
Rename "Animation data-block" to "Action" or "Layered Action", where
appropriate. Some uses of the term actually refer to the `AnimData`
struct, in which case they were left as-is.

No real functional changes, just changing some messages & descriptions.

Pull Request: https://projects.blender.org/blender/blender/pulls/124170
2024-07-05 17:52:55 +02:00
Sybren A. Stüvel
c0364efec0 Refactor: rename 'Action Binding' to 'Action Slot'
Rename 'Binding' to 'Slot'. The old term was causing all kind of
confusion, and 'slot' was considered to be a better term for the
intended functionality.

This commit breaks existing blend files that were using the new layered
Action for their animation. The animation data will be lost due to the
rename, as there is no versioning code or DNA renaming logic. At this
time the new system is still marked as experimental, so shouldn't be
used for anything serious anyway.

Pull Request: https://projects.blender.org/blender/blender/pulls/124170
2024-07-05 17:52:55 +02:00
Sergey Sharybin
8c430a7a67 Depsgraph: Optimize composite and render pipeline depsgraph
The idea is to skip building data-blocks referenced by ID
properties for dependency graphs used by render pipeline and
compositor preview. Those graphs do not use handlers, so it
is not required to have custom references to data-blocks
evaluated.

This solves an initial hicckup and memory usage with file
from #121188 when doing compositor. It also reduces the time
until first pixel when hitting F12 on that file.

Pull Request: https://projects.blender.org/blender/blender/pulls/123439
2024-06-24 14:22:47 +02:00
Sergey Sharybin
bab46b4f02 Fix: Crash opening new file after having one open with Subsirf
There is some special code in the Object's freeing which did
special checks for SubdivCCG based on the evaluated mesh state.
If the depsgraph is destroyed prior to the evaluated object it
makes object to access freed components of ID node.

The fix makes it so the evaluated ID is freed prior to freeing
components.
2024-06-20 17:02:55 +02:00
Jacques Lucke
ada367a0e9 Fix #119589: use-after-free when accessing not-fully-evaluated object geometry
While the evaluated result is not well defined, we expect Blender to not crash
when there are dependency cycles.

The evaluation of one object often takes the evaluated geometry of another
object into account. This works fine if the other object is already fully
evaluated. However, if there is a dependency cycle, the other object may not be
evaluated already. Currently, we have no way to check for this and were mostly
just relying on luck that the other objects geometry is in some valid state
(even if it's not the fully evaluated geometry).

This patch adds the ability to explicitly check if an objects geometry is fully
evaluated already, so that it can be accessed by other objects. If there are not
dependency cycles, this should always be true. If not, it may be false
sometimes, and in this case the other objects geometry should be ignored. The
same also applies to the object transforms and the geometry of a collection.

For that, new functions are added in `DEG_depsgraph_query.hh`. Those should be
used whenever accessing another objects or collections object during depsgraph
evaluation. More similar functions may be added in the future.
```
bool DEG_object_geometry_is_evaluated(const Object &object);
bool DEG_object_transform_is_evaluated(const Object &object);
bool DEG_collection_geometry_is_evaluated(const Collection &collection);
```

To determine if the these components are fully evaluated, a reference to the
corresponding depsgraph is needed. A possible solution to that is to pass the
depsgraph through the call stack to these functions. While possible, there are a
couple of annoyances. For one, the parameter would need to be added in many new
places. I don't have an exact number, but it's like 50 or so. Another
complication is that under some circumstances, multiple depsgraphs may have to
be passed around, for example when evaluating node tools (also see
`GeoNodesOperatorDepsgraphs`).

To simplify the patch and other code in the future, a different route is taken
where the depsgraph pointer is added to `ID_Runtime`, making it readily
accessible similar to the `ID.orig_id`. The depsgraph pointer is set in the same
place where the `orig_id` is set.

As a nice side benefit, this also improves the situation in simple cases like
having two cubes with a boolean modifier and they union each other.

Pull Request: https://projects.blender.org/blender/blender/pulls/123444
2024-06-20 15:24:38 +02:00
Jacques Lucke
66e5004d95 Fix: handle unknown node types more gracefully
I found this assert to be not helpful a couple of times in the past already.
Now it was triggered again by #122928.
2024-06-14 11:50:24 +02:00
Clément Foucault
cc0d12dd20 EEVEE: Remove EEVEE-Legacy
This handles the transition to EEVEE-Next (now EEVEE).

This removes some things that make no sense to keep
even for compatibility.
- Scene.eevee.light_cache_data
- Scene Light cache operators
- Scene Light cache RNA properties

The remaining legacy properties will be removed later
on to avoid python API breakage.

We keep the identifier of EEVEE-Next as `BLENDER_EEVEE_NEXT`
to avoid addons being incorrectly silently made compatible
with the EEVEE-Next where the Python API is different.
This renaming should be done in 5.0 release.

Thank you EEVEE-Legacy, you served us well.

Pull Request: https://projects.blender.org/blender/blender/pulls/122433
2024-06-04 14:17:58 +02:00
Sergey Sharybin
2fc2280e0e Fix #122451: Crash on animated viewport visibility + animated mesh positions
If an object is hidden it is unsafe to look deep into its properties, such
as evaluated mesh state. Do early visibility checks to avoid accessing
possibly stake pointers.

Pull Request: https://projects.blender.org/blender/blender/pulls/122496
2024-05-30 17:34:48 +02:00
Sergey Sharybin
3b975dddcc Fix Cycles viewport not properly updating
Only happens under certain circumstances: when a renderable object is
not visible at the graph node build time, but becomes visible due to
some indirect dependency like instancing.

In order to solve this, report all updates via the depsgraph.updates.

Reproduced with 210_0040-lighting.blend from the Gold repository at
revision 2834: open the file, enter rendered viewport, change frame,
and observe that sails do not move with the boat.

Pull Request: https://projects.blender.org/blender/blender/pulls/121833
2024-05-15 18:27:04 +02:00
Iliya Katueshenock
75d17b1db5 Cleanup: Move BKE_node to namespace
Move all header file into namespace.
Unnecessary namespaces was removed from implementations file.
Part of forward declarations in header was moved in the top part
of file just to do not have a lot of separate namespaces.

Pull Request: https://projects.blender.org/blender/blender/pulls/121637
2024-05-13 16:07:12 +02:00
Sybren A. Stüvel
d94a56bdad Anim: merge Animation data-block into bAction
The new/experimental, layered `Animation` data-block is merged with the
existing `bAction` data-block.

The `Animation` data-block is considerably newer than `bAction`, so the
supporting code that was written for it is also more modern. When moving
that code into `bAction`, I chose to keep the modernity where possible,
and thus some of the old code has been updated as well. Things like
preferring references over pointers.

The `Animation` data-block is now gone from DNA, the main database, etc.
As this was still an experimental feature, there is no versioning code
to convert any of that to Actions.

The DNA struct `bAction` now has a C++ wrapper `animrig::Action`, that
can be obtained via `some_action->wrap()`.

`animrig::Action` has functions `is_empty()`, `is_action_legacy()`, and
`is_action_layered()`. They **all** return `true` when the Action is
empty, as in that case none of the data that makes an action either
'legacy' or 'layered' is there.

The 'animation filtering' code (for showing things in the dope sheet,
graph editor, etc) that I wrote for `Animation` is intentionally kept
around. These types now target 'layered actions' and the
already-existing ones 'legacy actions'. A future PR may merge these two
together, but given how much work it was to add something new there, I'd
rather wait until the dust has settled on this commit.

There are plenty of variables (and some comments) named `anim` or
`animation` that now are of type `animrig::Action`. I haven't renamed
them all, to keep the noise level low in this commit (it's already big
enough). This can be done in a followup, non-functional PR.

Related task: #121355

Pull Request: https://projects.blender.org/blender/blender/pulls/121357
2024-05-13 15:58:04 +02:00
Bastien Montagne
36c3504994 BKE lib_query: Improve handling of owner ID info for embedded ID.
In previous code, the owner ID info would not be available when
processing an embedded ID in two cases, and was incorrectly set to the
processed (embedded) ID instead:
1. When directly calling `BKE_library_foreach_ID_link` on an embedded ID.
2. When using recursive processing (`IDWALK_RECURSE`).

This commit mostly fixes both cases, by using `BKE_id_owner_get` to find
the owner ID when it is unknown.

There are some caveats here though: in a few specific cases (mainly ID
copying, and depsgraph ID copying), `BKE_library_foreach_ID_link` can be
called on embedded IDs which owner ID is not yet valid. In such case, a
new flag can be used to keep using the previous behavior
(`IDWALK_IGNORE_MISSING_OWNER_ID`).

Fixing the issue with copy code being unaware of the owner ID when
copying an embedded one should also be fixed, but this will be addressed
separately.

Note that as 'side efect', this commit also fixes a matching issue in
the `lib_remap` code, where the `IDRemap.id-owner` pointer would also
wrongly be set to the remapped embedded ID instead of its actual owner.

This change is not expected to have any effect in current codebase.
2024-05-02 17:17:03 +02:00
Hans Goudey
b3ecfcd77d Node Tools: Avoid depsgraph evaluation when possible
Currently for node tools we create and evaluate a temporary depsgraph
with all the selected object data-blocks and all data-blocks referenced
by the node tree.

Needless to say, this can be very slow when those data-blocks contain
arbitrary procedural operations. Re-evaluating all the selected objects
is particularly because it will give a slowdown even in very basic uses
of node tools.

Originally I hoped that geometry nodes could be made to work with
original as well as evaluated data-blocks. But that would require far
too many tricky changes and arguably isn't right design-wise anyway.
Instead of that, this commit makes node tools dependency graph
evaluation more fine-grained in a few ways.

1. Remove the evaluation of selected objects. These are always visible
   in the viewport and part of the active depsgraph anyway. To protect
   against cyclic dependencies, we now compare `orig_id` instead of the
   object pointer itself.
2. Evaluate the node group and its dependencies in a separate depsgraph
   used only when necessary. This allows using the original node tree
   without any copies when it doesn't reference any data-blocks.
3. Evaluate IDs from node group inputs (from the redo panel) in the extra
   depsgraph as well, only when necessary.

Pull Request: https://projects.blender.org/blender/blender/pulls/120723
2024-04-24 17:08:25 +02:00
Jacques Lucke
cefe1c668d Fix #120970: viewer geometry still visible even if modifier is disabled 2024-04-23 12:43:57 +02:00
Campbell Barton
7047715c6b Fix #104798: Slow frame-change with objects in the scenes collection
Avoid re-copying the scene when the scene is tagged for frame change.

For scenes with many objects scrubbing & jumping between first/last
caused noticeably worse performances.

Resolve by:

- Returning false from need_tag_cow_before_update when the recalc flag
  is ID_RECALC_FRAME_CHANGE.
- Change deg_graph_tag_parameters_if_needed to consider
  ID_RECALC_FRAME_CHANGE a clean flag.

Ref !104801
2024-04-18 13:49:18 +10:00
Hans Goudey
38f70e9cf2 Cleanup: Use Span for despgraph build argument 2024-04-16 16:40:05 -04:00
Hans Goudey
c91449836a Cleanup: Move BKE_workspace.h to C++ 2024-04-12 17:03:18 -04:00
Sergey Sharybin
168f3beb16 Fix #120463: Slow evaluation of disabled modifier pointing to a collection
Collections which were pointed by a modifier used to follow visibility of the
current object, and this visibility is static throughout the lifetime of the
dependency graph.

Change the code so that collections pointed by modifiers rely on the visibility
flushing, allowing to be optimized out from evaluation.

Pull Request: https://projects.blender.org/blender/blender/pulls/120516
2024-04-11 14:20:31 +02:00
Sergey Sharybin
70b3b018c1 Fix #113182: Crash when animating Viewport visibility of Curves / GPv3 object
This is actually a deeper issue, which roots to the fact that updating
relations of the dependency graph does not properly handle cases when an
operation was previously skipped from evaluation (i.e. as a visibility
optimization).

The fix is to preserve needs-update flag throughout relations update of
a dependency graph, similar to the entry tags.

Pull Request: https://projects.blender.org/blender/blender/pulls/120477
2024-04-10 16:26:31 +02:00
Sybren A. Stüvel
13f3a81842 Anim: allow assigning Animation data-blocks
Expand the `AnimData` struct with an `Animation *` + an
`binding_stable_index` field, and properly handle those relations.

This also adds functionality for actually pointing animated IDs to
`Animation` data-blocks, and automatically hooking up the relevant
`Binding`.

The Depsgraph code is extended to take these new relations into account,
but doesn't trigger any animation evaluation yet.

For more info, see #113594.

Pull Request: https://projects.blender.org/blender/blender/pulls/118677
2024-04-08 12:53:32 +02:00
Sergey Sharybin
1e2e20fe3c Fix #120200: Sculpting is slow with modifier with driver
A regression caused by 7a2d04a5c4

Safest solution is to consider that shading changes will take care
of other components explicitly when/if needed.

Pull Request: https://projects.blender.org/blender/blender/pulls/120207
2024-04-03 15:06:32 +02:00
Campbell Barton
b03332a055 Cleanup: use BLI_assert_msg instead of checking string literals 2024-04-03 14:27:54 +11:00
Sergey Sharybin
e9dc9ef9a2 Fix #119936: Crash selecting in mask editor
Regression since 7a2d04a5c4.

Mask evaluation is part of parameters component, and there is no explicit
tags other than copy-on-eval for masks in a lot of cases.

Restore the previous graph topology for the link from copy-on-eval to the
parameters components of mask ID.

Potential candidate for 4.1.1.

Pull Request: https://projects.blender.org/blender/blender/pulls/119956
2024-03-27 11:00:55 +01:00
Campbell Barton
40ab214c0a Cleanup: spelling in comments 2024-03-27 10:25:31 +11:00
Hans Goudey
e0567eadbd Cleanup: Use FunctionRef for IDProperty iteration callback
Avoid the need for a seaprate user_data argument.
2024-03-26 15:39:39 -04:00