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
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
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
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
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
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
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
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
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
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
A regression caused by 7a2d04a5c4.
The offending commit made it so selection tag does not imply parameters
update, which also avoids transitive re-evaluation of the curve geometry.
However, the active curve index is stored on a Curve, and curve modifier
stack creates a copy of the curve to hold the evaluation results, which
makes it so evaluated curve object does not intrinsically share the active
spline index.
This change makes it so changes in selection triggers geometry evaluation
on curves, matching the behavior prior to the offending commit.
AN ideal fix would somehow avoid such geometry re-evaluation, but it would
be a bigger change, not suitable for possible corrective release.
Potential candidate for 4.1.1.
Pull Request: https://projects.blender.org/blender/blender/pulls/119918
"Own" (the adjective) cannot be used on its own. It should be combined
with something like "its own", "our own", "her own", or "the object's own".
It also isn't used separately to mean something like "separate".
Also, "its own" is correct instead of "it's own" which is a misues of the verb.
Introduce new DNA for the `Animation` data-block and its sub-data.
This includes the blenkernel code for reading & writing to blend files,
and for memory management (freeing, duplicating). Minimal C++ wrappers
are included, with just the functionality needed for blenkernel to do
its job.
The Outliner code is extended so that it knows about the new data-type,
nothing more.
For more info, see issue #113594.
Pull Request: https://projects.blender.org/blender/blender/pulls/119077
This adds a new `DEG_graph_build_from_collection` function and related
pipeline to more easily build a graph of all relevant IDs from a given
Collection.
It was modeled after the `FromIDsBuilderPipeline` with the difference
being that the list of IDs is gathered from the Collection rather than
passed in. It also slightly differs in that the filtering class shares a
common `Set` rather than building it twice, once for the node builder
and once for the relation builder.
It will eventually be used for the Collection IO project where various
IO exporters will be tied to a Collection and will be limited to just
IDs contained in said Collection.
Pull Request: https://projects.blender.org/blender/blender/pulls/118732
`RootPChanMap` will be nullptr when building DEG object-level
constraints (as as opposed to bone constraints where this map is built
prior), and in that case we don't need to check for the common chains in
`bone_target_opcode`.
Thx @sergey for additional confirmation
Pull Request: https://projects.blender.org/blender/blender/pulls/118745
The depsgraph CoW mechanism is a bit of a misnomer. It creates an
evaluated copy for data-blocks regardless of whether the copy will
actually be written to. The point is to have physical separation between
original and evaluated data. This is in contrast to the commonly used
performance improvement of keeping a user count and copying data
implicitly when it needs to be changed. In Blender code we call this
"implicit sharing" instead. Importantly, the dependency graph has no
idea about the _actual_ CoW behavior in Blender.
Renaming this functionality in the despgraph removes some of the
confusion that comes up when talking about this, and will hopefully
make the depsgraph less confusing to understand initially too. Wording
like "the evaluated copy" (as opposed to the original data-block) has
also become common anyway.
Pull Request: https://projects.blender.org/blender/blender/pulls/118338
This feature is useful for many production scenarios as it allows for the
creation of separate render passes with specific worlds. This would help
workflows that require different skies or other backgrounds for compositing.
Ref #117919
Pull Request: https://projects.blender.org/blender/blender/pulls/117920
This implements layer parenting and layer transforms.
* Adds a new "Transform" panel in the object-data properties with the (local) translation, rotation and scale.
* Adds a new "Relations" panel with the parent property (and also bone name in case the parent is an armature).
* When converting from GPv2 to GPv3, the parent and transforms are converted too.
* Bone names are updated if they are renamed in the armature.
Implementation details:
* The positions in the drawings are always in layer space. During extraction, we transform the positions to object space. Note that this could be optimized further and done in the render engine itself.
* This means that e.g. the selection code (which needs to know where the positions are on screen) now takes this transform into account.
* The layer transform is calculated when accessed (from the location, rotation, scale properties).
* Code that needs to know where the positions are on screen now takes this new transform into account.
Pull Request: https://projects.blender.org/blender/blender/pulls/117247
Cused by 29aaa2922d
This change is more of a work-around, since there should be no such
tagging required. This change brings the behavior closer to what it
was before the offending commit, and solve an immediate user-level
regression.
Pull Request: https://projects.blender.org/blender/blender/pulls/117834
The dependency graph builder takes the original data-block's recalc
flags to tag IDs after the dependency graph has been built, while
the evaluation of the graph only re-sets tho recalc flag to 0 only
for active dependency graph. This could have caused an inconsistency
of the handled tags: for example, if a headless render modifies some
object's properties and then renders the scene multiple times without
re-creating dependency graph (using Eevee or having Persistent Data,
and rendering multiple view layers, for example).
This change makes it so the recalc flags from the original ID are
only considered by active dependency graph, of when an ID is first
evaluated within a non-active dependency graph. This is a bit of a
conservative change to avoid possible breakage. In theory it should
be possible to never consider original recalc flags for render, and,
eventually, also ignore it for the active graphs. This needs to be
with more care and, so follow safer approach for now.
In practice this change fixes an issue with missing particle hair
when rendering second view layer of rlayer_flags_01.blend with Eevee.
Pull Request: https://projects.blender.org/blender/blender/pulls/117854
`UUID` generally stands for "universally unique identifier". The session identifier that
we use is neither universally unique, nor does it follow the standard. Therefor, the term
"session uuid" is confusing and should be replaced.
In #116888 we briefly talked about a better name and ended up with "session uid".
The reason for "uid" instead of "id" is that the latter is a very overloaded term in Blender
already.
This patch changes all uses of "uuid" to "uid" where it's used in the context of a
"session uid". It's not always trivial to see whether a specific mention of "uuid" refers
to an actual uuid or something else. Therefore, I might have missed some renames.
I can't think of an automated way to differentiate the case.
BMesh also uses the term "uuid" sometimes in a the wrong context (e.g. `UUIDFaceStepItem`)
but there it also does not mean "session uid", so it's *not* changed by this patch.
Pull Request: https://projects.blender.org/blender/blender/pulls/117350
Change parameters tagging from implicit based on the copy-on-write to
more explicit, allowing to ignore tagging of parameters component for
changes which do not affect drivers.
There is still implicit parameters tagging based on tags for geometry
or transform components to avoid making changes in too many places of
Blender.
Should be no functional changes, only expecting better performance.
Pull Request: https://projects.blender.org/blender/blender/pulls/117336
This node is needed to ensure evaluation order of scene and modifiers
which might access scene for custom data masks, or for the current
frame.
Move it to own component, so that evaluation of scene does not lead
to changes in the parameters component, hence does not trigger
driver evaluation.
Should be no functional changes.
Ref #117335
The term `PIL` stands for "platform independent library." It exists since the `Initial Revision`
commit from 2002. Nowadays, we generally just use the `BLI` (blenlib) prefix for such code
and the `PIL` prefix feels more confusing then useful. Therefore, this patch renames the
`PIL` to `BLI`.
Pull Request: https://projects.blender.org/blender/blender/pulls/117325
The issue was caused by light and shadow linking runtime data not
evaluated first time for lights linked to scene indirectly.
Simple solution is to hook up shading component to the instance
operation, so that visibility flag is properly propagated to the
shading component, and the light linking is evaluated.
Do it as non-flushing operation to prevent possible unwanted
re-evaluated of instancers.
Pull Request: https://projects.blender.org/blender/blender/pulls/117301
Instead of having a set of hardcoded rules in the collection and
object instance collection builder introduce new node on object's
INSTANCING component which is to be hooked up to the node which is
duplicating the object.
Should be no functional changes.
Currently there is no functional changes.
In the future it allows to more easily hook the shading component
to other nodes to ensure the visibility flow.
Note that since the operation is not used by any relation it will
appear disconnected in the graphviz debugger. This is due to the
current behavior of deg_graph_remove_unused_noops().
In particular, while Object (un)linking was already tagged in relevant
BKE code, collection (un)linking was not in several cases.
This was (partially) done by user code, though almost never for the
whole hierarchy of parents.
Technically, the tag is done as part of
`collection_object_cache_free_parent_recursive`/`collection_object_cache_free`,
since currently clearing this cache is done everytime to collection
hierarchy or their content is modified.
It also removes `collection_tag_update_parent_recursive`, which was
already doing something similar, but was only called from code
adding/removing objects to collections, and was walking the same parent
hierarchy as `collection_object_cache_free_parent_recursive`.
This commit implements the decision made in #116601, to tag modified
data as close as possible from the code modifying it.
---------------------
This has an impact on deg tagging, which takes over twice as much cycles
with this commit compared to previous code when opening a Pets production
file with several liboverrides (`deggraph_id_tag_update_single_flag` goes
from less than 0.03% to over 0.06%).
The overhead remains extremely low though, and is totally unmeasurable in
global execution timing. Timing of the liboverride processing on opening
the production file also did not show any measurable differences.
Pull Request: https://projects.blender.org/blender/blender/pulls/116986
This commit fixes missing updates during playback when `frame_current`
property of the active scene is used.
Applied the same check for the depends-on-time as for explicitly
specified scene.
Pull Request: https://projects.blender.org/blender/blender/pulls/116886
Along with the 4.1 libraries upgrade, we are bumping the clang-format
version from 8-12 to 17. This affects quite a few files.
If not already the case, you may consider pointing your IDE to the
clang-format binary bundled with the Blender precompiled libraries.