Graph traversal which is based on counting parents which are still
to be updated fails in cases there are cycles in the graph.
If there are cyclic dependencies in the scene all the objects from
the cycles will be updated in a single thread now one by one. This
makes blender behave the same way as it was before multi-threaded
DAG landed to master.
This needed to tweak depsgraph a bit so now dag_check_cycle() sets
is_acyclic field of DAG forest if there are cycles in the graph.
TODO: It might be possible to save some time on evaluation when
all the tagged objects were updated in multi-threaded DAG
traversal.
This is a regression since threaded dependency graph landed to master.
Root of the issue goes to the loads of graph preparation being done
even if there's nothing to be updated.
The idea of this change is to use ID type recalc bits to determine
whether there're objects to be updated. Generally speaking, we now
check object and object data datablocks with DAG_id_type_tagged()
and if there's no such IDs tagged we skip the whole task pool creation
and so,
The only difficult aspect was that in some circumstances it was possible
that there are tagged objects but nothing in ID recalc bit fields.
There were several different circumstances when it was possible:
* When one assigns object->recalc flag directly DAG flush didn't
set corresponding bits to ID recalc bits. Partially it is fixed
by making it so flush will set bitfield, but also for object
types there's no reason to assign recalc flag directly. Using
generic DAG_id_type_tag works almost the same fast as direct
assignment, ensures all the bitflags are set properly and for the
long run it seems it's what we would actually want to.
* DAG_on_visible_update() didn't set recalc bits at all.
* Some areas were checking for object->recalc != 0, however it is was
possible that object recalc flag contains PSYS_RECALC_CHILD which
was never cleaned from there.
No idea why would we need to assign such a flag when enabling
scene simplification, this is to be investigated separately.
* It is possible that scene_update_post and frame_update_post handlers
will modify objects. The issue is that DAG_ids_clear_recalc is called
just after callbacks, which leaves objects with recalc flags but no
corresponding bit in ID recalc bitfield. This leads to some kind of
regression when using ID type tag fields to check whether there objects
to be updated internally comparing threaded DAG with legacy one.
For now let's have a workaround which will preserve tag for ID_OB
if there're objects with OB_RECALC_ALL bits. This keeps behavior
unchanged comparing with 2.69 release.
First of all, it was needed to have that set scenes fix which
was done recently so curve is being evaluated properly on file
load.
And last but not least, also needed to tag DAG node to evaluate
path regardless to curve datablock settings so curve length is
always known.
This solves threading conflict which happens when having
multiple objects using Curve Deform modifier with the same
curve datablock. This conflict was caused by the fact that
curve_deform_verts() used to temporary override curve's
flags to make it path is there.
Actually, it was setting CU_FOLLOW flag temporary which
was only used where_on_path() (only in terms that this
temporary assignment only affected this function) but it
is now commented out for a while, so no reason to set
this flag temporary, If it's ever to be done, we'll need
to pass flags as an additional function argument.
For the path creation i've extended DegNode structure
which now holds extra bits which indicates what additional
data depending on the graph topology is to be evaluated.
Currently this is only used to indicate that curve needs
path to be evaluated regardless to cu->flag state. This
is so Curve Deform modifier is always happy.
In the future this flag might also be used to indicate
whether bmesh verts are to update (see recent commit to
3-vertex parent crash fix) or to indicate that the object
is the motherball etc.
This goes back to ancient era again and such a call isn't
safe for threading and really DAG is to make it sure display
list for dependencies is always there.
BKE_curve_bevel_make() is only used from object_handle_update()
friends and never called directly. This means if there's no
display list ready for the bevel object it's something wrong
happened with DAG.
In fact, this check goes back to ancient era and from tests
it appears this check is no longer needed.
It was some kind of workaround for DAG glitch in 2009
(commit hash 8c5c7ebb0) and according to the comment
was needed to make select outline show immediately.
After some tests it appears DAG behaves almost fine now
(just needed to make it so layer is flushed properly to
the set scene) and no reason to have rather confusing
call in the code.
It is better to keep the profile as it is perpedicular
to the edge, and then project it onto a given plane
at the corners. Also fixed the interpolation to a
different number of segments when the profile is not
round.
Issue was in GP draw code: line thickness was not initiated properly (and a null one makes OGL draw a unity-width line).
Also tweaked threshold (when to start a new, width-different OGL linestrip), to make it inversaly proportional to thickness
(so that now, it's 0.2 for a thickness of 1, 0.1 for a thickness of 2, etc.), avoids too big steps when using large thickness.
This simply mimics code used for loopnormals, to enable py scripts to generate and access (temporary)
a tangent 3D vector and bitangent sign for each loop. Together with the split normals, this allow
to recreate a complete tangent space for normal mapping (bitangent = bitangent_sign * cross(normal, tangent)).
Expects all faces to be tri or quads.
Reviewed By: Brecht, campbellbarton
Differential Revision: https://developer.blender.org/D185
group default values.
This can happen when using value sliders for node group input values.
The localized copies were setting the "interface_type" runtime pointer
of the original tree to NULL instead of the new tree (which is created
on-the-fly in general). This type is used in RNA update functions
however, the original tree DNA should not be modified there.
This was (more or less) OK with hand-drawn strokes, as the number of points made it nearly unoticable, but broke completely with line and poly strokes!
Did this when I implemented linked curve feature because it was easier! Now, convert code always adds a heading and trailing point to the curve,
to get initial/final zero radius. Adds even more complexity to those functions... :/
DAG node tagging was rather an experiment to make derived render working.
However, it ended up in a whole can of worms and need to be re-considered.
It is likely that regular object update tagging and scene update routines
are to be used for this.
Meanwhile no need to keep extra field in dag node. Would save us the whole
byte of the struct which we can use for other purposes meanwhile.
Issue was introduced in a2bf25e and was caused by
do_makeDispListCurveTypes() no longer placing nurbs
to cu->nurb list.
Such an operation isn't thread-safe and proper solution
would require having granular update. For until them
just make object conversion take care of filling cu->nurb
in with splines from font.
When trying to scale bones in EditMode and the bones were drawn using envelope display mode,
this resulted in the joint radii (i.e. the inner part of envelopes) being adjusted instead.
It turns out that this was due to an old hack that was put in place back in 2.4x (see the
tracker logs for full details of the problem here).
This commit introduces the following fixes:
1) Removed the old hack. Scaling (S) works normally now.
2) Ctrl-Alt-S (i.e. "Scale Envelopes/BBones") is as-is.
That is, it is used to adjust the size falloff-region around a bone
(i.e. the "dist" property)
3) Added Alt-S hotkey in EditMode for armatures for adjusting the radii of bones.
This change just means that the "TFM_BONE_ENVELOPE" mode is now able to be
accessed from the UI as a tool on its own right (instead of being accessible
via the old undocumented hack). This tool adjusts the radii of the bone joints,
which define the actual full-influence region of the envelopes.
Issue is causes by vertex parent modifies original BMesh from
a multiple threads. Ideally this is to be done as a separate
update callback for mesh datablock, but it's not so much simple
now (would need to do some re-arranges to DAG which might conflict
with the work from Ali or will double amount of work we did).
So for now use simple solution with mutex lock.
Based on the patch from Campbell Barton with some fixes to make
changes really thread-safe.
Differential Revision: https://developer.blender.org/D168
to previous sculpt fix (OpenGL access from thread with no context
bound). The fact that this has gone unnoticed so far means that people
are dyntopoing like crazy these days.
It doesn't make any sense anymore with the current depsgraph and probably was
not useful for a long time, just a leftover from the pre 2.04 game engine.
Due to float precision issues it was basically random which of the two was used,
now it's slightly biased towards 128, which is the convention for flat colors.
The small difference between 127 and 128 could give problems with sharp glossy
shaders where it would be visible as seams.