Files
test/source/blender/blenkernel/BKE_lib_remap.hh
Aras Pranckevicius facb17b0e3 Cleanup: BLI ENUM_OPERATORS cleanup/robustness
BLI code for enums that are meant to be used as "bit flags" defined
an ENUM_OPERATORS macro in BLI_utildefines.h. This cleans up things
related to said macro:

- Move it out into a separate BLI_enum_flags.hh header, instead of
  "random bag of things" that is the current place,
- Update it to no longer need manual indication of highest individual
  bit value. This originally was added in a31a87f89 (2020 Oct), in
  order to silence some UBSan warnings that were coming
  from GPU related structures (looking at current GPU code, I don't
  think this is happening anymore). However, that caused actual
  user-visible bugs due to incorrectly specified max. enum bit value,
  and today 14% of all usages have incorrect highest individual
  bit value spelled out.
    - I have reviewed all usages of operator ~ and none of them are
      used for directly producing a DNA-serialized value; all the
      usages are for masking out other bits for which the new ~
      behavior that just flips all bits is fine.
- Make the macro define flag_is_set() function to ease check of bits
  that are set in C++ enum class cases; update existing cases to use
  that instead of three other ways that were used.

Pull Request: https://projects.blender.org/blender/blender/pulls/148230
2025-10-17 12:57:50 +02:00

352 lines
13 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
/** \file
* \ingroup bke
*
* API to perform remapping from one data-block pointer to another.
*
* \note `BKE_lib_` files are for operations over data-blocks themselves, although they might
* alter Main as well (when creating/renaming/deleting an ID e.g.).
*
* \section Function Names
*
* \warning Descriptions below is ideal goal, current status of naming does not yet fully follow it
* (this is WIP).
*
* - `BKE_lib_remap_libblock_` should be used for functions performing remapping.
* - `BKE_lib_remap_callback_` should be used for functions managing remapping callbacks.
*/
#include "BLI_compiler_attrs.h"
#include "BLI_enum_flags.hh"
#include "BLI_function_ref.hh"
#include "BLI_map.hh"
#include "BLI_set.hh"
#include "BLI_span.hh"
struct ID;
struct Main;
namespace blender::bke::id {
class IDRemapper;
}
/* BKE_libblock_free, delete are declared in BKE_lib_id.hh for convenience. */
/* Also IDRemap->flag. */
enum {
/** Do not remap indirect usages of IDs (that is, when user is some linked data). */
ID_REMAP_SKIP_INDIRECT_USAGE = 1 << 0,
/**
* This flag should always be set, *except for 'unlink' scenarios*
* (only relevant when new_id == NULL).
* Basically, when unset, NEVER_NULL ID usages will keep pointing to old_id, but (if needed)
* old_id user count will still be decremented.
* This is mandatory for 'delete ID' case,
* but in all other situation this would lead to invalid user counts!
*/
ID_REMAP_SKIP_NEVER_NULL_USAGE = 1 << 1,
/**
* Store in the #IDRemapper all IDs using target one with a 'never NULL' pointer (like e.g.
* #Object.data), when such ID usage has (or should have) been remapped to `nullptr`. See also
* #ID_REMAP_FORCE_NEVER_NULL_USAGE and #ID_REMAP_SKIP_NEVER_NULL_USAGE.
*/
ID_REMAP_STORE_NEVER_NULL_USAGE = 1 << 2,
/**
* This tells the callback function to force setting IDs
* using target one with a 'never NULL' pointer to NULL.
* \warning Use with extreme care, this will leave database in broken state
* and can cause crashes very easily!
*/
ID_REMAP_FORCE_NEVER_NULL_USAGE = 1 << 3,
/** Do not remap library override pointers. */
ID_REMAP_SKIP_OVERRIDE_LIBRARY = 1 << 4,
/**
* Force internal ID runtime pointers (like `ID.newid`, `ID.orig_id` etc.) to also be processed.
* This should only be needed in some very specific cases, typically only BKE ID management code
* should need it (e.g. required from `id_delete` to ensure no runtime pointer remains using
* freed ones).
*/
ID_REMAP_FORCE_INTERNAL_RUNTIME_POINTERS = 1 << 5,
/** Force remapping of 'UI-like' ID usages (ID pointers stored in editors data etc.). */
ID_REMAP_FORCE_UI_POINTERS = 1 << 6,
/**
* Force obdata pointers to also be processed, even when object (`id_owner`) is in Edit mode.
* This is required by some tools creating/deleting IDs while operating in Edit mode, like e.g.
* the 'separate' mesh operator.
*/
ID_REMAP_FORCE_OBDATA_IN_EDITMODE = 1 << 7,
/**
* Do remapping of `lib` Library pointers of IDs (by default these are completely ignored).
*
* WARNING: Use with caution. This is currently a 'raw' remapping, with no further processing. In
* particular, DO NOT use this to make IDs local (i.e. remap a library pointer to NULL), unless
* the calling code takes care of the rest of the required changes
* (ID tags & flags updates, etc.).
*/
ID_REMAP_DO_LIBRARY_POINTERS = 1 << 8,
/**
* Allow remapping of an ID pointer of a certain to another one of a different type.
*
* WARNING: Use with caution. Should only be needed in a very small amount of cases, e.g. when
* converting an ID type to another. */
ID_REMAP_ALLOW_IDTYPE_MISMATCH = 1 << 9,
/**
* Don't touch the special user counts (use when the 'old' remapped ID remains in use):
* - Do not transfer 'fake user' status from old to new ID.
* - Do not clear 'extra user' from old ID.
*/
ID_REMAP_SKIP_USER_CLEAR = 1 << 16,
/**
* Force handling user count even for IDs that are outside of Main (used in some cases when
* dealing with IDs temporarily out of Main, but which will be put in it ultimately).
*/
ID_REMAP_FORCE_USER_REFCOUNT = 1 << 17,
/**
* Do NOT handle user count for IDs (used in some cases when dealing with IDs from different
* BMains, if user-count will be recomputed anyway afterwards, like e.g.
* in memfile reading during undo step decoding).
*/
ID_REMAP_SKIP_USER_REFCOUNT = 1 << 18,
/**
* Do NOT tag IDs which had some of their ID pointers updated for update in the depsgraph, or ID
* type specific updates, like e.g. with node trees.
*/
ID_REMAP_SKIP_UPDATE_TAGGING = 1 << 19,
/**
* Do not attempt to access original ID pointers (triggers usages of
* `IDWALK_NO_ORIG_POINTERS_ACCESS` too).
*
* Use when original ID pointers values are (probably) not valid, e.g. during read-file process.
*/
ID_REMAP_NO_ORIG_POINTERS_ACCESS = 1 << 20,
};
enum eIDRemapType {
/** Remap an ID reference to a new reference. The new reference can also be null. */
ID_REMAP_TYPE_REMAP = 0,
/** Cleanup all IDs used by a specific one. */
ID_REMAP_TYPE_CLEANUP = 1,
};
/**
* Replace all references in given Main using the given \a mappings
*
* \note Is preferred over BKE_libblock_remap_locked due to performance.
*/
void BKE_libblock_remap_multiple_locked(Main *bmain,
blender::bke::id::IDRemapper &mappings,
const int remap_flags);
void BKE_libblock_remap_multiple(Main *bmain,
blender::bke::id::IDRemapper &mappings,
const int remap_flags);
/**
* Bare raw remapping of IDs, with no other processing than actually updating the ID pointers.
* No user-count, direct vs indirect linked status update, depsgraph tagging, etc.
*
* This is way more efficient than regular remapping from #BKE_libblock_remap_multiple & co, but it
* implies that calling code handles all the other aspects described above. This is typically the
* case e.g. in read-file process.
*
* WARNING: This call will likely leave the given BMain in invalid state in many aspects. */
void BKE_libblock_remap_multiple_raw(Main *bmain,
blender::bke::id::IDRemapper &mappings,
const int remap_flags);
/**
* Replace all references in given Main to \a old_id by \a new_id
* (if \a new_id is NULL, it unlinks \a old_id).
*
* \note Requiring new_id to be non-null, this *may* not be the case ultimately,
* but makes things simpler for now.
*/
void BKE_libblock_remap_locked(Main *bmain, void *old_idv, void *new_idv, int remap_flags)
ATTR_NONNULL(1, 2);
void BKE_libblock_remap(Main *bmain, void *old_idv, void *new_idv, int remap_flags)
ATTR_NONNULL(1, 2);
/**
* Unlink given \a id from given \a bmain
* (does not touch to indirect, i.e. library, usages of the ID).
*/
void BKE_libblock_unlink(Main *bmain, void *idv, bool do_skip_indirect) ATTR_NONNULL();
/**
* Similar to libblock_remap, but only affects IDs used by given \a idv ID.
*
* \param old_idv: Unlike BKE_libblock_remap, can be NULL,
* in which case all ID usages by given \a idv will be cleared.
*
* \param bmain: May be NULL, in which case there won't be depsgraph updates nor post-processing on
* some ID types (like collections or objects) to ensure their runtime data is valid.
*/
void BKE_libblock_relink_ex(Main *bmain, void *idv, void *old_idv, void *new_idv, int remap_flags)
ATTR_NONNULL(2);
/**
* Same as #BKE_libblock_relink_ex, but applies all rules defined in \a id_remapper to \a ids (or
* does cleanup if `ID_REMAP_TYPE_CLEANUP` is specified as \a remap_type).
*/
void BKE_libblock_relink_multiple(Main *bmain,
const blender::Span<ID *> ids,
eIDRemapType remap_type,
blender::bke::id::IDRemapper &id_remapper,
int remap_flags);
/**
* Remaps ID usages of given ID to their `id->newid` pointer if not None, and proceeds recursively
* in the dependency tree of IDs for all data-blocks tagged with `ID_TAG_NEW`.
*
* \note `ID_TAG_NEW` is cleared.
*
* Very specific usage, not sure we'll keep it on the long run,
* currently only used in Object/Collection duplication code.
*/
void BKE_libblock_relink_to_newid(Main *bmain, ID *id, int remap_flag) ATTR_NONNULL();
using BKE_library_free_notifier_reference_cb = void (*)(const void *);
using BKE_library_remap_editor_id_reference_cb =
void (*)(const blender::bke::id::IDRemapper &mappings);
void BKE_library_callback_free_notifier_reference_set(BKE_library_free_notifier_reference_cb func);
void BKE_library_callback_remap_editor_id_reference_set(
BKE_library_remap_editor_id_reference_cb func);
/* IDRemapper */
enum IDRemapperApplyResult {
/** No remapping rules available for the source. */
ID_REMAP_RESULT_SOURCE_UNAVAILABLE,
/** Source isn't mappable (e.g. NULL). */
ID_REMAP_RESULT_SOURCE_NOT_MAPPABLE,
/** Source has been remapped to a new pointer. */
ID_REMAP_RESULT_SOURCE_REMAPPED,
/** Source has been set to NULL. */
ID_REMAP_RESULT_SOURCE_UNASSIGNED,
};
enum IDRemapperApplyOptions {
/**
* Update the user count of the old and new ID data-block.
*
* For remapping the old ID users will be decremented and the new ID users will be
* incremented. When un-assigning the old ID users will be decremented.
*
* NOTE: Currently unused by main remapping code, since user-count is handled by
* `foreach_libblock_remap_callback_apply` there, depending on whether the remapped pointer does
* use it or not. Needed for rare cases in UI handling though (see e.g. `image_id_remap` in
* `space_image.cc`).
*/
ID_REMAP_APPLY_UPDATE_REFCOUNT = (1 << 0),
/**
* Make sure that the new ID data-block will have a 'real' user.
*
* NOTE: See Note for #ID_REMAP_APPLY_UPDATE_REFCOUNT above.
*/
ID_REMAP_APPLY_ENSURE_REAL = (1 << 1),
/**
* Unassign instead of remap when the new ID pointer would point to itself.
*
* To use this option #IDRemapper::apply must be used with a non-null id_self parameter.
*/
ID_REMAP_APPLY_UNMAP_WHEN_REMAPPING_TO_SELF = (1 << 2),
ID_REMAP_APPLY_DEFAULT = 0,
};
ENUM_OPERATORS(IDRemapperApplyOptions)
using IDRemapperIterFunction = void (*)(ID *old_id, ID *new_id, void *user_data);
using IDTypeFilter = uint64_t;
namespace blender::bke::id {
class IDRemapper {
Map<ID *, ID *> mappings_;
IDTypeFilter source_types_ = 0;
/**
* Store all IDs using another ID with the 'NEVER_NULL' flag, which have (or
* should have been) remapped to `nullptr`.
*/
Set<ID *> never_null_users_;
public:
/**
* In almost all cases, the original pointer and its new replacement should be of the same type.
* however, there are some rare exceptions, e.g. when converting from one ID type to another.
*/
bool allow_idtype_mismatch = false;
void clear()
{
mappings_.clear();
never_null_users_.clear();
source_types_ = 0;
}
bool is_empty() const
{
return mappings_.is_empty();
}
bool contains_mappings_for_any(IDTypeFilter filter) const
{
return (source_types_ & filter) != 0;
}
/** Add a new remapping. Does not replace an existing mapping for `old_id`, if any. */
void add(ID *old_id, ID *new_id);
/** Add a new remapping, replacing a potential already existing mapping of `old_id`. */
void add_overwrite(ID *old_id, ID *new_id);
/** Determine the mapping result, without applying the mapping. */
IDRemapperApplyResult get_mapping_result(ID *id,
IDRemapperApplyOptions options,
const ID *id_self) const;
/**
* Apply a remapping.
*
* Update the id pointer stored in the given r_id_ptr if a remapping rule exists.
*
* \param id_self: Only for ID_REMAP_APPLY_UNMAP_WHEN_REMAPPING_TO_SELF.
* When remapping to `id_self` it will then be remapped to `nullptr` instead.
*/
IDRemapperApplyResult apply(ID **r_id_ptr,
IDRemapperApplyOptions options,
ID *id_self = nullptr) const;
void never_null_users_add(ID *id)
{
never_null_users_.add(id);
}
const Set<ID *> &never_null_users() const
{
return never_null_users_;
}
/** Iterate over all remapping pairs in the remapper, and call the callback function on them. */
void iter(FunctionRef<void(ID *old_id, ID *new_id)> func) const
{
for (auto item : mappings_.items()) {
func(item.key, item.value);
}
}
/** Return a readable string for the given result. Can be used for debugging purposes. */
static StringRefNull result_to_string(const IDRemapperApplyResult result);
/** Print out the rules inside the given id_remapper. Can be used for debugging purposes. */
void print() const;
};
} // namespace blender::bke::id