Files
test/source/blender/depsgraph/intern/node/deg_node_component.cc
Hans Goudey 83325d1fd3 Refactor: Depsgraph: Use StringRef, inline some simple methods
While profiling a scene with many objects, I noticed some unexpected
functions taking a significant time of depsgraph creation/evaluation.
String length calculation and equality comparison was taking longer than
it should, and some simple methods were appearing in profiles that should
be inlined instead.

There are more places where this sort of change would be helpful, this
commit just changes places using `OperationIDKey` and `ComponentIDKey`.

Pull Request: https://projects.blender.org/blender/blender/pulls/136795
2025-04-01 17:30:39 +02:00

352 lines
11 KiB
C++

/* SPDX-FileCopyrightText: 2013 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup depsgraph
*/
#include "intern/node/deg_node_component.hh"
#include <cstdio>
#include "DNA_object_types.h"
#include "BKE_action.hh"
#include "intern/node/deg_node_factory.hh"
#include "intern/node/deg_node_id.hh"
#include "intern/node/deg_node_operation.hh"
namespace blender::deg {
/* *********** */
/* Outer Nodes */
/* -------------------------------------------------------------------- */
/** \name Standard Component Methods
* \{ */
std::string ComponentNode::OperationIDKey::identifier() const
{
const std::string codebuf = std::to_string(int(opcode));
return "OperationIDKey(" + codebuf + ", " + name + ")";
}
ComponentNode::ComponentNode()
: entry_operation(nullptr),
exit_operation(nullptr),
possibly_affects_visible_id(false),
affects_visible_id(false)
{
operations_map = new Map<ComponentNode::OperationIDKey, OperationNode *>();
}
void ComponentNode::init(const ID * /*id*/, const char * /*subdata*/)
{
/* hook up eval context? */
/* XXX: maybe this needs a special API? */
}
/* Free 'component' node */
ComponentNode::~ComponentNode()
{
clear_operations();
delete operations_map;
}
std::string ComponentNode::identifier() const
{
const std::string type_name = type_get_factory(type)->type_name();
const std::string name_part = name[0] ? (std::string(" '") + name + "'") : "";
return "[" + type_name + "]" + name_part + " : " +
"(affects_visible_id: " + (affects_visible_id ? "true" : "false") + ")";
}
OperationNode *ComponentNode::find_operation(OperationIDKey key) const
{
OperationNode *node = nullptr;
if (operations_map != nullptr) {
node = operations_map->lookup_default(key, nullptr);
}
else {
for (OperationNode *op_node : operations) {
if (op_node->opcode == key.opcode && op_node->name_tag == key.name_tag &&
op_node->name == key.name)
{
node = op_node;
break;
}
}
}
return node;
}
OperationNode *ComponentNode::find_operation(OperationCode opcode,
const StringRef name,
int name_tag) const
{
OperationIDKey key(opcode, name, name_tag);
return find_operation(key);
}
OperationNode *ComponentNode::get_operation(OperationIDKey key) const
{
OperationNode *node = find_operation(key);
if (node == nullptr) {
fprintf(stderr,
"%s: find_operation(%s) failed\n",
this->identifier().c_str(),
key.identifier().c_str());
BLI_assert_msg(0, "Request for non-existing operation, should not happen");
return nullptr;
}
return node;
}
OperationNode *ComponentNode::get_operation(OperationCode opcode,
const StringRef name,
int name_tag) const
{
OperationIDKey key(opcode, name, name_tag);
return get_operation(key);
}
bool ComponentNode::has_operation(OperationIDKey key) const
{
return find_operation(key) != nullptr;
}
bool ComponentNode::has_operation(OperationCode opcode, const StringRef name, int name_tag) const
{
OperationIDKey key(opcode, name, name_tag);
return has_operation(key);
}
OperationNode *ComponentNode::add_operation(const DepsEvalOperationCb &op,
OperationCode opcode,
const StringRef name,
int name_tag)
{
OperationNode *op_node = find_operation(opcode, name, name_tag);
if (!op_node) {
DepsNodeFactory *factory = type_get_factory(NodeType::OPERATION);
op_node = (OperationNode *)factory->create_node(this->owner->id_orig, "", name);
/* register opnode in this component's operation set */
OperationIDKey key(opcode, op_node->name, name_tag);
operations_map->add(key, op_node);
/* Set back-link. */
op_node->owner = this;
}
else {
fprintf(stderr,
"add_operation: Operation already exists - %s has %s at %p\n",
this->identifier().c_str(),
op_node->identifier().c_str(),
op_node);
BLI_assert_msg(0, "Should not happen!");
}
/* attach extra data */
op_node->evaluate = op;
op_node->opcode = opcode;
op_node->name = name;
op_node->name_tag = name_tag;
return op_node;
}
void ComponentNode::set_entry_operation(OperationNode *op_node)
{
BLI_assert(entry_operation == nullptr);
entry_operation = op_node;
}
void ComponentNode::set_exit_operation(OperationNode *op_node)
{
BLI_assert(exit_operation == nullptr);
exit_operation = op_node;
}
void ComponentNode::clear_operations()
{
if (operations_map != nullptr) {
for (OperationNode *op_node : operations_map->values()) {
delete op_node;
}
operations_map->clear();
}
for (OperationNode *op_node : operations) {
delete op_node;
}
operations.clear();
}
void ComponentNode::tag_update(Depsgraph *graph, eUpdateSource source)
{
/* Note that the node might already be tagged for an update due invisible state of the node
* during previous dependency evaluation. Here the node gets re-tagged, so we need to give
* the evaluated clues that evaluation needs to happen again. */
for (OperationNode *op_node : operations) {
op_node->tag_update(graph, source);
}
/* It is possible that tag happens before finalization. */
if (operations_map != nullptr) {
for (OperationNode *op_node : operations_map->values()) {
op_node->tag_update(graph, source);
}
}
}
OperationNode *ComponentNode::get_entry_operation()
{
if (entry_operation) {
return entry_operation;
}
if (operations_map != nullptr && operations_map->size() == 1) {
OperationNode *op_node = nullptr;
/* TODO(sergey): This is somewhat slow. */
for (OperationNode *tmp : operations_map->values()) {
op_node = tmp;
}
/* Cache for the subsequent usage. */
entry_operation = op_node;
return op_node;
}
if (operations.size() == 1) {
return operations[0];
}
return nullptr;
}
OperationNode *ComponentNode::get_exit_operation()
{
if (exit_operation) {
return exit_operation;
}
if (operations_map != nullptr && operations_map->size() == 1) {
OperationNode *op_node = nullptr;
/* TODO(sergey): This is somewhat slow. */
for (OperationNode *tmp : operations_map->values()) {
op_node = tmp;
}
/* Cache for the subsequent usage. */
exit_operation = op_node;
return op_node;
}
if (operations.size() == 1) {
return operations[0];
}
return nullptr;
}
void ComponentNode::finalize_build(Depsgraph * /*graph*/)
{
operations.reserve(operations_map->size());
for (OperationNode *op_node : operations_map->values()) {
operations.append(op_node);
}
delete operations_map;
operations_map = nullptr;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Bone Component
* \{ */
void BoneComponentNode::init(const ID *id, const char *subdata)
{
/* generic component-node... */
ComponentNode::init(id, subdata);
/* name of component comes is bone name */
/* TODO(sergey): This sets name to an empty string because subdata is
* empty. Is it a bug? */
// this->name = subdata;
/* bone-specific node data */
Object *object = (Object *)id;
this->pchan = BKE_pose_channel_find_name(object->pose, subdata);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Register All Components
* \{ */
DEG_COMPONENT_NODE_DEFINE(Animation, ANIMATION, ID_RECALC_ANIMATION);
/* TODO(sergey): Is this a correct tag? */
DEG_COMPONENT_NODE_DEFINE(BatchCache, BATCH_CACHE, ID_RECALC_SHADING);
DEG_COMPONENT_NODE_DEFINE(Bone, BONE, ID_RECALC_GEOMETRY);
DEG_COMPONENT_NODE_DEFINE(Cache, CACHE, 0);
DEG_COMPONENT_NODE_DEFINE(CopyOnWrite, COPY_ON_EVAL, ID_RECALC_SYNC_TO_EVAL);
DEG_COMPONENT_NODE_DEFINE(ImageAnimation, IMAGE_ANIMATION, 0);
DEG_COMPONENT_NODE_DEFINE(Geometry, GEOMETRY, ID_RECALC_GEOMETRY);
DEG_COMPONENT_NODE_DEFINE(LayerCollections, LAYER_COLLECTIONS, 0);
DEG_COMPONENT_NODE_DEFINE(Parameters, PARAMETERS, ID_RECALC_PARAMETERS);
DEG_COMPONENT_NODE_DEFINE(Particles, PARTICLE_SYSTEM, ID_RECALC_GEOMETRY);
DEG_COMPONENT_NODE_DEFINE(ParticleSettings, PARTICLE_SETTINGS, 0);
DEG_COMPONENT_NODE_DEFINE(PointCache, POINT_CACHE, 0);
DEG_COMPONENT_NODE_DEFINE(Pose, EVAL_POSE, ID_RECALC_GEOMETRY);
DEG_COMPONENT_NODE_DEFINE(Sequencer, SEQUENCER, 0);
DEG_COMPONENT_NODE_DEFINE(Shading, SHADING, ID_RECALC_SHADING);
DEG_COMPONENT_NODE_DEFINE(Transform, TRANSFORM, ID_RECALC_TRANSFORM);
DEG_COMPONENT_NODE_DEFINE(ObjectFromLayer, OBJECT_FROM_LAYER, 0);
DEG_COMPONENT_NODE_DEFINE(Hierarchy, HIERARCHY, 0);
DEG_COMPONENT_NODE_DEFINE(Instancing, INSTANCING, 0);
DEG_COMPONENT_NODE_DEFINE(Synchronization, SYNCHRONIZATION, 0);
DEG_COMPONENT_NODE_DEFINE(Audio, AUDIO, 0);
DEG_COMPONENT_NODE_DEFINE(Armature, ARMATURE, 0);
DEG_COMPONENT_NODE_DEFINE(GenericDatablock, GENERIC_DATABLOCK, 0);
DEG_COMPONENT_NODE_DEFINE(Scene, SCENE, 0);
DEG_COMPONENT_NODE_DEFINE(Visibility, VISIBILITY, 0);
DEG_COMPONENT_NODE_DEFINE(NTreeOutput, NTREE_OUTPUT, ID_RECALC_NTREE_OUTPUT);
DEG_COMPONENT_NODE_DEFINE(NTreeGeometryPreprocess, NTREE_GEOMETRY_PREPROCESS, 0);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Node Types Register
* \{ */
void deg_register_component_depsnodes()
{
register_node_typeinfo(&DNTI_ANIMATION);
register_node_typeinfo(&DNTI_BONE);
register_node_typeinfo(&DNTI_CACHE);
register_node_typeinfo(&DNTI_BATCH_CACHE);
register_node_typeinfo(&DNTI_COPY_ON_EVAL);
register_node_typeinfo(&DNTI_GEOMETRY);
register_node_typeinfo(&DNTI_LAYER_COLLECTIONS);
register_node_typeinfo(&DNTI_PARAMETERS);
register_node_typeinfo(&DNTI_PARTICLE_SYSTEM);
register_node_typeinfo(&DNTI_PARTICLE_SETTINGS);
register_node_typeinfo(&DNTI_POINT_CACHE);
register_node_typeinfo(&DNTI_IMAGE_ANIMATION);
register_node_typeinfo(&DNTI_EVAL_POSE);
register_node_typeinfo(&DNTI_SEQUENCER);
register_node_typeinfo(&DNTI_SHADING);
register_node_typeinfo(&DNTI_TRANSFORM);
register_node_typeinfo(&DNTI_OBJECT_FROM_LAYER);
register_node_typeinfo(&DNTI_HIERARCHY);
register_node_typeinfo(&DNTI_INSTANCING);
register_node_typeinfo(&DNTI_SYNCHRONIZATION);
register_node_typeinfo(&DNTI_AUDIO);
register_node_typeinfo(&DNTI_ARMATURE);
register_node_typeinfo(&DNTI_GENERIC_DATABLOCK);
register_node_typeinfo(&DNTI_SCENE);
register_node_typeinfo(&DNTI_VISIBILITY);
register_node_typeinfo(&DNTI_NTREE_OUTPUT);
register_node_typeinfo(&DNTI_NTREE_GEOMETRY_PREPROCESS);
}
/** \} */
} // namespace blender::deg