Files
test/source/blender/depsgraph/intern/node/deg_node_id.hh
Hans Goudey 81a63153d0 Despgraph: Rename "copy-on-write" to "copy-on-evaluation"
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
2024-02-19 15:54:08 +01:00

134 lines
4.3 KiB
C++

/* SPDX-FileCopyrightText: 2013 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup depsgraph
*/
#pragma once
#include "BLI_ghash.h"
#include "BLI_sys_types.h"
#include "DNA_ID.h"
#include "intern/node/deg_node.hh"
namespace blender::deg {
struct ComponentNode;
using IDComponentsMask = uint64_t;
/* NOTE: We use max comparison to mark an id node that is linked more than once
* So keep this enum ordered accordingly. */
enum eDepsNode_LinkedState_Type {
/* Generic indirectly linked id node. */
DEG_ID_LINKED_INDIRECTLY = 0,
/* Id node present in the set (background) only. */
DEG_ID_LINKED_VIA_SET = 1,
/* Id node directly linked via the SceneLayer. */
DEG_ID_LINKED_DIRECTLY = 2,
};
const char *linkedStateAsString(eDepsNode_LinkedState_Type linked_state);
/* ID-Block Reference */
struct IDNode : public Node {
struct ComponentIDKey {
ComponentIDKey(NodeType type, const char *name = "");
uint64_t hash() const;
bool operator==(const ComponentIDKey &other) const;
NodeType type;
const char *name;
};
/** Initialize 'id' node - from pointer data given. */
virtual void init(const ID *id, const char *subdata) override;
void init_copy_on_write(ID *id_cow_hint = nullptr);
~IDNode();
void destroy();
virtual string identifier() const override;
ComponentNode *find_component(NodeType type, const char *name = "") const;
ComponentNode *add_component(NodeType type, const char *name = "");
virtual void tag_update(Depsgraph *graph, eUpdateSource source) override;
void finalize_build(Depsgraph *graph);
IDComponentsMask get_visible_components_mask() const;
/* Type of the ID stored separately, so it's possible to perform check whether evaluated copy is
* needed without de-referencing the id_cow (which is not safe when ID is NOT covered by
* copy-on-evaluation and has been deleted from the main database.) */
ID_Type id_type;
/* ID Block referenced. */
ID *id_orig;
/* Session-wide UUID of the id_orig.
* Is used on relations update to map evaluated state from old nodes to the new ones, without
* relying on pointers (which are not guaranteed to be unique) and without dereferencing id_orig
* which could be "stale" pointer. */
uint id_orig_session_uid;
/* Evaluated data-block.
* Will be covered by the copy-on-evaluation system if the ID Type needs it. */
ID *id_cow;
/* Hash to make it faster to look up components. */
Map<ComponentIDKey, ComponentNode *> components;
/* Additional flags needed for scene evaluation.
* TODO(sergey): Only needed for until really granular updates
* of all the entities. */
uint32_t eval_flags;
uint32_t previous_eval_flags;
/* Extra customdata mask which needs to be evaluated for the mesh object. */
DEGCustomDataMeshMasks customdata_masks;
DEGCustomDataMeshMasks previous_customdata_masks;
eDepsNode_LinkedState_Type linked_state;
/* Indicates the data-block is to be considered visible in the evaluated scene.
*
* This flag is set during dependency graph build where check for an actual visibility might not
* be available yet due to driven or animated restriction flags. So it is more of an intent or,
* in other words, plausibility of the data-block to be visible. */
bool is_visible_on_build;
/* Evaluated state of whether evaluation considered this data-block "enabled".
*
* For objects this is derived from the base restriction flags, which might be animated or
* driven. It is set to `BASE_ENABLED_<VIEWPORT, RENDER>` (depending on the graph mode) after
* the object's flags from layer were evaluated.
*
* For other data-types is currently always true. */
bool is_enabled_on_eval;
/* For the collection type of ID, denotes whether collection was fully
* recursed into. */
bool is_collection_fully_expanded;
/* Is used to figure out whether object came to the dependency graph via a base. */
bool has_base;
/* Accumulated flag from operation. Is initialized and used during updates flush. */
bool is_user_modified;
/* Copy-on-Write component has been explicitly tagged for update. */
bool is_cow_explicitly_tagged;
/* Accumulate recalc flags from multiple update passes. */
int id_cow_recalc_backup;
IDComponentsMask visible_components_mask;
IDComponentsMask previously_visible_components_mask;
DEG_DEPSNODE_DECLARE;
};
} // namespace blender::deg