Files
test/source/blender/depsgraph/intern/builder/deg_builder_cache.h
Hans Goudey 3630fd78d5 Cleanup: Depsgraph: Avoid transative includes and type aliases
Instead of the monolothic `depsgraph_type.hh` header that includes
most types used in the despgraph, just add includes where they are
actually necessary. Also remove the `using` keywords for `std` types.
The lack of specificity isn't considered good practice nowadays.

Removing unnecessary transitive includes can help improve compile
times because the time spent parsing headers decreases. Using the
"include what you use" pattern makes futher improvements much
easier too, since it the path to further reduce transitive includes
becomes much clearer.

Pull Request: https://projects.blender.org/blender/blender/pulls/133749
2025-01-31 21:17:49 +01:00

107 lines
3.3 KiB
C++

/* SPDX-FileCopyrightText: 2018 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup depsgraph
*/
#pragma once
#include "MEM_guardedalloc.h"
#include "RNA_types.hh"
#include "BLI_map.hh"
#include "BLI_set.hh"
struct ID;
struct PointerRNA;
struct PropertyRNA;
struct StructRNA;
namespace blender::deg {
class DepsgraphBuilderCache;
/* Identifier for animated property. */
class AnimatedPropertyID {
public:
AnimatedPropertyID();
AnimatedPropertyID(const PointerRNA *pointer_rna, const PropertyRNA *property_rna);
AnimatedPropertyID(const PointerRNA &pointer_rna, const PropertyRNA *property_rna);
AnimatedPropertyID(const ID *id, StructRNA *type, const char *property_name);
AnimatedPropertyID(const ID *id, StructRNA *type, void *data, const char *property_name);
uint64_t hash() const;
friend bool operator==(const AnimatedPropertyID &a, const AnimatedPropertyID &b);
/* Corresponds to PointerRNA.data. */
const void *data;
const PropertyRNA *property_rna;
MEM_CXX_CLASS_ALLOC_FUNCS("AnimatedPropertyID");
};
class AnimatedPropertyStorage {
public:
AnimatedPropertyStorage();
void initializeFromID(DepsgraphBuilderCache *builder_cache, const ID *id);
void tagPropertyAsAnimated(const AnimatedPropertyID &property_id);
void tagPropertyAsAnimated(const PointerRNA *pointer_rna, const PropertyRNA *property_rna);
bool isPropertyAnimated(const AnimatedPropertyID &property_id);
bool isPropertyAnimated(const PointerRNA *pointer_rna, const PropertyRNA *property_rna);
bool isAnyPropertyAnimated(const PointerRNA *pointer_rna);
/* The storage is fully initialized from all F-Curves from corresponding ID. */
bool is_fully_initialized;
/* indexed by PointerRNA.data. */
Set<const void *> animated_objects_set;
Set<AnimatedPropertyID> animated_properties_set;
MEM_CXX_CLASS_ALLOC_FUNCS("AnimatedPropertyStorage");
};
/* Cached data which can be re-used by multiple builders. */
class DepsgraphBuilderCache {
public:
~DepsgraphBuilderCache();
/* Makes sure storage for animated properties exists and initialized for the given ID. */
AnimatedPropertyStorage *ensureAnimatedPropertyStorage(const ID *id);
AnimatedPropertyStorage *ensureInitializedAnimatedPropertyStorage(const ID *id);
/* Shortcuts to go through ensureInitializedAnimatedPropertyStorage and its
* isPropertyAnimated.
*
* NOTE: Avoid using for multiple subsequent lookups, query for the storage once, and then query
* the storage.
*
* TODO(sergey): Technically, this makes this class something else than just a cache, but what is
* the better name? */
template<typename... Args> bool isPropertyAnimated(const ID *id, Args... args)
{
AnimatedPropertyStorage *animated_property_storage = ensureInitializedAnimatedPropertyStorage(
id);
return animated_property_storage->isPropertyAnimated(args...);
}
bool isAnyPropertyAnimated(const PointerRNA *ptr)
{
AnimatedPropertyStorage *animated_property_storage = ensureInitializedAnimatedPropertyStorage(
ptr->owner_id);
return animated_property_storage->isAnyPropertyAnimated(ptr);
}
Map<const ID *, AnimatedPropertyStorage *> animated_property_storage_map_;
MEM_CXX_CLASS_ALLOC_FUNCS("DepsgraphBuilderCache");
};
} // namespace blender::deg