Goals of this refactor:
* More unified approach to updating everything that needs to be updated
after a change in a node tree.
* The updates should happen in the correct order and quadratic or worse
algorithms should be avoided.
* Improve detection of changes to the output to avoid tagging the depsgraph
when it's not necessary.
* Move towards a more declarative style of defining nodes by having a
more centralized update procedure.
The refactor consists of two main parts:
* Node tree tagging and update refactor.
* Generally, when changes are done to a node tree, it is tagged dirty
until a global update function is called that updates everything in
the correct order.
* The tagging is more fine-grained compared to before, to allow for more
precise depsgraph update tagging.
* Depsgraph changes.
* The shading specific depsgraph node for node trees as been removed.
* Instead, there is a new `NTREE_OUTPUT` depsgrap node, which is only
tagged when the output of the node tree changed (e.g. the Group Output
or Material Output node).
* The copy-on-write relation from node trees to the data block they are
embedded in is now non-flushing. This avoids e.g. triggering a material
update after the shader node tree changed in unrelated ways. Instead
the material has a flushing relation to the new `NTREE_OUTPUT` node now.
* The depsgraph no longer reports data block changes through to cycles
through `Depsgraph.updates` when only the node tree changed in ways
that do not affect the output.
Avoiding unnecessary updates seems to work well for geometry nodes and cycles.
The situation is a bit worse when there are drivers on the node tree, but that
could potentially be improved separately in the future.
Avoiding updates in eevee and the compositor is more tricky, but also less urgent.
* Eevee updates are triggered by calling `DRW_notify_view_update` in
`ED_render_view3d_update` indirectly from `DEG_editors_update`.
* Compositor updates are triggered by `ED_node_composite_job` in `node_area_refresh`.
This is triggered by calling `ED_area_tag_refresh` in `node_area_listener`.
Removing updates always has the risk of breaking some dependency that no
one was aware of. It's not unlikely that this will happen here as well. Adding
back missing updates should be quite a bit easier than getting rid of
unnecessary updates though.
Differential Revision: https://developer.blender.org/D13246
404 lines
14 KiB
C++
404 lines
14 KiB
C++
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2013 Blender Foundation.
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* All rights reserved.
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*/
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/** \file
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* \ingroup depsgraph
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*/
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#pragma once
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#include <cstdio>
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#include <cstring>
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#include "intern/depsgraph_type.h"
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#include "DNA_ID.h"
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#include "RNA_access.h"
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#include "RNA_types.h"
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#include "BLI_string.h"
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#include "BLI_utildefines.h"
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#include "intern/builder/deg_builder.h"
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#include "intern/builder/deg_builder_map.h"
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#include "intern/builder/deg_builder_rna.h"
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#include "intern/depsgraph.h"
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#include "intern/node/deg_node.h"
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#include "intern/node/deg_node_component.h"
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#include "intern/node/deg_node_id.h"
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#include "intern/node/deg_node_operation.h"
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struct CacheFile;
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struct Camera;
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struct Collection;
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struct EffectorWeights;
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struct FCurve;
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struct FreestyleLineSet;
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struct FreestyleLineStyle;
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struct ID;
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struct IDProperty;
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struct Image;
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struct Key;
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struct LayerCollection;
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struct Light;
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struct LightProbe;
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struct ListBase;
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struct Main;
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struct Mask;
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struct Material;
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struct MovieClip;
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struct Object;
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struct ParticleSettings;
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struct ParticleSystem;
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struct Scene;
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struct Simulation;
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struct Speaker;
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struct Tex;
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struct ViewLayer;
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struct VFont;
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struct World;
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struct bAction;
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struct bArmature;
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struct bConstraint;
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struct bGPdata;
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struct bNodeSocket;
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struct bNodeTree;
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struct bPoseChannel;
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struct bSound;
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struct PropertyRNA;
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namespace blender {
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namespace deg {
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struct ComponentNode;
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struct DepsNodeHandle;
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struct Depsgraph;
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class DepsgraphBuilderCache;
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struct IDNode;
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struct Node;
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struct OperationNode;
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struct Relation;
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struct RootPChanMap;
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struct TimeSourceNode;
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struct TimeSourceKey {
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TimeSourceKey();
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TimeSourceKey(ID *id);
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string identifier() const;
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ID *id;
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};
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struct ComponentKey {
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ComponentKey();
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ComponentKey(ID *id, NodeType type, const char *name = "");
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string identifier() const;
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ID *id;
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NodeType type;
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const char *name;
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};
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struct OperationKey {
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OperationKey();
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OperationKey(ID *id, NodeType component_type, const char *name, int name_tag = -1);
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OperationKey(
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ID *id, NodeType component_type, const char *component_name, const char *name, int name_tag);
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OperationKey(ID *id, NodeType component_type, OperationCode opcode);
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OperationKey(ID *id, NodeType component_type, const char *component_name, OperationCode opcode);
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OperationKey(
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ID *id, NodeType component_type, OperationCode opcode, const char *name, int name_tag = -1);
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OperationKey(ID *id,
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NodeType component_type,
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const char *component_name,
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OperationCode opcode,
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const char *name,
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int name_tag = -1);
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string identifier() const;
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ID *id;
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NodeType component_type;
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const char *component_name;
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OperationCode opcode;
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const char *name;
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int name_tag;
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};
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struct RNAPathKey {
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RNAPathKey(ID *id, const char *path, RNAPointerSource source);
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RNAPathKey(ID *id, const PointerRNA &ptr, PropertyRNA *prop, RNAPointerSource source);
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string identifier() const;
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ID *id;
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PointerRNA ptr;
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PropertyRNA *prop;
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RNAPointerSource source;
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};
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class DepsgraphRelationBuilder : public DepsgraphBuilder {
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public:
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DepsgraphRelationBuilder(Main *bmain, Depsgraph *graph, DepsgraphBuilderCache *cache);
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void begin_build();
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template<typename KeyFrom, typename KeyTo>
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Relation *add_relation(const KeyFrom &key_from,
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const KeyTo &key_to,
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const char *description,
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int flags = 0);
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template<typename KeyTo>
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Relation *add_relation(const TimeSourceKey &key_from,
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const KeyTo &key_to,
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const char *description,
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int flags = 0);
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template<typename KeyType>
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Relation *add_node_handle_relation(const KeyType &key_from,
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const DepsNodeHandle *handle,
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const char *description,
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int flags = 0);
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template<typename KeyTo>
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Relation *add_depends_on_transform_relation(ID *id,
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const KeyTo &key_to,
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const char *description,
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int flags = 0);
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/* Adds relation from proper transformation operation to the modifier.
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* Takes care of checking for possible physics solvers modifying position
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* of this object. */
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void add_modifier_to_transform_relation(const DepsNodeHandle *handle, const char *description);
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void add_customdata_mask(Object *object, const DEGCustomDataMeshMasks &customdata_masks);
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void add_special_eval_flag(ID *id, uint32_t flag);
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virtual void build_id(ID *id);
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/* Build function for ID types that do not need their own build_xxx() function. */
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virtual void build_generic_id(ID *id);
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virtual void build_idproperties(IDProperty *id_property);
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virtual void build_scene_render(Scene *scene, ViewLayer *view_layer);
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virtual void build_scene_parameters(Scene *scene);
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virtual void build_scene_compositor(Scene *scene);
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virtual void build_layer_collections(ListBase *lb);
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virtual void build_view_layer(Scene *scene,
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ViewLayer *view_layer,
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eDepsNode_LinkedState_Type linked_state);
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virtual void build_collection(LayerCollection *from_layer_collection,
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Object *object,
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Collection *collection);
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virtual void build_object(Object *object);
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virtual void build_object_proxy_from(Object *object);
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virtual void build_object_proxy_group(Object *object);
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virtual void build_object_from_layer_relations(Object *object);
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virtual void build_object_data(Object *object);
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virtual void build_object_data_camera(Object *object);
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virtual void build_object_data_geometry(Object *object);
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virtual void build_object_data_geometry_datablock(ID *obdata);
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virtual void build_object_data_light(Object *object);
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virtual void build_object_data_lightprobe(Object *object);
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virtual void build_object_data_speaker(Object *object);
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virtual void build_object_parent(Object *object);
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virtual void build_object_pointcache(Object *object);
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virtual void build_constraints(ID *id,
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NodeType component_type,
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const char *component_subdata,
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ListBase *constraints,
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RootPChanMap *root_map);
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virtual void build_animdata(ID *id);
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virtual void build_animdata_curves(ID *id);
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virtual void build_animdata_curves_targets(ID *id,
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ComponentKey &adt_key,
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OperationNode *operation_from,
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ListBase *curves);
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virtual void build_animdata_nlastrip_targets(ID *id,
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ComponentKey &adt_key,
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OperationNode *operation_from,
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ListBase *strips);
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virtual void build_animdata_drivers(ID *id);
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virtual void build_animdata_force(ID *id);
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virtual void build_animation_images(ID *id);
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virtual void build_action(bAction *action);
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virtual void build_driver(ID *id, FCurve *fcurve);
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virtual void build_driver_data(ID *id, FCurve *fcurve);
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virtual void build_driver_variables(ID *id, FCurve *fcurve);
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virtual void build_driver_id_property(ID *id, const char *rna_path);
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virtual void build_parameters(ID *id);
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virtual void build_dimensions(Object *object);
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virtual void build_world(World *world);
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virtual void build_rigidbody(Scene *scene);
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virtual void build_particle_systems(Object *object);
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virtual void build_particle_settings(ParticleSettings *part);
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virtual void build_particle_system_visualization_object(Object *object,
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ParticleSystem *psys,
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Object *draw_object);
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virtual void build_ik_pose(Object *object,
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bPoseChannel *pchan,
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bConstraint *con,
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RootPChanMap *root_map);
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virtual void build_splineik_pose(Object *object,
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bPoseChannel *pchan,
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bConstraint *con,
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RootPChanMap *root_map);
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virtual void build_inter_ik_chains(Object *object,
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const OperationKey &solver_key,
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const bPoseChannel *rootchan,
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const RootPChanMap *root_map);
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virtual void build_rig(Object *object);
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virtual void build_proxy_rig(Object *object);
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virtual void build_shapekeys(Key *key);
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virtual void build_armature(bArmature *armature);
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virtual void build_armature_bones(ListBase *bones);
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virtual void build_camera(Camera *camera);
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virtual void build_light(Light *lamp);
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virtual void build_nodetree(bNodeTree *ntree);
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virtual void build_nodetree_socket(bNodeSocket *socket);
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virtual void build_material(Material *ma);
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virtual void build_materials(Material **materials, int num_materials);
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virtual void build_freestyle_lineset(FreestyleLineSet *fls);
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virtual void build_freestyle_linestyle(FreestyleLineStyle *linestyle);
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virtual void build_texture(Tex *tex);
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virtual void build_image(Image *image);
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virtual void build_cachefile(CacheFile *cache_file);
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virtual void build_mask(Mask *mask);
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virtual void build_movieclip(MovieClip *clip);
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virtual void build_lightprobe(LightProbe *probe);
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virtual void build_speaker(Speaker *speaker);
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virtual void build_sound(bSound *sound);
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virtual void build_simulation(Simulation *simulation);
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virtual void build_scene_sequencer(Scene *scene);
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virtual void build_scene_audio(Scene *scene);
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virtual void build_scene_speakers(Scene *scene, ViewLayer *view_layer);
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virtual void build_vfont(VFont *vfont);
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virtual void build_nested_datablock(ID *owner, ID *id, bool flush_cow_changes);
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virtual void build_nested_nodetree(ID *owner, bNodeTree *ntree);
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virtual void build_nested_shapekey(ID *owner, Key *key);
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void add_particle_collision_relations(const OperationKey &key,
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Object *object,
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Collection *collection,
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const char *name);
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void add_particle_forcefield_relations(const OperationKey &key,
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Object *object,
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ParticleSystem *psys,
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EffectorWeights *eff,
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bool add_absorption,
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const char *name);
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virtual void build_copy_on_write_relations();
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virtual void build_copy_on_write_relations(IDNode *id_node);
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virtual void build_driver_relations();
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virtual void build_driver_relations(IDNode *id_node);
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template<typename KeyType> OperationNode *find_operation_node(const KeyType &key);
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Depsgraph *getGraph();
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protected:
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TimeSourceNode *get_node(const TimeSourceKey &key) const;
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ComponentNode *get_node(const ComponentKey &key) const;
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OperationNode *get_node(const OperationKey &key) const;
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Node *get_node(const RNAPathKey &key);
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OperationNode *find_node(const OperationKey &key) const;
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bool has_node(const OperationKey &key) const;
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Relation *add_time_relation(TimeSourceNode *timesrc,
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Node *node_to,
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const char *description,
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int flags = 0);
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/* Add relation which ensures visibility of `id_from` when `id_to` is visible.
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* For the more detailed explanation see comment for `NodeType::VISIBILITY`. */
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void add_visibility_relation(ID *id_from, ID *id_to);
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Relation *add_operation_relation(OperationNode *node_from,
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OperationNode *node_to,
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const char *description,
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int flags = 0);
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template<typename KeyType>
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DepsNodeHandle create_node_handle(const KeyType &key, const char *default_name = "");
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/* TODO(sergey): All those is_same* functions are to be generalized. */
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/* Check whether two keys corresponds to the same bone from same armature.
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*
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* This is used by drivers relations builder to avoid possible fake
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* dependency cycle when one bone property drives another property of the
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* same bone. */
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template<typename KeyFrom, typename KeyTo>
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bool is_same_bone_dependency(const KeyFrom &key_from, const KeyTo &key_to);
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/* Similar to above, but used to check whether driver is using node from
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* the same node tree as a driver variable. */
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template<typename KeyFrom, typename KeyTo>
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bool is_same_nodetree_node_dependency(const KeyFrom &key_from, const KeyTo &key_to);
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private:
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struct BuilderWalkUserData {
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DepsgraphRelationBuilder *builder;
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};
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static void modifier_walk(void *user_data,
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struct Object *object,
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struct ID **idpoin,
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int cb_flag);
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static void constraint_walk(bConstraint *con, ID **idpoin, bool is_reference, void *user_data);
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/* State which demotes currently built entities. */
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Scene *scene_;
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BuilderMap built_map_;
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RNANodeQuery rna_node_query_;
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};
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struct DepsNodeHandle {
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DepsNodeHandle(DepsgraphRelationBuilder *builder,
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OperationNode *node,
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const char *default_name = "")
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: builder(builder), node(node), default_name(default_name)
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{
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BLI_assert(node != nullptr);
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}
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DepsgraphRelationBuilder *builder;
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OperationNode *node;
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const char *default_name;
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};
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} // namespace deg
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} // namespace blender
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#include "intern/builder/deg_builder_relations_impl.h"
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