The viewport compositor crashes when the scene is changed in some situations. That's because the viewport compositor tries to use node tree data that was freed in the last depsgraph update, while it should have invalidate those references based on the same depsgraph update. The source of this issue is in the depsgraph itself. In particular, when the depsgraph evaluation happens in two passes, the ID recalculate flags are backed up for every pass then restored at the end of all passes, however, this doesn't happen for the ID Type Update table. So whenever evaluations happen in two passes, changes will not be propagated to engines that require those information, like the viewport compositor engine in that particular case. To fix this, we backup and restore the ID Type Update table in a similar manner to the ID recalculate flags. Fixes #107235, #124335, #116142. Pull Request: https://projects.blender.org/blender/blender/pulls/124409
193 lines
6.0 KiB
C++
193 lines
6.0 KiB
C++
/* SPDX-FileCopyrightText: 2013 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup depsgraph
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*
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* Data-types for internal use in the Depsgraph
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*
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* All of these data-types are only really used within the "core" depsgraph.
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* In particular, node types declared here form the structure of operations
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* in the graph.
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*/
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#pragma once
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#include <functional>
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#include <mutex>
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#include <stdlib.h>
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#include "MEM_guardedalloc.h"
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#include "DNA_ID.h" /* for ID_Type and INDEX_ID_MAX */
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#include "BLI_threads.h" /* for SpinLock */
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#include "DEG_depsgraph.hh"
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#include "DEG_depsgraph_physics.hh"
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#include "intern/debug/deg_debug.h"
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#include "intern/depsgraph_light_linking.hh"
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#include "intern/depsgraph_type.hh"
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struct ID;
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struct Scene;
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struct ViewLayer;
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namespace blender::deg {
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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 TimeSourceNode;
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/* Dependency Graph object */
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struct Depsgraph {
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using OperationNodes = Vector<OperationNode *>;
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using IDDepsNodes = Vector<IDNode *>;
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Depsgraph(Main *bmain, Scene *scene, ViewLayer *view_layer, eEvaluationMode mode);
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~Depsgraph();
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TimeSourceNode *add_time_source();
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TimeSourceNode *find_time_source() const;
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void tag_time_source();
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IDNode *find_id_node(const ID *id) const;
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IDNode *add_id_node(ID *id, ID *id_cow_hint = nullptr);
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void clear_id_nodes();
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/** Add new relationship between two nodes. */
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Relation *add_new_relation(Node *from, Node *to, const char *description, int flags = 0);
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/* Check whether two nodes are connected by relation with given
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* description. Description might be nullptr to check ANY relation between
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* given nodes. */
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Relation *check_nodes_connected(const Node *from, const Node *to, const char *description);
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/* Tag a specific node as needing updates. */
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void add_entry_tag(OperationNode *node);
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/* Clear storage used by all nodes. */
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void clear_all_nodes();
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/* Copy-on-Write Functionality ........ */
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/* For given original ID get ID which is created by copy-on-evaluation system. */
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ID *get_cow_id(const ID *id_orig) const;
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/* Core Graph Functionality ........... */
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/* <ID : IDNode> mapping from ID blocks to nodes representing these
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* blocks, used for quick lookups. */
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Map<const ID *, IDNode *> id_hash;
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/* Ordered list of ID nodes, order matches ID allocation order.
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* Used for faster iteration, especially for areas which are critical to
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* keep exact order of iteration. */
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IDDepsNodes id_nodes;
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/* Top-level time source node. */
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TimeSourceNode *time_source;
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/* The graph contains data-blocks whose visibility depends on evaluation (driven or animated). */
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bool has_animated_visibility;
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/* Indicates whether relations needs to be updated. */
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bool need_update_relations;
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/* Indicates whether indirect effect of nodes on a directly visible ones needs to be updated. */
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bool need_update_nodes_visibility;
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/* Indicated whether IDs in this graph are to be tagged as if they first appear visible, with
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* an optional tag for their animation (time) update. */
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bool need_tag_id_on_graph_visibility_update;
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bool need_tag_id_on_graph_visibility_time_update;
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/* Indicates which ID types were updated. */
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char id_type_updated[INDEX_ID_MAX];
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/* Accumulate id type updates from multiple update passes. */
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char id_type_updated_backup[INDEX_ID_MAX];
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/* Indicates type of IDs present in the depsgraph. */
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char id_type_exist[INDEX_ID_MAX];
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/* Quick-Access Temp Data ............. */
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/* Nodes which have been tagged as "directly modified". */
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Set<OperationNode *> entry_tags;
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/* Convenience Data ................... */
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/* XXX: should be collected after building (if actually needed?) */
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/* All operation nodes, sorted in order of single-thread traversal order. */
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OperationNodes operations;
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/* Spin lock for threading-critical operations.
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* Mainly used by graph evaluation. */
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SpinLock lock;
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/* Main, scene, layer, mode this dependency graph is built for. */
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Main *bmain;
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Scene *scene;
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ViewLayer *view_layer;
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eEvaluationMode mode;
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/* Time at which dependency graph is being or was last evaluated.
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* frame is the value before, and ctime the value after time remapping. */
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float frame;
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float ctime;
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/* Evaluated version of datablocks we access a lot.
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* Stored here to save us form doing hash lookup. */
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Scene *scene_cow;
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/* Active dependency graph is a dependency graph which is used by the
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* currently active window. When dependency graph is active, it is allowed
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* for evaluation functions to write animation f-curve result, drivers
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* result and other selective things (object matrix?) to original object.
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*
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* This way we simplify operators, which don't need to worry about where
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* to read stuff from. */
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bool is_active;
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/* Optimize out evaluation of operations which affect hidden objects or disabled modifiers. */
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bool use_visibility_optimization;
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DepsgraphDebug debug;
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bool is_evaluating;
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/* Is set to truth for dependency graph which are used for post-processing (compositor and
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* sequencer).
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* Such dependency graph needs all view layers (so render pipeline can access names), but it
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* does not need any bases. */
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bool is_render_pipeline_depsgraph;
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/* Notify editors about changes to IDs in this depsgraph. */
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bool use_editors_update;
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/* Cached list of colliders/effectors for collections and the scene
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* created along with relations, for fast lookup during evaluation. */
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Map<const ID *, ListBase *> *physics_relations[DEG_PHYSICS_RELATIONS_NUM];
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light_linking::Cache light_linking_cache;
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/* The number of times this graph has been evaluated. */
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uint64_t update_count;
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/**
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* Stores functions that can be called after depsgraph evaluation to writeback some changes to
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* original data. Also see `DEG_depsgraph_writeback_sync.hh`.
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*/
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Vector<std::function<void()>> sync_writeback_callbacks;
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/** Needs to be locked when adding a writeback callback during evaluation. */
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std::mutex sync_writeback_callbacks_mutex;
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MEM_CXX_CLASS_ALLOC_FUNCS("Depsgraph");
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};
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} // namespace blender::deg
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