Files
test/source/blender/depsgraph/intern/eval/deg_eval_visibility.cc
Sergey Sharybin ac20970bc2 Depsgraph: optimize out evaluation of hidden objects
This change makes it so that objects which are temporary hidden from
the viewport (the icon toggle in outliner) do not affect on the
performance of the viewport.

The attached file demonstrates the issue. Before this change hiding
the object does not change FPS, after this change FPS goes high when
the object is hidden.

F13435936

Changing the object temporary visibility is already expected to tag
scene for bases updates, which flushes down the stream to the object
visibility update. So the only remaining topic was to ensure the
graph does a special round of visibility update on such changes.

Differential Revision: https://developer.blender.org/D15813
2022-08-31 15:11:18 +02:00

237 lines
8.5 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2022 Blender Foundation. All rights reserved. */
/** \file
* \ingroup depsgraph
*/
#include "intern/eval/deg_eval_visibility.h"
#include "DNA_layer_types.h"
#include "DNA_modifier_types.h"
#include "DNA_object_types.h"
#include "BLI_assert.h"
#include "BLI_stack.h"
#include "DEG_depsgraph.h"
#include "intern/depsgraph.h"
#include "intern/depsgraph_relation.h"
#include "intern/node/deg_node.h"
#include "intern/node/deg_node_component.h"
#include "intern/node/deg_node_id.h"
#include "intern/node/deg_node_operation.h"
namespace blender::deg {
void deg_evaluate_object_node_visibility(::Depsgraph *depsgraph, IDNode *id_node)
{
BLI_assert(GS(id_node->id_cow->name) == ID_OB);
Depsgraph *graph = reinterpret_cast<Depsgraph *>(depsgraph);
const Object *object = reinterpret_cast<const Object *>(id_node->id_cow);
DEG_debug_print_eval(depsgraph, __func__, object->id.name, &object->id);
bool is_enabled;
if (graph->mode == DAG_EVAL_VIEWPORT) {
is_enabled = (object->base_flag & BASE_ENABLED_VIEWPORT) &&
((object->base_flag & BASE_HIDDEN) == 0);
}
else {
is_enabled = (object->base_flag & BASE_ENABLED_RENDER);
};
if (id_node->is_enabled_on_eval != is_enabled) {
id_node->is_enabled_on_eval = is_enabled;
/* Tag dependency graph for changed visibility, so that it is updated on all dependencies prior
* to a pass of an actual evaluation. */
graph->need_update_nodes_visibility = true;
}
}
void deg_evaluate_object_modifiers_mode_node_visibility(::Depsgraph *depsgraph, IDNode *id_node)
{
BLI_assert(GS(id_node->id_cow->name) == ID_OB);
Depsgraph *graph = reinterpret_cast<Depsgraph *>(depsgraph);
const Object *object = reinterpret_cast<const Object *>(id_node->id_cow);
DEG_debug_print_eval(depsgraph, __func__, object->id.name, &object->id);
if (BLI_listbase_is_empty(&object->modifiers)) {
return;
}
const ModifierMode modifier_mode = (graph->mode == DAG_EVAL_VIEWPORT) ? eModifierMode_Realtime :
eModifierMode_Render;
const ComponentNode *geometry_component = id_node->find_component(NodeType::GEOMETRY);
LISTBASE_FOREACH (ModifierData *, modifier, &object->modifiers) {
OperationNode *modifier_node = geometry_component->find_operation(OperationCode::MODIFIER,
modifier->name);
BLI_assert_msg(modifier_node != nullptr,
"Modifier node in depsgraph is not found. Likely due to missing "
"DEG_relations_tag_update().");
const bool modifier_enabled = modifier->mode & modifier_mode;
const int mute_flag = modifier_enabled ? 0 : DEPSOP_FLAG_MUTE;
if ((modifier_node->flag & DEPSOP_FLAG_MUTE) != mute_flag) {
modifier_node->flag &= ~DEPSOP_FLAG_MUTE;
modifier_node->flag |= mute_flag;
graph->need_update_nodes_visibility = true;
}
}
}
void deg_graph_flush_visibility_flags(Depsgraph *graph)
{
enum {
DEG_NODE_VISITED = (1 << 0),
};
for (IDNode *id_node : graph->id_nodes) {
for (ComponentNode *comp_node : id_node->components.values()) {
comp_node->possibly_affects_visible_id = id_node->is_visible_on_build;
comp_node->affects_visible_id = id_node->is_visible_on_build && id_node->is_enabled_on_eval;
/* Visibility component is always to be considered to have the same visibility as the
* `id_node->is_visible_on_build`. This is because the visibility is to be evaluated
* regardless of its current state as it might get changed due to animation. */
if (comp_node->type == NodeType::VISIBILITY) {
comp_node->affects_visible_id = id_node->is_visible_on_build;
}
/* Enforce "visibility" of the synchronization component.
*
* This component is never connected to other ID nodes, and hence can not be handled in the
* same way as other components needed for evaluation. It is only needed for proper
* evaluation of the ID node it belongs to.
*
* The design is such that the synchronization is supposed to happen whenever any part of the
* ID changed/evaluated. Here we mark the component as "visible" so that genetic recalc flag
* flushing and scheduling will handle the component in a generic manner. */
if (comp_node->type == NodeType::SYNCHRONIZATION) {
comp_node->possibly_affects_visible_id = true;
comp_node->affects_visible_id = true;
}
}
}
BLI_Stack *stack = BLI_stack_new(sizeof(OperationNode *), "DEG flush layers stack");
for (OperationNode *op_node : graph->operations) {
op_node->custom_flags = 0;
op_node->num_links_pending = 0;
for (Relation *rel : op_node->outlinks) {
if ((rel->from->type == NodeType::OPERATION) && (rel->flag & RELATION_FLAG_CYCLIC) == 0) {
++op_node->num_links_pending;
}
}
if (op_node->num_links_pending == 0) {
BLI_stack_push(stack, &op_node);
op_node->custom_flags |= DEG_NODE_VISITED;
}
}
while (!BLI_stack_is_empty(stack)) {
OperationNode *op_node;
BLI_stack_pop(stack, &op_node);
/* Flush flags to parents. */
for (Relation *rel : op_node->inlinks) {
if (rel->from->type == NodeType::OPERATION) {
const OperationNode *op_to = reinterpret_cast<const OperationNode *>(rel->to);
const ComponentNode *comp_to = op_to->owner;
/* Ignore the synchronization target.
* It is always visible and should not affect on other components. */
if (comp_to->type == NodeType::SYNCHRONIZATION) {
continue;
}
OperationNode *op_from = reinterpret_cast<OperationNode *>(rel->from);
ComponentNode *comp_from = op_from->owner;
op_from->flag |= (op_to->flag & OperationFlag::DEPSOP_FLAG_AFFECTS_VISIBILITY);
if (rel->flag & RELATION_NO_VISIBILITY_CHANGE) {
continue;
}
const bool target_possibly_affects_visible_id = comp_to->possibly_affects_visible_id;
bool target_affects_visible_id = comp_to->affects_visible_id;
/* This is a bit arbitrary but the idea here is following:
*
* - When another object is used by a disabled modifier we do not want that object to
* be considered needed for evaluation.
*
* - However, we do not want to take mute flag during visibility propagation within the
* same object. Otherwise drivers and transform dependencies of the geometry component
* entry component might not be properly handled.
*
* This code works fine for muting modifiers, but might need tweaks when mute is used for
* something else. */
if (comp_from != comp_to && (op_to->flag & DEPSOP_FLAG_MUTE)) {
target_affects_visible_id = false;
}
/* Visibility component forces all components of the current ID to be considered as
* affecting directly visible. */
if (comp_from->type == NodeType::VISIBILITY) {
const IDNode *id_node_from = comp_from->owner;
if (target_possibly_affects_visible_id) {
for (ComponentNode *comp_node : id_node_from->components.values()) {
comp_node->possibly_affects_visible_id |= target_possibly_affects_visible_id;
}
}
if (target_affects_visible_id) {
for (ComponentNode *comp_node : id_node_from->components.values()) {
comp_node->affects_visible_id |= target_affects_visible_id;
}
}
}
else {
comp_from->possibly_affects_visible_id |= target_possibly_affects_visible_id;
comp_from->affects_visible_id |= target_affects_visible_id;
}
}
}
/* Schedule parent nodes. */
for (Relation *rel : op_node->inlinks) {
if (rel->from->type == NodeType::OPERATION) {
OperationNode *op_from = (OperationNode *)rel->from;
if ((rel->flag & RELATION_FLAG_CYCLIC) == 0) {
BLI_assert(op_from->num_links_pending > 0);
--op_from->num_links_pending;
}
if ((op_from->num_links_pending == 0) && (op_from->custom_flags & DEG_NODE_VISITED) == 0) {
BLI_stack_push(stack, &op_from);
op_from->custom_flags |= DEG_NODE_VISITED;
}
}
}
}
BLI_stack_free(stack);
graph->need_update_nodes_visibility = false;
}
void deg_graph_flush_visibility_flags_if_needed(Depsgraph *graph)
{
if (!graph->need_update_nodes_visibility) {
return;
}
deg_graph_flush_visibility_flags(graph);
}
} // namespace blender::deg