Files
test/source/blender/depsgraph/DEG_depsgraph_query.hh
Miguel Pozo f4e6ad4d24 Core: Use VectorList for duplilists
Replace Listbase with a VectorList for duplist generation.

Performing one heap allocation for each dupli becomes very costly on
scenes with many instances.
Using a VectorList can make playback up to 15% faster.

Most scenes will have lower performance improvements,
but none of the ones I tested were slower.

VectorLists also have the advantage of being able to query the size of
the duplilist.

Pull Request: https://projects.blender.org/blender/blender/pulls/138947
2025-06-13 16:28:54 +02:00

377 lines
12 KiB
C++

/* SPDX-FileCopyrightText: 2013 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup depsgraph
*
* Public API for Querying Depsgraph.
*/
#pragma once
#include "BLI_function_ref.hh"
#include "BLI_iterator.h"
#include "BLI_set.hh"
#include "BLI_utildefines.h"
#include "DEG_depsgraph.hh"
#include "DEG_depsgraph_build.hh"
/* Needed for the instance iterator. */
#include "DNA_object_types.h"
#include "BKE_duplilist.hh"
#include "BKE_object_types.hh"
struct BLI_Iterator;
struct CustomData_MeshMasks;
struct Depsgraph;
struct DupliObject;
struct ID;
struct ListBase;
struct PointerRNA;
struct Scene;
struct ViewLayer;
struct ViewerPath;
/* -------------------------------------------------------------------- */
/** \name DEG input data
* \{ */
/** Get scene that depsgraph was built for. */
Scene *DEG_get_input_scene(const Depsgraph *graph);
/** Get view layer that depsgraph was built for. */
ViewLayer *DEG_get_input_view_layer(const Depsgraph *graph);
/** Get bmain that depsgraph was built for. */
Main *DEG_get_bmain(const Depsgraph *graph);
/** Get evaluation mode that depsgraph was built for. */
eEvaluationMode DEG_get_mode(const Depsgraph *graph);
/** Get time that depsgraph is being evaluated or was last evaluated at. */
float DEG_get_ctime(const Depsgraph *graph);
/** \} */
/* -------------------------------------------------------------------- */
/** \name DEG evaluated data
* \{ */
/** Check if given ID type was tagged for update. */
bool DEG_id_type_updated(const Depsgraph *depsgraph, short id_type);
bool DEG_id_type_any_updated(const Depsgraph *depsgraph);
/** Check if given ID type is present in the depsgraph */
bool DEG_id_type_any_exists(const Depsgraph *depsgraph, short id_type);
/** Get additional evaluation flags for the given ID. */
uint32_t DEG_get_eval_flags_for_id(const Depsgraph *graph, const ID *id);
/** Get additional mesh CustomData_MeshMasks flags for the given object. */
void DEG_get_customdata_mask_for_object(const Depsgraph *graph,
Object *object,
CustomData_MeshMasks *r_mask);
/**
* Get scene at its evaluated state.
*
* Technically, this is a copied-on-written and fully evaluated version of the input scene.
* This function will check that the data-block has been expanded (and copied) from the original
* one. Assert will happen if it's not.
*/
Scene *DEG_get_evaluated_scene(const Depsgraph *graph);
/**
* Get view layer at its evaluated state.
* This is a shortcut for accessing active view layer from evaluated scene.
*/
ViewLayer *DEG_get_evaluated_view_layer(const Depsgraph *graph);
/** Get evaluated version of given ID data-block. */
ID *DEG_get_evaluated_id(const Depsgraph *depsgraph, ID *id);
const ID *DEG_get_evaluated_id(const Depsgraph *depsgraph, const ID *id);
template<typename T> T *DEG_get_evaluated(const Depsgraph *depsgraph, T *id)
{
static_assert(blender::dna::is_ID_v<T>);
return reinterpret_cast<T *>(DEG_get_evaluated_id(depsgraph, reinterpret_cast<ID *>(id)));
}
template<typename T> const T *DEG_get_evaluated(const Depsgraph *depsgraph, const T *id)
{
static_assert(blender::dna::is_ID_v<T>);
return reinterpret_cast<const T *>(
DEG_get_evaluated_id(depsgraph, reinterpret_cast<const ID *>(id)));
}
/** Get evaluated version of data pointed to by RNA pointer */
void DEG_get_evaluated_rna_pointer(const Depsgraph *depsgraph,
PointerRNA *ptr,
PointerRNA *r_ptr_eval);
/** Get original version of given evaluated ID data-block. */
ID *DEG_get_original_id(ID *id);
const ID *DEG_get_original_id(const ID *id);
template<typename T> T *DEG_get_original(T *id)
{
static_assert(blender::dna::is_ID_v<T>);
return reinterpret_cast<T *>(DEG_get_original_id(reinterpret_cast<ID *>(id)));
}
template<typename T> const T *DEG_get_original(const T *id)
{
static_assert(blender::dna::is_ID_v<T>);
return reinterpret_cast<const T *>(DEG_get_original_id(reinterpret_cast<const ID *>(id)));
}
/**
* Get the depsgraph that owns the given ID. This is efficient because the depsgraph is cached on
* the ID.
*
* Only IDs that use the copy-on-eval mechanism of depsgraph evaluation have a corresponding
* depsgraph. Original IDs as well as temporary IDs e.g. generated by geometry nodes do not have a
* corresponding depsgraph, so null is returned here for these IDs.
*/
Depsgraph *DEG_get_depsgraph_by_id(const ID &id);
/**
* Check whether given ID is an original.
*
* Original IDs are considered all the IDs which are not covered by copy-on-evaluation system and
* are not out-of-main localized data-blocks.
*/
bool DEG_is_original_id(const ID *id);
template<typename T> bool DEG_is_original(const T *id)
{
static_assert(blender::dna::is_ID_v<T>);
return DEG_is_original_id(reinterpret_cast<const ID *>(id));
}
/* Opposite of the above (`DEG_is_original_*`).
*
* If the data-block is not original it must be evaluated, and vice versa. */
bool DEG_is_evaluated_id(const ID *id);
template<typename T> bool DEG_is_evaluated(const T *id)
{
static_assert(blender::dna::is_ID_v<T>);
return DEG_is_evaluated_id(reinterpret_cast<const ID *>(id));
}
/**
* Check whether depsgraph is fully evaluated. This includes the following checks:
* - Relations are up-to-date.
* - Nothing is tagged for update.
*/
bool DEG_is_fully_evaluated(const Depsgraph *depsgraph);
/**
* Check every component of the data-block is evaluated. For example, an object disabled in the
* viewport is not fully evaluated, even though the copy-on-eval data-block is created.
*/
bool DEG_id_is_fully_evaluated(const Depsgraph *depsgraph, const ID *id_eval);
/**
* Returns false when the objects geometry is not fully evaluated in its depsgraph yet. In this
* case, the geometry must not be accessed. Otherwise returns true when geometry is fully evaluated
* or the object does not belong to any specific depsgraph.
*
* The result of this function is non deterministic when multi-threading is used because the
* depsgraph nodes are not totally ordered. When the depsgraph contains all correct relations and
* there are no cycles, the result should always be `true` here though. So it does not break
* determinism when there are no dependency graph cycles.
*/
bool DEG_object_geometry_is_evaluated(const Object &object);
/**
* Same as #DEG_object_geometry_is_evaluated
* but for the transformation of the object.
*/
bool DEG_object_transform_is_evaluated(const Object &object);
/**
* Same as #DEG_object_geometry_is_evaluated
* but for the geometry of all objects in the collection.
*/
bool DEG_collection_geometry_is_evaluated(const Collection &collection);
/** \} */
/* -------------------------------------------------------------------- */
/** \name DEG object iterators
* \{ */
enum DegIterFlag {
DEG_ITER_OBJECT_FLAG_LINKED_DIRECTLY = (1 << 0),
DEG_ITER_OBJECT_FLAG_LINKED_INDIRECTLY = (1 << 1),
DEG_ITER_OBJECT_FLAG_LINKED_VIA_SET = (1 << 2),
DEG_ITER_OBJECT_FLAG_VISIBLE = (1 << 3),
DEG_ITER_OBJECT_FLAG_DUPLI = (1 << 4),
};
ENUM_OPERATORS(DegIterFlag, DEG_ITER_OBJECT_FLAG_DUPLI)
struct DEGObjectIterSettings {
Depsgraph *depsgraph;
/**
* Bit-field of the #DegIterFlag.
*
* NOTE: Be careful with #DEG_ITER_OBJECT_FLAG_LINKED_INDIRECTLY objects.
* Although they are available they have no overrides (collection_properties)
* and will crash if you try to access it.
*/
uint32_t flags;
/**
* When set, the final evaluated geometry of the corresponding object is omitted. Instead the
* geometry for the viewer path included in the iterator.
*/
const ViewerPath *viewer_path;
/**
* If not empty, the iterator should only return objects that are in this list (or their
* instances are in it). Pointers in this span should be the original data-block.
*/
blender::Set<const Object *> *included_objects;
};
/**
* Flags to get objects for draw manager and final render.
*/
#define DEG_OBJECT_ITER_FOR_RENDER_ENGINE_FLAGS \
DEG_ITER_OBJECT_FLAG_LINKED_DIRECTLY | DEG_ITER_OBJECT_FLAG_LINKED_VIA_SET | \
DEG_ITER_OBJECT_FLAG_VISIBLE | DEG_ITER_OBJECT_FLAG_DUPLI
struct DEGObjectIterData {
DEGObjectIterSettings *settings;
Depsgraph *graph;
int flag;
Scene *scene;
eEvaluationMode eval_mode;
/** Object whose preview instead of evaluated geometry should be part of the iterator. */
Object *object_orig_with_preview;
Object *next_object;
/* **** Iteration over dupli-list. *** */
/* Object which created the dupli-list. */
Object *dupli_parent;
/* List of duplicated objects. */
DupliList dupli_list;
/* Next duplicated object to step into. */
DupliObject *dupli_object_next;
/* The dupli_list index of dupli_object_next. */
int dupli_object_next_index;
/* Corresponds to current object: current iterator object is evaluated from
* this duplicated object. */
DupliObject *dupli_object_current;
/* Temporary storage to report fully populated DNA to the render engine or
* other users of the iterator. */
Object temp_dupli_object;
blender::bke::ObjectRuntime temp_dupli_object_runtime;
/* **** Iteration over ID nodes **** */
size_t id_node_index;
size_t num_id_nodes;
/* Copy the current/next data and move the DupliList. */
void transfer_from(DEGObjectIterData &other);
};
void DEG_iterator_objects_begin(BLI_Iterator *iter, DEGObjectIterData *data);
void DEG_iterator_objects_next(BLI_Iterator *iter);
void DEG_iterator_objects_end(BLI_Iterator *iter);
#define DEG_OBJECT_ITER_BEGIN(settings_, instance_) \
{ \
DEGObjectIterData data_ = { \
(settings_), \
(settings_)->depsgraph, \
(int)(settings_)->flags, \
}; \
\
ITER_BEGIN (DEG_iterator_objects_begin, \
DEG_iterator_objects_next, \
DEG_iterator_objects_end, \
&data_, \
Object *, \
instance_)
#define DEG_OBJECT_ITER_END \
ITER_END; \
} \
((void)0)
/** \} */
/* -------------------------------------------------------------------- */
/** \name DEG ID iterators
* \{ */
struct DEGIDIterData {
Depsgraph *graph;
bool only_updated;
size_t id_node_index;
size_t num_id_nodes;
};
void DEG_iterator_ids_begin(BLI_Iterator *iter, DEGIDIterData *data);
void DEG_iterator_ids_next(BLI_Iterator *iter);
void DEG_iterator_ids_end(BLI_Iterator *iter);
/** \} */
/* -------------------------------------------------------------------- */
/** \name DEG traversal
* \{ */
using DEGForeachIDCallback = blender::FunctionRef<void(ID *id)>;
using DEGForeachIDComponentCallback =
blender::FunctionRef<void(ID *id, eDepsObjectComponentType component)>;
/**
* \note Modifies runtime flags in depsgraph nodes,
* so can not be used in parallel. Keep an eye on that!
*/
void DEG_foreach_ancestor_ID(const Depsgraph *depsgraph,
const ID *id,
DEGForeachIDCallback callback);
void DEG_foreach_dependent_ID(const Depsgraph *depsgraph,
const ID *id,
DEGForeachIDCallback callback);
/**
* Starts traversal from given component of the given ID, invokes callback for every other
* component which is directly on indirectly dependent on the source one.
*/
enum {
/* Ignore transform solvers which depends on multiple inputs and affects final transform.
* Is used for cases like snapping objects which are part of a rigid body simulation:
* without this there will be "false-positive" dependencies between transform components of
* objects:
*
* object 1 transform before solver ---> solver ------> object 1 final transform
* object 2 transform before solver -----^ \------> object 2 final transform
*/
DEG_FOREACH_COMPONENT_IGNORE_TRANSFORM_SOLVERS = (1 << 0),
};
void DEG_foreach_dependent_ID_component(const Depsgraph *depsgraph,
const ID *id,
eDepsObjectComponentType source_component_type,
int flags,
DEGForeachIDComponentCallback callback);
void DEG_foreach_ID(const Depsgraph *depsgraph, DEGForeachIDCallback callback);
/** \} */