`UUID` generally stands for "universally unique identifier". The session identifier that we use is neither universally unique, nor does it follow the standard. Therefor, the term "session uuid" is confusing and should be replaced. In #116888 we briefly talked about a better name and ended up with "session uid". The reason for "uid" instead of "id" is that the latter is a very overloaded term in Blender already. This patch changes all uses of "uuid" to "uid" where it's used in the context of a "session uid". It's not always trivial to see whether a specific mention of "uuid" refers to an actual uuid or something else. Therefore, I might have missed some renames. I can't think of an automated way to differentiate the case. BMesh also uses the term "uuid" sometimes in a the wrong context (e.g. `UUIDFaceStepItem`) but there it also does not mean "session uid", so it's *not* changed by this patch. Pull Request: https://projects.blender.org/blender/blender/pulls/117350
202 lines
5.4 KiB
C++
202 lines
5.4 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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#include "intern/node/deg_node_id.hh"
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#include <cstdio>
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#include <cstring> /* required for STREQ later on. */
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#include "BLI_string.h"
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#include "BLI_utildefines.h"
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#include "DNA_ID.h"
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#include "DNA_anim_types.h"
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#include "BKE_lib_id.hh"
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#include "DEG_depsgraph.hh"
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#include "intern/eval/deg_eval_copy_on_write.h"
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#include "intern/node/deg_node_component.hh"
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#include "intern/node/deg_node_factory.hh"
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#include "intern/node/deg_node_time.hh"
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namespace blender::deg {
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const char *linkedStateAsString(eDepsNode_LinkedState_Type linked_state)
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{
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switch (linked_state) {
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case DEG_ID_LINKED_INDIRECTLY:
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return "INDIRECTLY";
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case DEG_ID_LINKED_VIA_SET:
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return "VIA_SET";
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case DEG_ID_LINKED_DIRECTLY:
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return "DIRECTLY";
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}
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BLI_assert_msg(0, "Unhandled linked state, should never happen.");
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return "UNKNOWN";
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}
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IDNode::ComponentIDKey::ComponentIDKey(NodeType type, const char *name) : type(type), name(name) {}
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bool IDNode::ComponentIDKey::operator==(const ComponentIDKey &other) const
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{
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return type == other.type && STREQ(name, other.name);
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}
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uint64_t IDNode::ComponentIDKey::hash() const
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{
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const int type_as_int = int(type);
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return BLI_ghashutil_combine_hash(BLI_ghashutil_uinthash(type_as_int),
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BLI_ghashutil_strhash_p(name));
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}
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void IDNode::init(const ID *id, const char * /*subdata*/)
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{
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BLI_assert(id != nullptr);
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/* Store ID-pointer. */
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id_type = GS(id->name);
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id_orig = (ID *)id;
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id_orig_session_uid = id->session_uid;
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eval_flags = 0;
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previous_eval_flags = 0;
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customdata_masks = DEGCustomDataMeshMasks();
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previous_customdata_masks = DEGCustomDataMeshMasks();
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linked_state = DEG_ID_LINKED_INDIRECTLY;
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is_visible_on_build = true;
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is_enabled_on_eval = true;
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is_collection_fully_expanded = false;
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has_base = false;
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is_user_modified = false;
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id_cow_recalc_backup = 0;
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visible_components_mask = 0;
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previously_visible_components_mask = 0;
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}
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void IDNode::init_copy_on_write(ID *id_cow_hint)
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{
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/* Create pointer as early as possible, so we can use it for function
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* bindings. Rest of data we'll be copying to the new datablock when
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* it is actually needed. */
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if (id_cow_hint != nullptr) {
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// BLI_assert(deg_copy_on_write_is_needed(id_orig));
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if (deg_copy_on_write_is_needed(id_orig)) {
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id_cow = id_cow_hint;
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}
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else {
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id_cow = id_orig;
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}
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}
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else if (deg_copy_on_write_is_needed(id_orig)) {
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id_cow = (ID *)BKE_libblock_alloc_notest(GS(id_orig->name));
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DEG_COW_PRINT(
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"Create shallow copy for %s: id_orig=%p id_cow=%p\n", id_orig->name, id_orig, id_cow);
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deg_tag_copy_on_write_id(id_cow, id_orig);
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}
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else {
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id_cow = id_orig;
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}
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}
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/* Free 'id' node. */
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IDNode::~IDNode()
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{
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destroy();
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}
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void IDNode::destroy()
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{
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if (id_orig == nullptr) {
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return;
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}
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for (ComponentNode *comp_node : components.values()) {
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delete comp_node;
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}
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/* Free memory used by this CoW ID. */
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if (!ELEM(id_cow, id_orig, nullptr)) {
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deg_free_copy_on_write_datablock(id_cow);
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MEM_freeN(id_cow);
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id_cow = nullptr;
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DEG_COW_PRINT("Destroy CoW for %s: id_orig=%p id_cow=%p\n", id_orig->name, id_orig, id_cow);
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}
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/* Tag that the node is freed. */
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id_orig = nullptr;
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}
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string IDNode::identifier() const
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{
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char orig_ptr[24], cow_ptr[24];
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SNPRINTF(orig_ptr, "%p", id_orig);
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SNPRINTF(cow_ptr, "%p", id_cow);
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return string(nodeTypeAsString(type)) + " : " + name + " (orig: " + orig_ptr +
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", eval: " + cow_ptr + ", is_visible_on_build " +
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(is_visible_on_build ? "true" : "false") + ")";
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}
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ComponentNode *IDNode::find_component(NodeType type, const char *name) const
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{
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ComponentIDKey key(type, name);
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return components.lookup_default(key, nullptr);
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}
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ComponentNode *IDNode::add_component(NodeType type, const char *name)
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{
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ComponentNode *comp_node = find_component(type, name);
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if (!comp_node) {
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DepsNodeFactory *factory = type_get_factory(type);
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BLI_assert(factory);
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comp_node = (ComponentNode *)factory->create_node(this->id_orig, "", name);
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/* Register. */
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ComponentIDKey key(type, comp_node->name.c_str());
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components.add_new(key, comp_node);
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comp_node->owner = this;
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}
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return comp_node;
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}
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void IDNode::tag_update(Depsgraph *graph, eUpdateSource source)
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{
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for (ComponentNode *comp_node : components.values()) {
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/* Relations update does explicit animation update when needed. Here we ignore animation
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* component to avoid loss of possible unkeyed changes. */
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if (comp_node->type == NodeType::ANIMATION && source == DEG_UPDATE_SOURCE_RELATIONS) {
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continue;
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}
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comp_node->tag_update(graph, source);
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}
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}
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void IDNode::finalize_build(Depsgraph *graph)
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{
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/* Finalize build of all components. */
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for (ComponentNode *comp_node : components.values()) {
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comp_node->finalize_build(graph);
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}
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visible_components_mask = get_visible_components_mask();
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}
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IDComponentsMask IDNode::get_visible_components_mask() const
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{
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IDComponentsMask result = 0;
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for (ComponentNode *comp_node : components.values()) {
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if (comp_node->possibly_affects_visible_id) {
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const int component_type_as_int = int(comp_node->type);
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BLI_assert(component_type_as_int < 64);
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result |= (1ULL << component_type_as_int);
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}
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}
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return result;
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}
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} // namespace blender::deg
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