Listing the "Blender Foundation" as copyright holder implied the Blender Foundation holds copyright to files which may include work from many developers. While keeping copyright on headers makes sense for isolated libraries, Blender's own code may be refactored or moved between files in a way that makes the per file copyright holders less meaningful. Copyright references to the "Blender Foundation" have been replaced with "Blender Authors", with the exception of `./extern/` since these this contains libraries which are more isolated, any changed to license headers there can be handled on a case-by-case basis. Some directories in `./intern/` have also been excluded: - `./intern/cycles/` it's own `AUTHORS` file is planned. - `./intern/opensubdiv/`. An "AUTHORS" file has been added, using the chromium projects authors file as a template. Design task: #110784 Ref !110783.
219 lines
6.8 KiB
C++
219 lines
6.8 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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#pragma once
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#include "MEM_guardedalloc.h"
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#include "intern/depsgraph_type.h"
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#include "BLI_utildefines.h"
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#include "DEG_depsgraph_build.h"
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struct ID;
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struct Scene;
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namespace blender::deg {
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struct Depsgraph;
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struct OperationNode;
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struct Relation;
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/* Metatype of Nodes - The general "level" in the graph structure
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* the node serves. */
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enum class NodeClass {
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/* Types generally unassociated with user-visible entities,
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* but needed for graph functioning. */
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GENERIC = 0,
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/* [Outer Node] An "aspect" of evaluating/updating an ID-Block, requiring
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* certain types of evaluation behavior. */
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COMPONENT = 1,
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/* [Inner Node] A glorified function-pointer/callback for scheduling up
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* evaluation operations for components, subject to relationship
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* requirements. */
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OPERATION = 2,
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};
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const char *nodeClassAsString(NodeClass node_class);
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/* Types of Nodes */
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enum class NodeType {
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/* Fallback type for invalid return value */
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UNDEFINED = 0,
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/* Inner Node (Operation) */
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OPERATION,
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/* **** Generic Types **** */
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/* Time-Source */
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TIMESOURCE,
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/* ID-Block reference - used as landmarks/collection point for components,
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* but not usually part of main graph. */
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ID_REF,
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/* **** Outer Types **** */
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/* Parameters Component - Default when nothing else fits
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* (i.e. just SDNA property setting). */
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PARAMETERS,
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/* Animation Component */
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ANIMATION,
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/* Transform Component (Parenting/Constraints) */
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TRANSFORM,
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/* Geometry Component (#Mesh, #Curves, etc.) */
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GEOMETRY,
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/* Sequencer Component (Scene Only) */
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SEQUENCER,
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/* Component which contains all operations needed for layer collections
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* evaluation. */
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LAYER_COLLECTIONS,
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/* Entry component of majority of ID nodes: prepares CoW pointers for
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* execution. */
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COPY_ON_WRITE,
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/* Used by all operations which are updating object when something is
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* changed in view layer. */
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OBJECT_FROM_LAYER,
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/* Hierarchy of objects and collections */
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HIERARCHY,
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/* Audio-related evaluation. */
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AUDIO,
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ARMATURE,
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/* Un-interesting data-block, which is a part of dependency graph, but does
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* not have very distinctive update procedure. */
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GENERIC_DATABLOCK,
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/* Component which is used to define visibility relation between IDs, on the ID level.
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*
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* Consider two ID nodes NodeA and NodeB, with the relation between visibility components going
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* as NodeA -> NodeB. If NodeB is considered visible on screen, then the relation will ensure
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* that NodeA is also visible. The way how relation is oriented could be seen as a inverted from
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* visibility dependency point of view, but it follows the same direction as data dependency
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* which simplifies common algorithms which are dealing with relations and visibility.
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*
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* The fact that the visibility operates on the ID level basically means that all components in
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* the NodeA will be considered as affecting directly visible when NodeB's visibility is
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* affecting directly visible ID.
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*
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* This is the way to ensure objects needed for visualization without any actual data dependency
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* properly evaluated. Example of this is custom shapes for bones. */
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VISIBILITY,
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/* **** Evaluation-Related Outer Types (with Sub-data) **** */
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/* Pose Component - Owner/Container of Bones Eval */
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EVAL_POSE,
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/* Bone Component - Child/Subcomponent of Pose */
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BONE,
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/* Particle Systems Component */
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PARTICLE_SYSTEM,
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PARTICLE_SETTINGS,
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/* Material Shading Component */
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SHADING,
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/* Point cache Component */
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POINT_CACHE,
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/* Image Animation Component */
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IMAGE_ANIMATION,
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/* Cache Component */
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/* TODO(sergey); Verify that we really need this. */
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CACHE,
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/* Batch Cache Component.
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* TODO(dfelinto/sergey): rename to make it more generic. */
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BATCH_CACHE,
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/* Duplication system. Used to force duplicated objects visible when
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* when duplicator is visible. */
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DUPLI,
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/* Synchronization back to original datablock. */
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SYNCHRONIZATION,
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/* Node tree output component. */
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NTREE_OUTPUT,
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/* Preprocessing for geometry node trees before they can be evaluated. */
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NTREE_GEOMETRY_PREPROCESS,
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/* Total number of meaningful node types. */
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NUM_TYPES,
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};
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const char *nodeTypeAsString(NodeType type);
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NodeType nodeTypeFromSceneComponent(eDepsSceneComponentType component_type);
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eDepsSceneComponentType nodeTypeToSceneComponent(NodeType type);
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NodeType nodeTypeFromObjectComponent(eDepsObjectComponentType component_type);
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eDepsObjectComponentType nodeTypeToObjectComponent(NodeType type);
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/* All nodes in Depsgraph are descended from this. */
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struct Node {
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/* Helper class for static typeinfo in subclasses. */
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struct TypeInfo {
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TypeInfo(NodeType type, const char *type_name, int id_recalc_tag = 0);
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NodeType type;
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const char *type_name;
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int id_recalc_tag;
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};
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struct Stats {
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Stats();
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/* Reset all the counters. Including all stats needed for average
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* evaluation time calculation. */
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void reset();
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/* Reset counters needed for the current graph evaluation, does not
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* touch averaging accumulators. */
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void reset_current();
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/* Time spent on this node during current graph evaluation. */
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double current_time;
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};
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/* Relationships between nodes
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* The reason why all depsgraph nodes are descended from this type (apart
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* from basic serialization benefits - from the typeinfo) is that we can
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* have relationships between these nodes. */
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typedef Vector<Relation *> Relations;
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string name; /* Identifier - mainly for debugging purposes. */
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NodeType type; /* Structural type of node. */
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Relations inlinks; /* Nodes which this one depends on. */
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Relations outlinks; /* Nodes which depend on this one. */
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Stats stats; /* Evaluation statistics. */
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/* Generic tags for traversal algorithms and such.
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*
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* Actual meaning of values depends on a specific area. Every area is to
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* clean this before use. */
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int custom_flags;
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/* Methods. */
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Node();
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virtual ~Node();
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/** Generic identifier for Depsgraph Nodes. */
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virtual string identifier() const;
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virtual void init(const ID * /*id*/, const char * /*subdata*/) {}
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virtual void tag_update(Depsgraph * /*graph*/, eUpdateSource /*source*/) {}
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virtual OperationNode *get_entry_operation()
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{
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return nullptr;
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}
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virtual OperationNode *get_exit_operation()
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{
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return nullptr;
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}
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virtual NodeClass get_class() const;
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MEM_CXX_CLASS_ALLOC_FUNCS("Node");
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};
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/* Macros for common static typeinfo. */
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#define DEG_DEPSNODE_DECLARE static const Node::TypeInfo typeinfo
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#define DEG_DEPSNODE_DEFINE(NodeType, type_, tname_) \
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const Node::TypeInfo NodeType::typeinfo = Node::TypeInfo(type_, tname_)
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void deg_register_base_depsnodes();
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} // namespace blender::deg
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