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test2/source/blender/depsgraph/intern/node/deg_node.hh

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/* SPDX-FileCopyrightText: 2013 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup depsgraph
*/
#pragma once
#include <string>
#include "MEM_guardedalloc.h"
#include "intern/depsgraph_type.hh"
#include "DEG_depsgraph_build.hh"
#include "BLI_vector.hh"
struct ID;
struct Scene;
namespace blender::deg {
struct Depsgraph;
struct OperationNode;
struct Relation;
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/* Meta-type of Nodes - The general "level" in the graph structure
* the node serves. */
enum class NodeClass {
/* Types generally unassociated with user-visible entities,
* but needed for graph functioning. */
GENERIC = 0,
/* [Outer Node] An "aspect" of evaluating/updating an ID-Block, requiring
* certain types of evaluation behavior. */
COMPONENT = 1,
/* [Inner Node] A glorified function-pointer/callback for scheduling up
* evaluation operations for components, subject to relationship
* requirements. */
OPERATION = 2,
};
const char *nodeClassAsString(NodeClass node_class);
/* Types of Nodes */
enum class NodeType {
/* Fallback type for invalid return value */
UNDEFINED = 0,
/* Inner Node (Operation) */
OPERATION,
/* **** Generic Types **** */
/* Time-Source */
TIMESOURCE,
/* ID-Block reference - used as landmarks/collection point for components,
* but not usually part of main graph. */
ID_REF,
/* **** Outer Types **** */
/* Parameters Component - Default when nothing else fits
* (i.e. just SDNA property setting). */
PARAMETERS,
/* Animation Component */
ANIMATION,
/* Transform Component (Parenting/Constraints) */
TRANSFORM,
/* Geometry Component (#Mesh, #Curves, etc.) */
GEOMETRY,
/* Sequencer Component (Scene Only) */
SEQUENCER,
/* Component which contains all operations needed for layer collections
* evaluation. */
LAYER_COLLECTIONS,
/* Entry component of majority of ID nodes: prepares evaluated pointers for
* execution. */
COPY_ON_EVAL,
/* Used by all operations which are updating object when something is
* changed in view layer. */
OBJECT_FROM_LAYER,
/* Hierarchy of objects and collections */
HIERARCHY,
/* Audio-related evaluation. */
AUDIO,
ARMATURE,
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/* Un-interesting data-block, which is a part of dependency graph, but does
* not have very distinctive update procedure. */
GENERIC_DATABLOCK,
/* Scene evaluation, for dependencies to other evaluation which might require accumulated custom
* data masks. */
SCENE,
/* Component which is used to define visibility relation between IDs, on the ID level.
*
* Consider two ID nodes NodeA and NodeB, with the relation between visibility components going
* as NodeA -> NodeB. If NodeB is considered visible on screen, then the relation will ensure
* that NodeA is also visible. The way how relation is oriented could be seen as a inverted from
* visibility dependency point of view, but it follows the same direction as data dependency
* which simplifies common algorithms which are dealing with relations and visibility.
*
* The fact that the visibility operates on the ID level basically means that all components in
* the NodeA will be considered as affecting directly visible when NodeB's visibility is
* affecting directly visible ID.
*
* This is the way to ensure objects needed for visualization without any actual data dependency
* properly evaluated. Example of this is custom shapes for bones. */
VISIBILITY,
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/* **** Evaluation-Related Outer Types (with Sub-data) **** */
/* Pose Component - Owner/Container of Bones Eval */
EVAL_POSE,
/* Bone Component - Child/Subcomponent of Pose */
BONE,
/* Particle Systems Component */
PARTICLE_SYSTEM,
PARTICLE_SETTINGS,
/* Material Shading Component */
SHADING,
/* Point cache Component */
POINT_CACHE,
/* Image Animation Component */
IMAGE_ANIMATION,
/* Cache Component */
/* TODO(sergey); Verify that we really need this. */
CACHE,
/* Batch Cache Component.
* TODO(dfelinto/sergey): rename to make it more generic. */
BATCH_CACHE,
/* Instancing system.
* Used to control visibility flags of dependencies. */
INSTANCING,
/* Synchronization back to original datablock. */
SYNCHRONIZATION,
Nodes: refactor node tree update handling Goals of this refactor: * More unified approach to updating everything that needs to be updated after a change in a node tree. * The updates should happen in the correct order and quadratic or worse algorithms should be avoided. * Improve detection of changes to the output to avoid tagging the depsgraph when it's not necessary. * Move towards a more declarative style of defining nodes by having a more centralized update procedure. The refactor consists of two main parts: * Node tree tagging and update refactor. * Generally, when changes are done to a node tree, it is tagged dirty until a global update function is called that updates everything in the correct order. * The tagging is more fine-grained compared to before, to allow for more precise depsgraph update tagging. * Depsgraph changes. * The shading specific depsgraph node for node trees as been removed. * Instead, there is a new `NTREE_OUTPUT` depsgrap node, which is only tagged when the output of the node tree changed (e.g. the Group Output or Material Output node). * The copy-on-write relation from node trees to the data block they are embedded in is now non-flushing. This avoids e.g. triggering a material update after the shader node tree changed in unrelated ways. Instead the material has a flushing relation to the new `NTREE_OUTPUT` node now. * The depsgraph no longer reports data block changes through to cycles through `Depsgraph.updates` when only the node tree changed in ways that do not affect the output. Avoiding unnecessary updates seems to work well for geometry nodes and cycles. The situation is a bit worse when there are drivers on the node tree, but that could potentially be improved separately in the future. Avoiding updates in eevee and the compositor is more tricky, but also less urgent. * Eevee updates are triggered by calling `DRW_notify_view_update` in `ED_render_view3d_update` indirectly from `DEG_editors_update`. * Compositor updates are triggered by `ED_node_composite_job` in `node_area_refresh`. This is triggered by calling `ED_area_tag_refresh` in `node_area_listener`. Removing updates always has the risk of breaking some dependency that no one was aware of. It's not unlikely that this will happen here as well. Adding back missing updates should be quite a bit easier than getting rid of unnecessary updates though. Differential Revision: https://developer.blender.org/D13246
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/* Node tree output component. */
NTREE_OUTPUT,
/* Preprocessing for geometry node trees before they can be evaluated. */
NTREE_GEOMETRY_PREPROCESS,
/* Total number of meaningful node types. */
NUM_TYPES,
};
const char *nodeTypeAsString(NodeType type);
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NodeType nodeTypeFromSceneComponent(eDepsSceneComponentType component_type);
eDepsSceneComponentType nodeTypeToSceneComponent(NodeType type);
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NodeType nodeTypeFromObjectComponent(eDepsObjectComponentType component_type);
eDepsObjectComponentType nodeTypeToObjectComponent(NodeType type);
/* All nodes in Depsgraph are descended from this. */
struct Node {
/* Helper class for static typeinfo in subclasses. */
struct TypeInfo {
TypeInfo(NodeType type, const char *type_name, int id_recalc_tag = 0);
NodeType type;
const char *type_name;
int id_recalc_tag;
};
struct Stats {
Stats();
/* Reset all the counters. Including all stats needed for average
* evaluation time calculation. */
void reset();
/* Reset counters needed for the current graph evaluation, does not
* touch averaging accumulators. */
void reset_current();
/* Time spent on this node during current graph evaluation. */
double current_time;
};
/* Relationships between nodes
* The reason why all depsgraph nodes are descended from this type (apart
* from basic serialization benefits - from the typeinfo) is that we can
* have relationships between these nodes. */
using Relations = Vector<Relation *>;
std::string name; /* Identifier - mainly for debugging purposes. */
NodeType type; /* Structural type of node. */
Relations inlinks; /* Nodes which this one depends on. */
Relations outlinks; /* Nodes which depend on this one. */
Stats stats; /* Evaluation statistics. */
/* Generic tags for traversal algorithms and such.
*
* Actual meaning of values depends on a specific area. Every area is to
* clean this before use. */
int custom_flags;
/* Methods. */
Node();
virtual ~Node();
/** Generic identifier for Depsgraph Nodes. */
virtual std::string identifier() const;
virtual void init(const ID * /*id*/, const char * /*subdata*/) {}
virtual void tag_update(Depsgraph * /*graph*/, eUpdateSource /*source*/) {}
virtual OperationNode *get_entry_operation()
{
return nullptr;
}
virtual OperationNode *get_exit_operation()
{
return nullptr;
}
virtual NodeClass get_class() const;
MEM_CXX_CLASS_ALLOC_FUNCS("Node");
};
/* Macros for common static typeinfo. */
#define DEG_DEPSNODE_DECLARE static const Node::TypeInfo typeinfo
#define DEG_DEPSNODE_DEFINE(NodeType, type_, tname_) \
const Node::TypeInfo NodeType::typeinfo = Node::TypeInfo(type_, tname_)
void deg_register_base_depsnodes();
} // namespace blender::deg