Depsgraph: Optimize flush update when there's few objects and fewzillions of bones
Avoid annoying checks form inside operations loop, gives few percent speedup in files like army_of_blenrigs.
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@@ -80,8 +80,10 @@ static void flush_init_func(void *data_v, int i)
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*/
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Depsgraph *graph = (Depsgraph *)data_v;
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OperationDepsNode *node = graph->operations[i];
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IDDepsNode *id_node = node->owner->owner;
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ComponentDepsNode *comp_node = node->owner;
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IDDepsNode *id_node = comp_node->owner;
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id_node->done = 0;
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comp_node->done = 0;
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node->scheduled = false;
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node->owner->flags &= ~DEPSCOMP_FULLY_SCHEDULED;
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if (node->owner->type == DEPSNODE_TYPE_PROXY) {
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@@ -136,49 +138,10 @@ void deg_graph_flush_updates(Main *bmain, Depsgraph *graph)
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for (;;) {
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node->flag |= DEPSOP_FLAG_NEEDS_UPDATE;
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IDDepsNode *id_node = node->owner->owner;
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if (id_node->done == 0) {
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deg_editors_id_update(bmain, id_node->id);
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id_node->done = 1;
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}
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lib_id_recalc_tag(bmain, id_node->id);
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/* TODO(sergey): For until we've got proper data nodes in the graph. */
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lib_id_recalc_data_tag(bmain, id_node->id);
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ID *id = id_node->id;
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/* This code is used to preserve those areas which does direct
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* object update,
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*
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* Plus it ensures visibility changes and relations and layers
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* visibility update has proper flags to work with.
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*/
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if (GS(id->name) == ID_OB) {
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Object *object = (Object *)id;
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ComponentDepsNode *comp_node = node->owner;
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if (comp_node->type == DEPSNODE_TYPE_ANIMATION) {
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object->recalc |= OB_RECALC_TIME;
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}
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else if (comp_node->type == DEPSNODE_TYPE_TRANSFORM) {
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object->recalc |= OB_RECALC_OB;
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}
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else {
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object->recalc |= OB_RECALC_DATA;
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}
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}
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/* TODO(sergey): For until incremental updates are possible
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* witin a component at least we tag the whole component
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* for update.
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*/
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ComponentDepsNode *component = node->owner;
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if ((component->flags & DEPSCOMP_FULLY_SCHEDULED) == 0) {
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foreach (OperationDepsNode *op, component->operations) {
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op->flag |= DEPSOP_FLAG_NEEDS_UPDATE;
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}
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component->flags |= DEPSCOMP_FULLY_SCHEDULED;
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}
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ComponentDepsNode *comp_node = node->owner;
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IDDepsNode *id_node = comp_node->owner;
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id_node->done = 1;
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comp_node->done = 1;
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/* Flush to nodes along links... */
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if (node->outlinks.size() == 1) {
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@@ -203,6 +166,52 @@ void deg_graph_flush_updates(Main *bmain, Depsgraph *graph)
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}
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}
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}
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GHASH_FOREACH_BEGIN(DEG::IDDepsNode *, id_node, graph->id_hash)
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{
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if (id_node->done == 1) {
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ID *id = id_node->id;
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Object *object = NULL;
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if (GS(id->name) == ID_OB) {
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object = (Object *)id;
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}
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deg_editors_id_update(bmain, id_node->id);
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lib_id_recalc_tag(bmain, id_node->id);
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/* TODO(sergey): For until we've got proper data nodes in the graph. */
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lib_id_recalc_data_tag(bmain, id_node->id);
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GHASH_FOREACH_BEGIN(const ComponentDepsNode *, comp_node, id_node->components)
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{
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if (comp_node->done) {
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foreach (OperationDepsNode *op, comp_node->operations) {
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op->flag |= DEPSOP_FLAG_NEEDS_UPDATE;
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}
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if (object != NULL) {
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/* This code is used to preserve those areas which does
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* direct object update,
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*
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* Plus it ensures visibility changes and relations and
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* layers visibility update has proper flags to work with.
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*/
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if (comp_node->type == DEPSNODE_TYPE_ANIMATION) {
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object->recalc |= OB_RECALC_TIME;
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}
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else if (comp_node->type == DEPSNODE_TYPE_TRANSFORM) {
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object->recalc |= OB_RECALC_OB;
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}
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else {
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object->recalc |= OB_RECALC_DATA;
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}
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}
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}
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}
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GHASH_FOREACH_END();
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}
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}
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GHASH_FOREACH_END();
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}
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static void graph_clear_func(void *data_v, int i)
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