Fix for T54437: Sequencer preview uses last updated scene
The fix started in master, moving EvaluationContext initialization
before we leave `deg_evaluate_on_refresh()`.
Upon merging master we can fix the actual issue which was to set
the EvaluationContext depsgraph even if the depsgraph was already updated.
This is required to T54437 (sequencer preview uses last updated scene).
Although the fix itself needs to be in 2.8, for the 2.8 specific
initialization code.
Use more generic id->recalc flag.
Also sanitize flag flush from settings to particle system.
Need to do such flush before triggering point cache reset, since
point cache reset will do some logic based on what flags are set.
This will solve crash caused by threaded update which will set
some bitflags while point cache reset is in progress.
Tagging based on components might not be granular enough.
For example, for particles we would want to know what part
of particles was changed exactly. For the flushing we wouldn't
worry too much, because we will want less granular updates
there anyway.
It is possible that datablock will not be re-used for the new
dependency graph building. Freeing function was freeing all
the nested pointers of databnlock, but not datablock memory
itself.
MSVC still defines __cplusplus as 199711L until it's in full conformance with the newer c++ standards, however the things we need from the standard are fully supported, hence a check for the msvc version was needed.
Basically, don't do full in-place copy of node tree datablock if it's
already expanded. Current way how node tree is evaluated is fully
built around the idea that evaluation copies values from original
to copied datablocks.
Changing links is handled on another level.
- put render iterator in own scope
(would shadow it's own variable if used multiple times).
- enforce semicolon at end of iterator macros.
- no need to typedef one-off macro structs.
Introduced explicit ID property node for driers in depsgraph,
so it is clear what is the input for driver, and what is the
output.
This also solved relations builder throwing lots of errors
due to ID property not being found.
It was possible to have relations like A -> B -> C -> A (import thing is
that no other operations points into this cluster) which were not detected
or reported by dependency cycle solver.
Now this is solved by ensuring we don't leave unvisited nodes behind.
Now the only missing bit seems to be in Cycles to pass depsgraph to
builtin_image_float_pixels().
Ideally we could get evaluation context instead of using depsgraph + settings.
But for the other rna EvaluationContext functions this is how we are doing.
Reviewers: sergey, brecht
Differential Revision: https://developer.blender.org/D3087
User notes
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Compositing, rendering of multi-layers in Eevee should be fully working now.
Development notes
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Up until now we were still using the same depsgraph for rendering and viewport
evaluation. And we had to go out of our ways to be sure the depsgraphs were
updated.
Now we iterate over the (to be rendered) view layers and create a depsgraph to
each one, fully evaluated and call the render engines (Cycles, Eevee, ...) with
this viewlayer/depsgraph/evaluation context.
At this time we are not handling data persistency, Depsgraph is created from
scratch prior to rendering each frame. So I got rid of most of the partial
update calls we had during the render pipeline.
Cycles: Brecht Van Lommel did a patch to tackle some of the required Cycles
changes but this commit mark these changes as TODOs. Basically Cycles needs to
render one layer at a time.
Reviewers: sergey, brecht
Differential Revision: https://developer.blender.org/D3073
This allows us to:
- Not mock around with tags stored in a global space,
and not to iterate over all datablocks in the database
to clear the tags.
- Properly deal with datablocks which might not be in main database.
While it sounds crazy, it might be handy when dealing with preview,
or some partial scene updates, such as motion paths.
- Avoids majority of places where depsgraph construction needed bmain.
This is something what could help in blender2.8 branch.
From tests with production file here did not see any measurable slowdown.
Hopefully, there is no functional changes :)