Files
test2/source/blender/blenkernel/BKE_node_ui_storage.hh
Jacques Lucke 6b33dafb64 Geometry Nodes: add mutex for node ui storage
Previously, multiple threads adding information to node ui storage
at the same time resulted in memory corruption. The lock prevents
that, but might potentially become a bottleneck in the future.
For now favour correctness over a potential performance bottleneck.
2021-05-13 13:06:09 +02:00

142 lines
4.5 KiB
C++

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#pragma once
#include <mutex>
#include "BLI_hash.hh"
#include "BLI_map.hh"
#include "BLI_session_uuid.h"
#include "BLI_set.hh"
#include "DNA_ID.h"
#include "DNA_customdata_types.h"
#include "DNA_modifier_types.h"
#include "DNA_session_uuid_types.h"
#include "BKE_attribute.h"
struct ModifierData;
struct Object;
struct bNode;
struct bNodeTree;
struct bContext;
/**
* Contains the context necessary to determine when to display settings for a certain node tree
* that may be used for multiple modifiers and objects. The object name and modifier session UUID
* are used instead of pointers because they are re-allocated between evaluations.
*
* \note This does not yet handle the context of nested node trees.
*/
class NodeTreeEvaluationContext {
private:
std::string object_name_;
SessionUUID modifier_session_uuid_;
public:
NodeTreeEvaluationContext(const Object &object, const ModifierData &modifier)
{
object_name_ = reinterpret_cast<const ID &>(object).name;
modifier_session_uuid_ = modifier.session_uuid;
}
uint64_t hash() const
{
return blender::get_default_hash_2(object_name_, modifier_session_uuid_);
}
friend bool operator==(const NodeTreeEvaluationContext &a, const NodeTreeEvaluationContext &b)
{
return a.object_name_ == b.object_name_ &&
BLI_session_uuid_is_equal(&a.modifier_session_uuid_, &b.modifier_session_uuid_);
}
};
enum class NodeWarningType {
Error,
Warning,
Info,
};
struct NodeWarning {
NodeWarningType type;
std::string message;
};
struct AvailableAttributeInfo {
std::string name;
AttributeDomain domain;
CustomDataType data_type;
uint64_t hash() const
{
return blender::get_default_hash(name);
}
friend bool operator==(const AvailableAttributeInfo &a, const AvailableAttributeInfo &b)
{
return a.name == b.name;
}
};
struct NodeUIStorage {
std::mutex mutex;
blender::Vector<NodeWarning> warnings;
blender::Set<AvailableAttributeInfo> attribute_hints;
NodeUIStorage() = default;
/* Needed because the mutex can't be moved or copied. */
NodeUIStorage(NodeUIStorage &&other)
: warnings(std::move(other.warnings)), attribute_hints(std::move(other.attribute_hints))
{
}
};
struct NodeTreeUIStorage {
blender::Map<NodeTreeEvaluationContext, blender::Map<std::string, NodeUIStorage>> context_map;
std::mutex context_map_mutex;
/**
* Attribute search uses this to store the fake info for the string typed into a node, in order
* to pass the info to the execute callback that sets node socket values. This is mutable since
* we can count on only one attribute search being open at a time, and there is no real data
* stored here.
*/
mutable AvailableAttributeInfo dummy_info_for_search;
};
const NodeUIStorage *BKE_node_tree_ui_storage_get_from_context(const bContext *C,
const bNodeTree &ntree,
const bNode &node);
void BKE_nodetree_ui_storage_free_for_context(bNodeTree &ntree,
const NodeTreeEvaluationContext &context);
void BKE_nodetree_error_message_add(bNodeTree &ntree,
const NodeTreeEvaluationContext &context,
const bNode &node,
const NodeWarningType type,
std::string message);
void BKE_nodetree_attribute_hint_add(bNodeTree &ntree,
const NodeTreeEvaluationContext &context,
const bNode &node,
const blender::StringRef attribute_name,
const AttributeDomain domain,
const CustomDataType data_type);