This was essentially a use-after-free issue. When a geometry nodes group changes it has to be preprocessed again before it can be evaluated. This part was working, the issue was that parent node groups have to be preprocessed as well, which was missing. The lazy-function graph cached on the parent node group was still referencing data that was freed when the child group changed. Now the depsgraph makes sure that all relevant geometry node groups are preprocessed again after a change. This issue was found by Simon Thommes.
284 lines
8.0 KiB
C++
284 lines
8.0 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2013 Blender Foundation. All rights reserved. */
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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 "intern/node/deg_node.h"
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#include "intern/depsgraph_type.h"
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struct Depsgraph;
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namespace blender::deg {
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struct ComponentNode;
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/* Evaluation Operation for atomic operation */
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/* XXX: move this to another header that can be exposed? */
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typedef function<void(struct ::Depsgraph *)> DepsEvalOperationCb;
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/* Identifiers for common operations (as an enum). */
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enum class OperationCode {
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/* Generic Operations. -------------------------------------------------- */
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/* Placeholder for operations which don't need special mention */
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OPERATION = 0,
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/* Generic parameters evaluation. */
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ID_PROPERTY,
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PARAMETERS_ENTRY,
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PARAMETERS_EVAL,
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PARAMETERS_EXIT,
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VISIBILITY,
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/* Animation, Drivers, etc. --------------------------------------------- */
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/* NLA + Action */
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ANIMATION_ENTRY,
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ANIMATION_EVAL,
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ANIMATION_EXIT,
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/* Driver */
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DRIVER,
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/* Scene related. ------------------------------------------------------- */
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SCENE_EVAL,
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AUDIO_ENTRY,
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AUDIO_VOLUME,
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/* Object related. ------------------------------------------------------ */
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OBJECT_FROM_LAYER_ENTRY,
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OBJECT_BASE_FLAGS,
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OBJECT_FROM_LAYER_EXIT,
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DIMENSIONS,
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/* Transform. ----------------------------------------------------------- */
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/* Transform entry point. */
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TRANSFORM_INIT,
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/* Local transforms only */
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TRANSFORM_LOCAL,
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/* Parenting */
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TRANSFORM_PARENT,
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/* Constraints */
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TRANSFORM_CONSTRAINTS,
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/* Handle object-level updates, mainly proxies hacks and recalc flags. */
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TRANSFORM_EVAL,
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/* Initializes transformation for simulation.
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* For example, ensures point cache is properly reset before doing rigid
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* body simulation. */
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TRANSFORM_SIMULATION_INIT,
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/* Transform exit point */
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TRANSFORM_FINAL,
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/* Rigid body. ---------------------------------------------------------- */
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/* Perform Simulation */
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RIGIDBODY_REBUILD,
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RIGIDBODY_SIM,
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/* Copy results to object */
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RIGIDBODY_TRANSFORM_COPY,
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/* Geometry. ------------------------------------------------------------ */
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/* Initialize evaluation of the geometry. Is an entry operation of geometry
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* component. */
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GEOMETRY_EVAL_INIT,
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/* Modifier. */
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MODIFIER,
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/* Evaluate the whole geometry, including modifiers. */
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GEOMETRY_EVAL,
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/* Evaluation of geometry is completely done. */
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GEOMETRY_EVAL_DONE,
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/* Evaluation of a shape key.
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* NOTE: Currently only for object data data-blocks. */
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GEOMETRY_SHAPEKEY,
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/* Object data. --------------------------------------------------------- */
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LIGHT_PROBE_EVAL,
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SPEAKER_EVAL,
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SOUND_EVAL,
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ARMATURE_EVAL,
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/* Pose. ---------------------------------------------------------------- */
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/* Init pose, clear flags, etc. */
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POSE_INIT,
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/* Initialize IK solver related pose stuff. */
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POSE_INIT_IK,
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/* Pose is evaluated, and runtime data can be freed. */
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POSE_CLEANUP,
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/* Pose has been fully evaluated and ready to be used by others. */
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POSE_DONE,
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/* IK/Spline Solvers */
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POSE_IK_SOLVER,
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POSE_SPLINE_IK_SOLVER,
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/* Bone. ---------------------------------------------------------------- */
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/* Bone local transforms - entry point */
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BONE_LOCAL,
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/* Pose-space conversion (includes parent + restpose, */
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BONE_POSE_PARENT,
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/* Constraints */
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BONE_CONSTRAINTS,
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/* Bone transforms are ready
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*
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* - "READY" This (internal, noop is used to signal that all pre-IK
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* operations are done. Its role is to help mediate situations
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* where cyclic relations may otherwise form (i.e. one bone in
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* chain targeting another in same chain,
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*
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* - "DONE" This noop is used to signal that the bone's final pose
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* transform can be read by others. */
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/* TODO: deform mats could get calculated in the final_transform ops... */
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BONE_READY,
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BONE_DONE,
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/* B-Bone segment shape computation (after DONE) */
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BONE_SEGMENTS,
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/* Particle System. ----------------------------------------------------- */
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PARTICLE_SYSTEM_INIT,
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PARTICLE_SYSTEM_EVAL,
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PARTICLE_SYSTEM_DONE,
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/* Particle Settings. --------------------------------------------------- */
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PARTICLE_SETTINGS_INIT,
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PARTICLE_SETTINGS_EVAL,
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PARTICLE_SETTINGS_RESET,
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/* Point Cache. --------------------------------------------------------- */
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POINT_CACHE_RESET,
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/* File cache. ---------------------------------------------------------- */
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FILE_CACHE_UPDATE,
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/* Collections. --------------------------------------------------------- */
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VIEW_LAYER_EVAL,
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/* Copy on Write. ------------------------------------------------------- */
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COPY_ON_WRITE,
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/* Shading. ------------------------------------------------------------- */
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SHADING,
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MATERIAL_UPDATE,
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LIGHT_UPDATE,
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WORLD_UPDATE,
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/* Node Tree. ----------------------------------------------------------- */
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NTREE_OUTPUT,
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NTREE_GEOMETRY_PREPROCESS,
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/* Batch caches. -------------------------------------------------------- */
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GEOMETRY_SELECT_UPDATE,
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/* Masks. --------------------------------------------------------------- */
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MASK_ANIMATION,
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MASK_EVAL,
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/* Movie clips. --------------------------------------------------------- */
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MOVIECLIP_EVAL,
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MOVIECLIP_SELECT_UPDATE,
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/* Images. -------------------------------------------------------------- */
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IMAGE_ANIMATION,
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/* Synchronization. ----------------------------------------------------- */
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SYNCHRONIZE_TO_ORIGINAL,
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/* Generic data-block --------------------------------------------------- */
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GENERIC_DATABLOCK_UPDATE,
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/* Sequencer. ----------------------------------------------------------- */
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SEQUENCES_EVAL,
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/* Duplication/instancing system. --------------------------------------- */
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DUPLI,
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/* Simulation. ---------------------------------------------------------- */
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SIMULATION_EVAL,
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};
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const char *operationCodeAsString(OperationCode opcode);
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/* Flags for Depsgraph Nodes.
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* NOTE: IS a bit shifts to allow usage as an accumulated. bitmask.
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*/
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enum OperationFlag {
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/* Node needs to be updated. */
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DEPSOP_FLAG_NEEDS_UPDATE = (1 << 0),
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/* Node was directly modified, causing need for update. */
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DEPSOP_FLAG_DIRECTLY_MODIFIED = (1 << 1),
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/* Node was updated due to user input. */
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DEPSOP_FLAG_USER_MODIFIED = (1 << 2),
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/* Node may not be removed, even when it has no evaluation callback and no outgoing relations.
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* This is for NO-OP nodes that are purely used to indicate a relation between components/IDs,
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* and not for connecting to an operation. */
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DEPSOP_FLAG_PINNED = (1 << 3),
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/* The operation directly or indirectly affects ID node visibility. */
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DEPSOP_FLAG_AFFECTS_VISIBILITY = (1 << 4),
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/* Evaluation of the node is temporarily disabled. */
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DEPSOP_FLAG_MUTE = (1 << 5),
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/* Set of flags which gets flushed along the relations. */
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DEPSOP_FLAG_FLUSH = (DEPSOP_FLAG_USER_MODIFIED),
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};
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/* Atomic Operation - Base type for all operations */
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struct OperationNode : public Node {
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OperationNode();
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virtual string identifier() const override;
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/**
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* Full node identifier, including owner name.
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* used for logging and debug prints.
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*/
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string full_identifier() const;
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virtual void tag_update(Depsgraph *graph, eUpdateSource source) override;
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bool is_noop() const
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{
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return (bool)evaluate == false;
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}
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virtual OperationNode *get_entry_operation() override
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{
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return this;
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}
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virtual OperationNode *get_exit_operation() override
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{
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return this;
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}
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/* Set this operation as component's entry/exit operation. */
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void set_as_entry();
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void set_as_exit();
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/* Component that contains the operation. */
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ComponentNode *owner;
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/* Callback for operation. */
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DepsEvalOperationCb evaluate;
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/* How many inlinks are we still waiting on before we can be evaluated. */
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uint32_t num_links_pending;
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bool scheduled;
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/* Identifier for the operation being performed. */
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OperationCode opcode;
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int name_tag;
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/* (OperationFlag) extra settings affecting evaluation. */
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int flag;
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DEG_DEPSNODE_DECLARE;
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};
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void deg_register_operation_depsnodes();
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} // namespace blender::deg
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