The are few things in the dependency graph which lead to the issue: - IDs are only built once. - Object-data level (Armature, i,e,) builder dependent on the object visibility. This caused issues when an armature is first built as not directly visible (via driver, i.e.) and then was built as a directly visible. This did not update visibility flag on the node for the custom shape object. The idea behind the fix is to go away form passing object visibility flag to the geometry-level builders and instead rely on the common visibility flush post-processing to make sure certain objects are fully visible when needed. This is the safest minimal part of the change for 3.0 release which acts as an additional way to ensure visibility. This means that it might not be a complete fix (if some configuration was overseen) but it should not make currently working cases to not work. The fix should also make modifiers used on rigify widgets to work. The more complete fix will have `is_object_visible` argument removed from the geometry-level builder functions. Differential Revision: https://developer.blender.org/D13404
254 lines
8.3 KiB
C++
254 lines
8.3 KiB
C++
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2013 Blender Foundation.
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* All rights reserved.
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*/
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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/eval/deg_eval_copy_on_write.h"
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#include "intern/node/deg_node.h"
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#include "intern/node/deg_node_id.h"
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#include "intern/node/deg_node_operation.h"
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#include "BLI_string.h"
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#include "BLI_utildefines.h"
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#include "BKE_object.h"
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#include "DNA_object_types.h"
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struct ID;
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struct bPoseChannel;
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namespace blender {
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namespace deg {
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struct BoneComponentNode;
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struct Depsgraph;
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struct IDNode;
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struct OperationNode;
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/* ID Component - Base type for all components */
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struct ComponentNode : public Node {
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/* Key used to look up operations within a component */
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struct OperationIDKey {
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OperationCode opcode;
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const char *name;
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int name_tag;
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OperationIDKey();
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OperationIDKey(OperationCode opcode);
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OperationIDKey(OperationCode opcode, const char *name, int name_tag);
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string identifier() const;
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bool operator==(const OperationIDKey &other) const;
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uint64_t hash() const;
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};
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/* Typedef for container of operations */
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ComponentNode();
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~ComponentNode();
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void init(const ID *id, const char *subdata) override;
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virtual string identifier() const override;
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/* Find an existing operation, if requested operation does not exist
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* nullptr will be returned. */
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OperationNode *find_operation(OperationIDKey key) const;
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OperationNode *find_operation(OperationCode opcode, const char *name, int name_tag) const;
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/* Find an existing operation, will throw an assert() if it does not exist. */
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OperationNode *get_operation(OperationIDKey key) const;
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OperationNode *get_operation(OperationCode opcode, const char *name, int name_tag) const;
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/* Check operation exists and return it. */
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bool has_operation(OperationIDKey key) const;
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bool has_operation(OperationCode opcode, const char *name, int name_tag) const;
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/**
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* Create a new node for representing an operation and add this to graph
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* \warning If an existing node is found, it will be modified. This helps
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* when node may have been partially created earlier (e.g. parent ref before
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* parent item is added)
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*
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* \param opcode: The operation to perform.
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* \param name: Identifier for operation - used to find/locate it again.
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*/
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OperationNode *add_operation(const DepsEvalOperationCb &op,
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OperationCode opcode,
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const char *name,
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int name_tag);
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/* Entry/exit operations management.
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*
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* Use those instead of direct set since this will perform sanity checks. */
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void set_entry_operation(OperationNode *op_node);
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void set_exit_operation(OperationNode *op_node);
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void clear_operations();
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virtual void tag_update(Depsgraph *graph, eUpdateSource source) override;
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virtual OperationNode *get_entry_operation() override;
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virtual OperationNode *get_exit_operation() override;
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void finalize_build(Depsgraph *graph);
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IDNode *owner;
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/* ** Inner nodes for this component ** */
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/* Operations stored as a hash map, for faster build.
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* This hash map will be freed when graph is fully built. */
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Map<ComponentNode::OperationIDKey, OperationNode *> *operations_map;
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/* This is a "normal" list of operations, used by evaluation
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* and other routines after construction. */
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Vector<OperationNode *> operations;
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OperationNode *entry_operation;
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OperationNode *exit_operation;
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virtual bool depends_on_cow()
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{
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return true;
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}
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/* Denotes whether COW component is to be tagged when this component
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* is tagged for update. */
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virtual bool need_tag_cow_before_update()
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{
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return true;
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}
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/* Denotes whether this component affects (possibly indirectly) on a
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* directly visible object. */
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bool affects_directly_visible;
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};
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/* ---------------------------------------- */
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#define DEG_COMPONENT_NODE_DEFINE_TYPEINFO(NodeType, type_, type_name_, id_recalc_tag) \
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const Node::TypeInfo NodeType::typeinfo = Node::TypeInfo(type_, type_name_, id_recalc_tag)
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#define DEG_COMPONENT_NODE_DECLARE DEG_DEPSNODE_DECLARE
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#define DEG_COMPONENT_NODE_DEFINE(name, NAME, id_recalc_tag) \
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DEG_COMPONENT_NODE_DEFINE_TYPEINFO( \
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name##ComponentNode, NodeType::NAME, #name " Component", id_recalc_tag); \
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static DepsNodeFactoryImpl<name##ComponentNode> DNTI_##NAME
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#define DEG_COMPONENT_NODE_DECLARE_GENERIC(name) \
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struct name##ComponentNode : public ComponentNode { \
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DEG_COMPONENT_NODE_DECLARE; \
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}
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/* When updating object data in edit-mode, don't request COW update since this will duplicate
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* all object data which is unnecessary when the edit-mode data is used for calculating modifiers.
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*
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* TODO: Investigate modes besides edit-mode. */
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#define DEG_COMPONENT_NODE_DECLARE_NO_COW_TAG_ON_OBDATA_IN_EDIT_MODE(name) \
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struct name##ComponentNode : public ComponentNode { \
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DEG_COMPONENT_NODE_DECLARE; \
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virtual bool need_tag_cow_before_update() override \
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{ \
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if (OB_DATA_SUPPORT_EDITMODE(owner->id_type) && \
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BKE_object_data_is_in_editmode(owner->id_orig)) { \
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return false; \
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} \
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return true; \
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} \
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}
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#define DEG_COMPONENT_NODE_DECLARE_NO_COW_TAG_ON_UPDATE(name) \
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struct name##ComponentNode : public ComponentNode { \
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DEG_COMPONENT_NODE_DECLARE; \
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virtual bool need_tag_cow_before_update() \
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{ \
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return false; \
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} \
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}
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#define DEG_COMPONENT_NODE_DECLARE_NO_COW(name) \
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struct name##ComponentNode : public ComponentNode { \
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DEG_COMPONENT_NODE_DECLARE; \
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virtual bool depends_on_cow() \
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{ \
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return false; \
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} \
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}
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DEG_COMPONENT_NODE_DECLARE_GENERIC(Animation);
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DEG_COMPONENT_NODE_DECLARE_NO_COW_TAG_ON_UPDATE(BatchCache);
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DEG_COMPONENT_NODE_DECLARE_GENERIC(Cache);
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DEG_COMPONENT_NODE_DECLARE_GENERIC(CopyOnWrite);
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DEG_COMPONENT_NODE_DECLARE_NO_COW_TAG_ON_OBDATA_IN_EDIT_MODE(Geometry);
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DEG_COMPONENT_NODE_DECLARE_GENERIC(ImageAnimation);
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DEG_COMPONENT_NODE_DECLARE_GENERIC(LayerCollections);
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DEG_COMPONENT_NODE_DECLARE_GENERIC(Particles);
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DEG_COMPONENT_NODE_DECLARE_GENERIC(ParticleSettings);
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DEG_COMPONENT_NODE_DECLARE_GENERIC(Pose);
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DEG_COMPONENT_NODE_DECLARE_GENERIC(PointCache);
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DEG_COMPONENT_NODE_DECLARE_GENERIC(Proxy);
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DEG_COMPONENT_NODE_DECLARE_GENERIC(Sequencer);
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DEG_COMPONENT_NODE_DECLARE_NO_COW_TAG_ON_UPDATE(Shading);
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DEG_COMPONENT_NODE_DECLARE_GENERIC(ShadingParameters);
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DEG_COMPONENT_NODE_DECLARE_GENERIC(Transform);
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DEG_COMPONENT_NODE_DECLARE_NO_COW_TAG_ON_UPDATE(ObjectFromLayer);
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DEG_COMPONENT_NODE_DECLARE_GENERIC(Dupli);
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DEG_COMPONENT_NODE_DECLARE_GENERIC(Synchronization);
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DEG_COMPONENT_NODE_DECLARE_GENERIC(Audio);
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DEG_COMPONENT_NODE_DECLARE_GENERIC(Armature);
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DEG_COMPONENT_NODE_DECLARE_GENERIC(GenericDatablock);
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DEG_COMPONENT_NODE_DECLARE_NO_COW(Visibility);
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DEG_COMPONENT_NODE_DECLARE_GENERIC(Simulation);
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/* Bone Component */
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struct BoneComponentNode : public ComponentNode {
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void init(const ID *id, const char *subdata);
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struct bPoseChannel *pchan; /* the bone that this component represents */
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DEG_COMPONENT_NODE_DECLARE;
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};
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/* Eventually we would not tag parameters in all cases.
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* Support for this each ID needs to be added on an individual basis. */
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struct ParametersComponentNode : public ComponentNode {
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virtual bool need_tag_cow_before_update() override
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{
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if (ID_TYPE_SUPPORTS_PARAMS_WITHOUT_COW(owner->id_type)) {
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/* Disabled as this is not true for newly added objects, needs investigation. */
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// BLI_assert(deg_copy_on_write_is_expanded(owner->id_cow));
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return false;
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}
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return true;
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}
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DEG_COMPONENT_NODE_DECLARE;
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};
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void deg_register_component_depsnodes();
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} // namespace deg
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} // namespace blender
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