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test2/source/blender/depsgraph/intern/node/deg_node_id.h
Campbell Barton c434782e3a File headers: SPDX License migration
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- `./extern/` was left out.
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See P2788 for the script that automated these edits.

Reviewed By: brecht, mont29, sergey

Ref D14069
2022-02-11 09:14:36 +11:00

122 lines
3.7 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2013 Blender Foundation. All rights reserved. */
/** \file
* \ingroup depsgraph
*/
#pragma once
#include "BLI_ghash.h"
#include "BLI_sys_types.h"
#include "DNA_ID.h"
#include "intern/node/deg_node.h"
namespace blender {
namespace deg {
struct ComponentNode;
typedef uint64_t IDComponentsMask;
/* NOTE: We use max comparison to mark an id node that is linked more than once
* So keep this enum ordered accordingly. */
enum eDepsNode_LinkedState_Type {
/* Generic indirectly linked id node. */
DEG_ID_LINKED_INDIRECTLY = 0,
/* Id node present in the set (background) only. */
DEG_ID_LINKED_VIA_SET = 1,
/* Id node directly linked via the SceneLayer. */
DEG_ID_LINKED_DIRECTLY = 2,
};
const char *linkedStateAsString(eDepsNode_LinkedState_Type linked_state);
/* ID-Block Reference */
struct IDNode : public Node {
struct ComponentIDKey {
ComponentIDKey(NodeType type, const char *name = "");
uint64_t hash() const;
bool operator==(const ComponentIDKey &other) const;
NodeType type;
const char *name;
};
/** Initialize 'id' node - from pointer data given. */
virtual void init(const ID *id, const char *subdata) override;
void init_copy_on_write(ID *id_cow_hint = nullptr);
~IDNode();
void destroy();
virtual string identifier() const override;
ComponentNode *find_component(NodeType type, const char *name = "") const;
ComponentNode *add_component(NodeType type, const char *name = "");
virtual void tag_update(Depsgraph *graph, eUpdateSource source) override;
void finalize_build(Depsgraph *graph);
IDComponentsMask get_visible_components_mask() const;
/* Type of the ID stored separately, so it's possible to perform check whether CoW is needed
* without de-referencing the id_cow (which is not safe when ID is NOT covered by CoW and has
* been deleted from the main database.) */
ID_Type id_type;
/* ID Block referenced. */
ID *id_orig;
/* Session-wide UUID of the id_orig.
* Is used on relations update to map evaluated state from old nodes to the new ones, without
* relying on pointers (which are not guaranteed to be unique) and without dereferencing id_orig
* which could be "stale" pointer. */
uint id_orig_session_uuid;
/* Evaluated data-block.
* Will be covered by the copy-on-write system if the ID Type needs it. */
ID *id_cow;
/* Hash to make it faster to look up components. */
Map<ComponentIDKey, ComponentNode *> components;
/* Additional flags needed for scene evaluation.
* TODO(sergey): Only needed for until really granular updates
* of all the entities. */
uint32_t eval_flags;
uint32_t previous_eval_flags;
/* Extra customdata mask which needs to be evaluated for the mesh object. */
DEGCustomDataMeshMasks customdata_masks;
DEGCustomDataMeshMasks previous_customdata_masks;
eDepsNode_LinkedState_Type linked_state;
/* Indicates the data-block is visible in the evaluated scene. */
bool is_directly_visible;
/* For the collection type of ID, denotes whether collection was fully
* recursed into. */
bool is_collection_fully_expanded;
/* Is used to figure out whether object came to the dependency graph via a base. */
bool has_base;
/* Accumulated flag from operation. Is initialized and used during updates flush. */
bool is_user_modified;
/* Copy-on-Write component has been explicitly tagged for update. */
bool is_cow_explicitly_tagged;
/* Accumulate recalc flags from multiple update passes. */
int id_cow_recalc_backup;
IDComponentsMask visible_components_mask;
IDComponentsMask previously_visible_components_mask;
DEG_DEPSNODE_DECLARE;
};
} // namespace deg
} // namespace blender