Use a shorter/simpler license convention, stops the header taking so much space. Follow the SPDX license specification: https://spdx.org/licenses - C/C++/objc/objc++ - Python - Shell Scripts - CMake, GNUmakefile While most of the source tree has been included - `./extern/` was left out. - `./intern/cycles` & `./intern/atomic` are also excluded because they use different header conventions. doc/license/SPDX-license-identifiers.txt has been added to list SPDX all used identifiers. See P2788 for the script that automated these edits. Reviewed By: brecht, mont29, sergey Ref D14069
122 lines
3.7 KiB
C++
122 lines
3.7 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 "BLI_ghash.h"
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#include "BLI_sys_types.h"
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#include "DNA_ID.h"
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#include "intern/node/deg_node.h"
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namespace blender {
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namespace deg {
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struct ComponentNode;
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typedef uint64_t IDComponentsMask;
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/* NOTE: We use max comparison to mark an id node that is linked more than once
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* So keep this enum ordered accordingly. */
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enum eDepsNode_LinkedState_Type {
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/* Generic indirectly linked id node. */
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DEG_ID_LINKED_INDIRECTLY = 0,
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/* Id node present in the set (background) only. */
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DEG_ID_LINKED_VIA_SET = 1,
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/* Id node directly linked via the SceneLayer. */
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DEG_ID_LINKED_DIRECTLY = 2,
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};
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const char *linkedStateAsString(eDepsNode_LinkedState_Type linked_state);
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/* ID-Block Reference */
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struct IDNode : public Node {
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struct ComponentIDKey {
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ComponentIDKey(NodeType type, const char *name = "");
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uint64_t hash() const;
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bool operator==(const ComponentIDKey &other) const;
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NodeType type;
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const char *name;
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};
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/** Initialize 'id' node - from pointer data given. */
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virtual void init(const ID *id, const char *subdata) override;
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void init_copy_on_write(ID *id_cow_hint = nullptr);
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~IDNode();
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void destroy();
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virtual string identifier() const override;
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ComponentNode *find_component(NodeType type, const char *name = "") const;
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ComponentNode *add_component(NodeType type, const char *name = "");
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virtual void tag_update(Depsgraph *graph, eUpdateSource source) override;
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void finalize_build(Depsgraph *graph);
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IDComponentsMask get_visible_components_mask() const;
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/* Type of the ID stored separately, so it's possible to perform check whether CoW is needed
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* without de-referencing the id_cow (which is not safe when ID is NOT covered by CoW and has
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* been deleted from the main database.) */
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ID_Type id_type;
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/* ID Block referenced. */
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ID *id_orig;
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/* Session-wide UUID of the id_orig.
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* Is used on relations update to map evaluated state from old nodes to the new ones, without
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* relying on pointers (which are not guaranteed to be unique) and without dereferencing id_orig
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* which could be "stale" pointer. */
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uint id_orig_session_uuid;
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/* Evaluated data-block.
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* Will be covered by the copy-on-write system if the ID Type needs it. */
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ID *id_cow;
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/* Hash to make it faster to look up components. */
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Map<ComponentIDKey, ComponentNode *> components;
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/* Additional flags needed for scene evaluation.
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* TODO(sergey): Only needed for until really granular updates
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* of all the entities. */
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uint32_t eval_flags;
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uint32_t previous_eval_flags;
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/* Extra customdata mask which needs to be evaluated for the mesh object. */
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DEGCustomDataMeshMasks customdata_masks;
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DEGCustomDataMeshMasks previous_customdata_masks;
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eDepsNode_LinkedState_Type linked_state;
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/* Indicates the data-block is visible in the evaluated scene. */
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bool is_directly_visible;
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/* For the collection type of ID, denotes whether collection was fully
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* recursed into. */
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bool is_collection_fully_expanded;
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/* Is used to figure out whether object came to the dependency graph via a base. */
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bool has_base;
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/* Accumulated flag from operation. Is initialized and used during updates flush. */
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bool is_user_modified;
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/* Copy-on-Write component has been explicitly tagged for update. */
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bool is_cow_explicitly_tagged;
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/* Accumulate recalc flags from multiple update passes. */
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int id_cow_recalc_backup;
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IDComponentsMask visible_components_mask;
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IDComponentsMask previously_visible_components_mask;
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DEG_DEPSNODE_DECLARE;
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};
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} // namespace deg
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} // namespace blender
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