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authorJacques Lucke <jacques@blender.org>2022-05-18 17:42:49 +0300
committerJacques Lucke <jacques@blender.org>2022-05-18 17:42:49 +0300
commitf517b3a29568fd43b722973c7c46d3c358ba0dda (patch)
treec166fc983bb0a717fcf3e49f6f2bd604dc8998a3
parent136a06285f0e953f65dc432a4dba1ff3d1f781ee (diff)
Fix T98157: improve animation fps with better check in depsgraph
Previously, the depsgraph assumed that every node tree might contain a reference to a video. This resulted noticeable overhead when there was no video. Checking whether a node tree contained a video was relatively expensive to do in the depsgraph. It is cheaper now due to the structure of the new node tree updater. This also adds an additional run-time field to `bNodeTree` (there are quite a few already). We should move those to a separate run-time struct, but not as part of a bug fix. Differential Revision: https://developer.blender.org/D14957
-rw-r--r--source/blender/blenkernel/intern/node.cc1
-rw-r--r--source/blender/blenkernel/intern/node_tree_update.cc31
-rw-r--r--source/blender/depsgraph/intern/builder/deg_builder_nodes.cc19
-rw-r--r--source/blender/depsgraph/intern/builder/deg_builder_relations.cc11
-rw-r--r--source/blender/makesdna/DNA_node_types.h13
5 files changed, 63 insertions, 12 deletions
diff --git a/source/blender/blenkernel/intern/node.cc b/source/blender/blenkernel/intern/node.cc
index 200eefb73ec..e9c8b438284 100644
--- a/source/blender/blenkernel/intern/node.cc
+++ b/source/blender/blenkernel/intern/node.cc
@@ -670,6 +670,7 @@ void ntreeBlendReadData(BlendDataReader *reader, bNodeTree *ntree)
ntree->progress = nullptr;
ntree->execdata = nullptr;
+ ntree->runtime_flag = 0;
ntree->field_inferencing_interface = nullptr;
BKE_ntree_update_tag_missing_runtime_data(ntree);
diff --git a/source/blender/blenkernel/intern/node_tree_update.cc b/source/blender/blenkernel/intern/node_tree_update.cc
index baf3a0c8d22..8afe7ce7520 100644
--- a/source/blender/blenkernel/intern/node_tree_update.cc
+++ b/source/blender/blenkernel/intern/node_tree_update.cc
@@ -12,6 +12,7 @@
#include "DNA_node_types.h"
#include "BKE_anim_data.h"
+#include "BKE_image.h"
#include "BKE_main.h"
#include "BKE_node.h"
#include "BKE_node_tree_update.h"
@@ -984,6 +985,7 @@ class NodeTreeMainUpdater {
this->remove_unused_previews_when_necessary(ntree);
this->ensure_tree_ref(ntree, tree_ref);
+ this->update_has_image_animation(*tree_ref);
if (ntree.type == NTREE_GEOMETRY) {
if (node_field_inferencing::update_field_inferencing(*tree_ref)) {
result.interface_changed = true;
@@ -1254,6 +1256,35 @@ class NodeTreeMainUpdater {
BKE_node_preview_remove_unused(&ntree);
}
+ void update_has_image_animation(const NodeTreeRef &tree_ref)
+ {
+ bNodeTree &ntree = *tree_ref.btree();
+ ntree.runtime_flag &= ~NTREE_RUNTIME_FLAG_HAS_IMAGE_ANIMATION;
+ if (ntree.type != NTREE_SHADER) {
+ return;
+ }
+
+ /* Check if a used node group has an animated image. */
+ for (const NodeRef *group_node : tree_ref.nodes_by_type("NodeGroup")) {
+ const bNodeTree *group = reinterpret_cast<bNodeTree *>(group_node->bnode()->id);
+ if (group != nullptr) {
+ if (group->runtime_flag & NTREE_RUNTIME_FLAG_HAS_IMAGE_ANIMATION) {
+ ntree.runtime_flag |= NTREE_RUNTIME_FLAG_HAS_IMAGE_ANIMATION;
+ return;
+ }
+ }
+ }
+ /* Check if the tree itself has an animated image. */
+ for (const StringRefNull idname : {"ShaderNodeTexImage", "ShaderNodeTexEnvironment"})
+ for (const NodeRef *node : tree_ref.nodes_by_type(idname)) {
+ Image *image = reinterpret_cast<Image *>(node->bnode()->id);
+ if (image != nullptr && BKE_image_is_animated(image)) {
+ ntree.runtime_flag |= NTREE_RUNTIME_FLAG_HAS_IMAGE_ANIMATION;
+ return;
+ }
+ }
+ }
+
void update_node_levels(bNodeTree &ntree)
{
ntreeUpdateNodeLevels(&ntree);
diff --git a/source/blender/depsgraph/intern/builder/deg_builder_nodes.cc b/source/blender/depsgraph/intern/builder/deg_builder_nodes.cc
index 4782f1c4a5d..c6fc3cd5d0b 100644
--- a/source/blender/depsgraph/intern/builder/deg_builder_nodes.cc
+++ b/source/blender/depsgraph/intern/builder/deg_builder_nodes.cc
@@ -1078,14 +1078,17 @@ void DepsgraphNodeBuilder::build_animdata_nlastrip_targets(ListBase *strips)
void DepsgraphNodeBuilder::build_animation_images(ID *id)
{
- /* GPU materials might use an animated image. However, these materials have no been built yet. We
- * could scan the entire node tree recursively to check if any texture node has a video. That is
- * quite expensive. For now just always add this operation node, because it is very fast. */
- /* TODO: Add a more precise check when it is cheaper to iterate over all image nodes in a node
- * tree. */
- const bool can_have_gpu_material = ELEM(GS(id->name), ID_MA, ID_WO);
-
- if (can_have_gpu_material || BKE_image_user_id_has_animation(id)) {
+ /* GPU materials might use an animated image. However, these materials have no been built yet so
+ * we have to check if they might be created during evaluation. */
+ bool has_image_animation = false;
+ if (ELEM(GS(id->name), ID_MA, ID_WO)) {
+ bNodeTree *ntree = *BKE_ntree_ptr_from_id(id);
+ if (ntree != nullptr && ntree->runtime_flag & NTREE_RUNTIME_FLAG_HAS_IMAGE_ANIMATION) {
+ has_image_animation = true;
+ }
+ }
+
+ if (has_image_animation || BKE_image_user_id_has_animation(id)) {
ID *id_cow = get_cow_id(id);
add_operation_node(
id,
diff --git a/source/blender/depsgraph/intern/builder/deg_builder_relations.cc b/source/blender/depsgraph/intern/builder/deg_builder_relations.cc
index 5eccb5a4eb2..3eeab23823c 100644
--- a/source/blender/depsgraph/intern/builder/deg_builder_relations.cc
+++ b/source/blender/depsgraph/intern/builder/deg_builder_relations.cc
@@ -1446,10 +1446,15 @@ void DepsgraphRelationBuilder::build_animdata_drivers(ID *id)
void DepsgraphRelationBuilder::build_animation_images(ID *id)
{
/* See #DepsgraphNodeBuilder::build_animation_images. */
- const bool can_have_gpu_material = ELEM(GS(id->name), ID_MA, ID_WO);
+ bool has_image_animation = false;
+ if (ELEM(GS(id->name), ID_MA, ID_WO)) {
+ bNodeTree *ntree = *BKE_ntree_ptr_from_id(id);
+ if (ntree != nullptr && ntree->runtime_flag & NTREE_RUNTIME_FLAG_HAS_IMAGE_ANIMATION) {
+ has_image_animation = true;
+ }
+ }
- /* TODO: can we check for existence of node for performance? */
- if (can_have_gpu_material || BKE_image_user_id_has_animation(id)) {
+ if (has_image_animation || BKE_image_user_id_has_animation(id)) {
OperationKey image_animation_key(
id, NodeType::IMAGE_ANIMATION, OperationCode::IMAGE_ANIMATION);
TimeSourceKey time_src_key;
diff --git a/source/blender/makesdna/DNA_node_types.h b/source/blender/makesdna/DNA_node_types.h
index d18fe1b81dd..b66fe31c00e 100644
--- a/source/blender/makesdna/DNA_node_types.h
+++ b/source/blender/makesdna/DNA_node_types.h
@@ -499,7 +499,13 @@ typedef struct bNodeTree {
int type;
- char _pad1[4];
+ /**
+ * Used to cache run-time information of the node tree.
+ * #eNodeTreeRuntimeFlag.
+ */
+ uint8_t runtime_flag;
+
+ char _pad1[3];
/**
* Sockets in groups have unique identifiers, adding new sockets always
@@ -601,6 +607,11 @@ typedef enum eNodeTreeExecutionMode {
NTREE_EXECUTION_MODE_FULL_FRAME = 1,
} eNodeTreeExecutionMode;
+typedef enum eNodeTreeRuntimeFlag {
+ /** There is a node that references an image with animation. */
+ NTREE_RUNTIME_FLAG_HAS_IMAGE_ANIMATION = 1 << 0,
+} eNodeTreeRuntimeFlag;
+
/* socket value structs for input buttons
* DEPRECATED now using ID properties
*/