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authorSergey Sharybin <sergey.vfx@gmail.com>2013-12-26 15:24:42 +0400
committerSergey Sharybin <sergey.vfx@gmail.com>2013-12-26 15:24:42 +0400
commit709041ed0b7e1848068c9d53543ed114229a9f5b (patch)
treeedf2cd930e6bcfd9bbc9ab7fd21490effb069e09 /source/blender/blenkernel/intern/depsgraph.c
parent7025a1bd7830c3bb58ea7f6a3dba8089869591eb (diff)
Threaded object update and EvaluationContext
Summary: Made objects update happening from multiple threads. It is a task-based scheduling system which uses current dependency graph for spawning new tasks. This means threading happens on object level, but the system is flexible enough for higher granularity. Technical details: - Uses task scheduler which was recently committed to trunk (that one which Brecht ported from Cycles). - Added two utility functions to dependency graph: * DAG_threaded_update_begin, which is called to initialize threaded objects update. It will also schedule root DAG node to the queue, hence starting evaluation process. Initialization will calculate how much parents are to be evaluation before current DAG node can be scheduled. This value is used by task threads for faster detecting which nodes might be scheduled. * DAG_threaded_update_handle_node_updated which is called from task thread function when node was fully handled. This function decreases num_pending_parents of node children and schedules children with zero valency. As it might have become clear, task thread receives DAG nodes and decides which callback to call for it. Currently only BKE_object_handle_update is called for object nodes. In the future it'll call node->callback() from Ali's new DAG. - This required adding some workarounds to the render pipeline. Mainly to stop using get_object_dm() from modifiers' apply callback. Such a call was only a workaround for dependency graph glitch when rendering scene with, say, boolean modifiers before displaying this scene. Such change moves workaround from one place to another, so overall hackentropy remains the same. - Added paradigm of EvaluaitonContext. Currently it's more like just a more reliable replacement for G.is_rendering which fails in some circumstances. Future idea of this context is to also store all the local data needed for objects evaluation such as local time, Copy-on-Write data and so. There're two types of EvaluationContext: * Context used for viewport updated and owned by Main. In the future this context might be easily moved to Window or Screen to allo per-window/per-screen local time. * Context used by render engines to evaluate objects for render purposes. Render engine is an owner of this context. This context is passed to all object update routines. Reviewers: brecht, campbellbarton Reviewed By: brecht CC: lukastoenne Differential Revision: https://developer.blender.org/D94
Diffstat (limited to 'source/blender/blenkernel/intern/depsgraph.c')
-rw-r--r--source/blender/blenkernel/intern/depsgraph.c230
1 files changed, 221 insertions, 9 deletions
diff --git a/source/blender/blenkernel/intern/depsgraph.c b/source/blender/blenkernel/intern/depsgraph.c
index 6ef20ecc047..8074d6bceec 100644
--- a/source/blender/blenkernel/intern/depsgraph.c
+++ b/source/blender/blenkernel/intern/depsgraph.c
@@ -42,6 +42,7 @@
#include "BLI_utildefines.h"
#include "BLI_listbase.h"
#include "BLI_ghash.h"
+#include "BLI_threads.h"
#include "DNA_anim_types.h"
#include "DNA_camera_types.h"
@@ -78,8 +79,22 @@
#include "BKE_screen.h"
#include "BKE_tracking.h"
+#include "atomic_ops.h"
+
#include "depsgraph_private.h"
-
+
+static SpinLock threaded_update_lock;
+
+void DAG_init(void)
+{
+ BLI_spin_init(&threaded_update_lock);
+}
+
+void DAG_exit(void)
+{
+ BLI_spin_end(&threaded_update_lock);
+}
+
/* Queue and stack operations for dag traversal
*
* the queue store a list of freenodes to avoid successive alloc/dealloc
@@ -418,22 +433,47 @@ static void dag_add_lamp_driver_relations(DagForest *dag, DagNode *node, Lamp *l
la->id.flag &= ~LIB_DOIT;
}
+static void check_and_create_collision_relation(DagForest *dag, Object *ob, DagNode *node, Object *ob1, int skip_forcefield, bool no_collision)
+{
+ DagNode *node2;
+ if (ob1->pd && (ob1->pd->deflect || ob1->pd->forcefield) && (ob1 != ob)) {
+ if ((skip_forcefield && ob1->pd->forcefield == skip_forcefield) || (no_collision && ob1->pd->forcefield == 0))
+ return;
+ node2 = dag_get_node(dag, ob1);
+ dag_add_relation(dag, node2, node, DAG_RL_DATA_DATA | DAG_RL_OB_DATA, "Field Collision");
+ }
+}
+
static void dag_add_collision_field_relation(DagForest *dag, Scene *scene, Object *ob, DagNode *node, int skip_forcefield, bool no_collision)
{
Base *base;
- DagNode *node2;
+ ParticleSystem *particle_system;
+
+ for (particle_system = ob->particlesystem.first;
+ particle_system;
+ particle_system = particle_system->next)
+ {
+ EffectorWeights *effector_weights = particle_system->part->effector_weights;
+ if (effector_weights->group) {
+ GroupObject *group_object;
+
+ for (group_object = effector_weights->group->gobject.first;
+ group_object;
+ group_object = group_object->next)
+ {
+ if ((group_object->ob->lay & ob->lay)) {
+ check_and_create_collision_relation(dag, ob, node, group_object->ob, skip_forcefield, no_collision);
+ }
+ }
+ }
+ }
/* would be nice to have a list of colliders here
* so for now walk all objects in scene check 'same layer rule' */
for (base = scene->base.first; base; base = base->next) {
- if ((base->lay & ob->lay) && base->object->pd) {
+ if ((base->lay & ob->lay)) {
Object *ob1 = base->object;
- if ((ob1->pd->deflect || ob1->pd->forcefield) && (ob1 != ob)) {
- if ((skip_forcefield && ob1->pd->forcefield == skip_forcefield) || (no_collision && ob1->pd->forcefield == 0))
- continue;
- node2 = dag_get_node(dag, ob1);
- dag_add_relation(dag, node2, node, DAG_RL_DATA_DATA | DAG_RL_OB_DATA, "Field Collision");
- }
+ check_and_create_collision_relation(dag, ob, node, ob1, skip_forcefield, no_collision);
}
}
}
@@ -2680,6 +2720,81 @@ void DAG_pose_sort(Object *ob)
ugly_hack_sorry = 1;
}
+/* ************************ DAG FOR THREADED UPDATE ********************* */
+
+/* Initialize run-time data in the graph needed for traversing it
+ * from multiple threads and start threaded tree traversal by adding
+ * the root node to the queue.
+ *
+ * This will mark DAG nodes as object/non-object and will calculate
+ * num_pending_parents of nodes (which is how many non-updated parents node
+ * have, which helps a lot checking whether node could be scheduled
+ * already or not).
+ */
+void DAG_threaded_update_begin(Scene *scene,
+ void (*func)(void *node, void *user_data),
+ void *user_data)
+{
+ DagNode *node, *root_node;
+
+ /* We reset num_pending_parents to zero first and tag node as not scheduled yet... */
+ for (node = scene->theDag->DagNode.first; node; node = node->next) {
+ node->num_pending_parents = 0;
+ node->scheduled = false;
+ }
+
+ /* ... and then iterate over all the nodes and
+ * increase num_pending_parents for node childs.
+ */
+ for (node = scene->theDag->DagNode.first; node; node = node->next) {
+ DagAdjList *itA;
+
+ for (itA = node->child; itA; itA = itA->next) {
+ if (itA->node != node) {
+ itA->node->num_pending_parents++;
+ }
+ }
+ }
+
+ /* Add root node to the queue. */
+ root_node = scene->theDag->DagNode.first;
+ root_node->scheduled = true;
+ func(root_node, user_data);
+}
+
+/* This function is called when handling node is done.
+ *
+ * This function updates num_pending_parents for all childs and
+ * schedules them if they're ready.
+ */
+void DAG_threaded_update_handle_node_updated(void *node_v,
+ void (*func)(void *node, void *user_data),
+ void *user_data)
+{
+ DagNode *node = node_v;
+ DagAdjList *itA;
+
+ for (itA = node->child; itA; itA = itA->next) {
+ DagNode *child_node = itA->node;
+ if (child_node != node) {
+ atomic_sub_uint32(&child_node->num_pending_parents, 1);
+
+ if (child_node->num_pending_parents == 0) {
+ bool need_schedule;
+
+ BLI_spin_lock(&threaded_update_lock);
+ need_schedule = child_node->scheduled == false;
+ child_node->scheduled = true;
+ BLI_spin_unlock(&threaded_update_lock);
+
+ if (need_schedule) {
+ func(child_node, user_data);
+ }
+ }
+ }
+ }
+}
+
/* ************************ DAG DEBUGGING ********************* */
void DAG_print_dependencies(Main *bmain, Scene *scene, Object *ob)
@@ -2699,3 +2814,100 @@ void DAG_print_dependencies(Main *bmain, Scene *scene, Object *ob)
dag_print_dependencies = 0;
}
+/* ************************ DAG tagging and querying ********************* */
+
+void DAG_tag_clear_nodes(Scene *scene)
+{
+ DagNode *node;
+
+ for (node = scene->theDag->DagNode.first; node; node = node->next) {
+ node->tag = false;
+ }
+}
+
+void DAG_tag_node_for_object(Scene *scene, void *object)
+{
+ DagNode *node = dag_get_node(scene->theDag, object);
+
+ node->tag = true;
+}
+
+void DAG_tag_flush_nodes(Scene *scene)
+{
+ DagNodeQueue *node_queue;
+ DagNode *node, *root_node;
+
+ node_queue = queue_create(DAGQUEUEALLOC);
+
+ for (node = scene->theDag->DagNode.first; node; node = node->next) {
+ node->color = DAG_WHITE;
+ }
+
+ root_node = scene->theDag->DagNode.first;
+ root_node->color = DAG_GRAY;
+ push_stack(node_queue, root_node);
+
+ while (node_queue->count) {
+ DagAdjList *itA;
+ bool has_new_nodes = false;
+
+ node = get_top_node_queue(node_queue);
+
+ /* Schedule all child nodes. */
+ for (itA = node->child; itA; itA = itA->next) {
+ if (itA->node->color == DAG_WHITE) {
+ itA->node->color = DAG_GRAY;
+ push_stack(node_queue, itA->node);
+ has_new_nodes = true;
+ }
+ }
+
+ if (!has_new_nodes) {
+ node = pop_queue(node_queue);
+ if (node->ob == scene) {
+ break;
+ }
+
+ /* Flush tag from child to current node. */
+ for (itA = node->child; itA; itA = itA->next) {
+ if (itA->node->tag) {
+ node->tag = true;
+ break;
+ }
+ }
+
+ node->color = DAG_BLACK;
+ }
+ }
+
+ queue_delete(node_queue);
+}
+
+/* Will return Object ID if node represents Object,
+ * and will return NULL otherwise.
+ */
+Object *DAG_get_node_object(void *node_v)
+{
+ DagNode *node = node_v;
+
+ if (node->type == ID_OB) {
+ return node->ob;
+ }
+
+ return NULL;
+}
+
+/* Returns node name, used for debug output only, atm. */
+const char *DAG_get_node_name(void *node_v)
+{
+ DagNode *node = node_v;
+
+ return dag_node_name(node);
+}
+
+bool DAG_get_node_tag(void *node_v)
+{
+ DagNode *node = node_v;
+
+ return node->tag;
+}