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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2010-12-05 21:59:23 +0300
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2010-12-05 21:59:23 +0300
commitb110c7c8f2c5fafa6412e01d21d751a884bfe8b2 (patch)
treec414d8b62a65c8d633625498dd36740548605c4c /source/blender/blenkernel/intern/depsgraph.c
parent07692fc59b1837da7510e46c37d0deed85924a52 (diff)
Dependency graph: changed DAG_id_flush_update to DAG_id_tag_update. Now it
only tags the ID and does the actual flush/update delayed, before the next redraw. For objects the update was already delayed, just flushing wasn't yet. This should help performance in python and animation editors, by making calls to RNA property update quicker. Still need to add calls in a few places where this was previously avoided due to bad performance.
Diffstat (limited to 'source/blender/blenkernel/intern/depsgraph.c')
-rw-r--r--source/blender/blenkernel/intern/depsgraph.c163
1 files changed, 82 insertions, 81 deletions
diff --git a/source/blender/blenkernel/intern/depsgraph.c b/source/blender/blenkernel/intern/depsgraph.c
index 65a58b02377..97a27405db3 100644
--- a/source/blender/blenkernel/intern/depsgraph.c
+++ b/source/blender/blenkernel/intern/depsgraph.c
@@ -52,6 +52,7 @@
#include "BKE_global.h"
#include "BKE_group.h"
#include "BKE_key.h"
+#include "BKE_library.h"
#include "BKE_main.h"
#include "BKE_mball.h"
#include "BKE_modifier.h"
@@ -2290,26 +2291,21 @@ static void dag_id_flush_update__isDependentTexture(void *userData, Object *UNUS
}
}
-void DAG_id_flush_update(ID *id, short flag)
+static void dag_id_flush_update(Scene *sce, ID *id)
{
Main *bmain= G.main;
- Scene *sce;
Object *obt, *ob= NULL;
short idtype;
- unsigned int lay;
- dag_current_scene_layers(bmain, &sce, &lay);
-
- if(!id || !sce || !sce->theDag)
- return;
+ /* here we flush a few things before actual scene wide flush, mostly
+ due to only objects and not other datablocks being in the depsgraph */
/* set flags & pointcache for object */
if(GS(id->name) == ID_OB) {
ob= (Object*)id;
- ob->recalc |= (flag & OB_RECALC_ALL);
BKE_ptcache_object_reset(sce, ob, PTCACHE_RESET_DEPSGRAPH);
- if(flag & OB_RECALC_DATA) {
+ if(ob->recalc & OB_RECALC_DATA) {
/* all users of this ob->data should be checked */
id= ob->data;
@@ -2374,23 +2370,90 @@ void DAG_id_flush_update(ID *id, short flag)
/* set flags based on particle settings */
if(idtype == ID_PA) {
ParticleSystem *psys;
- for(obt=bmain->object.first; obt; obt= obt->id.next) {
- for(psys=obt->particlesystem.first; psys; psys=psys->next) {
- if(&psys->part->id == id) {
+ for(obt=bmain->object.first; obt; obt= obt->id.next)
+ for(psys=obt->particlesystem.first; psys; psys=psys->next)
+ if(&psys->part->id == id)
BKE_ptcache_object_reset(sce, obt, PTCACHE_RESET_DEPSGRAPH);
- obt->recalc |= (flag & OB_RECALC_ALL);
- psys->recalc |= (flag & PSYS_RECALC);
- }
- }
- }
}
/* update editors */
dag_editors_update(bmain, id);
}
+}
+
+void DAG_ids_flush_tagged(Main *bmain)
+{
+ ListBase *lbarray[MAX_LIBARRAY];
+ Scene *sce;
+ unsigned int lay;
+ int a, have_tag = 0;
+
+ dag_current_scene_layers(bmain, &sce, &lay);
+
+ if(!sce || !sce->theDag)
+ return;
+
+ /* loop over all ID types */
+ a = set_listbasepointers(bmain, lbarray);
+
+ while(a--) {
+ ListBase *lb = lbarray[a];
+ ID *id = lb->first;
+
+ /* we tag based on first ID type character to avoid
+ looping over all ID's in case there are no tags */
+ if(id && bmain->id_tag_update[id->name[0]]) {
+ for(; id; id=id->next) {
+ if(id->flag & LIB_ID_RECALC) {
+ dag_id_flush_update(sce, id);
+ id->flag &= ~LIB_ID_RECALC;
+ }
+ }
+
+ have_tag = 1;
+ }
+ }
- /* flush to other objects that depend on this one */
- DAG_scene_flush_update(bmain, sce, lay, 0);
+ if(have_tag) {
+ /* clear tags */
+ memset(bmain->id_tag_update, 0, sizeof(bmain->id_tag_update));
+
+ /* flush changes to other objects */
+ DAG_scene_flush_update(bmain, sce, lay, 0);
+ }
+}
+
+void DAG_id_tag_update(ID *id, short flag)
+{
+ Main *bmain= G.main;
+
+ /* tag ID for update */
+ id->flag |= LIB_ID_RECALC;
+ bmain->id_tag_update[id->name[0]] = 1;
+
+ /* flag is for objects and particle systems */
+ if(flag) {
+ Object *ob;
+ ParticleSystem *psys;
+ short idtype = GS(id->name);
+
+ if(idtype == ID_OB) {
+ /* only quick tag */
+ ob = (Object*)id;
+ ob->recalc |= (flag & OB_RECALC_ALL);
+ }
+ else if(idtype == ID_PA) {
+ /* this is weak still, should be done delayed as well */
+ for(ob=bmain->object.first; ob; ob=ob->id.next) {
+ for(psys=ob->particlesystem.first; psys; psys=psys->next) {
+ if(&psys->part->id == id) {
+ ob->recalc |= (flag & OB_RECALC_ALL);
+ psys->recalc |= (flag & PSYS_RECALC);
+ }
+ }
+ }
+ }
+ }
}
/* recursively descends tree, each node only checked once */
@@ -2423,68 +2486,6 @@ static int parent_check_node(DagNode *node, int curtime)
return DAG_WHITE;
}
-/* all nodes that influence this object get tagged, for calculating the exact
- position of this object at a given timeframe */
-void DAG_id_update_flags(ID *id)
-{
- Main *bmain= G.main;
- Scene *sce;
- DagNode *node;
- DagAdjList *itA;
- Object *ob;
- unsigned int lay;
-
- dag_current_scene_layers(bmain, &sce, &lay);
-
- if(!id || !sce || !sce->theDag)
- return;
-
- /* objects only currently */
- if(GS(id->name) != ID_OB)
- return;
-
- ob= (Object*)id;
-
- /* tag nodes unchecked */
- for(node = sce->theDag->DagNode.first; node; node= node->next)
- node->color = DAG_WHITE;
-
- node= dag_find_node(sce->theDag, ob);
-
- /* object not in scene? then handle group exception. needs to be dagged once too */
- if(node==NULL) {
- Group *group= NULL;
- while( (group = find_group(ob, group)) ) {
- GroupObject *go;
- /* primitive; tag all... this call helps building groups for particles */
- for(go= group->gobject.first; go; go= go->next)
- go->ob->recalc= OB_RECALC_ALL;
- }
- }
- else {
-
- node->color = DAG_GRAY;
-
- sce->theDag->time++;
- node= sce->theDag->DagNode.first;
- for(itA = node->child; itA; itA= itA->next) {
- if(itA->node->type==ID_OB && itA->node->lasttime!=sce->theDag->time)
- itA->node->color= parent_check_node(itA->node, sce->theDag->time);
- }
-
- /* set recalcs and flushes */
- DAG_scene_update_flags(bmain, sce, lay);
-
- /* now we clear recalcs, unless color is set */
- for(node = sce->theDag->DagNode.first; node; node= node->next) {
- if(node->type==ID_OB && node->color==DAG_WHITE) {
- Object *ob= node->ob;
- ob->recalc= 0;
- }
- }
- }
-}
-
/* ******************* DAG FOR ARMATURE POSE ***************** */
/* we assume its an armature with pose */