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authorKévin Dietrich <kevin.dietrich@mailoo.org>2016-08-08 18:51:15 +0300
committerKévin Dietrich <kevin.dietrich@mailoo.org>2016-08-08 18:51:15 +0300
commitb745a2401b6ccf75b1e90cf1c8fa648d99c81e29 (patch)
tree588ff3dea069e483d0a9c09ae8431b9f445d1cce /source/blender/blenkernel/intern/library.c
parent5e5d3d6391448d30c1946452aeaf3086f28ad875 (diff)
Fix ID types DAG update tagging.
The first character of the ID type was used to tag IDs for updates which is weak since different IDs can have the same first character (for example meshes, materials and metaballs), causing unnecessary updates of unrelated IDs. Now we use a unique index per ID type to tag for updates, unifying IDs arrays indexing along the way. Reviewers: sergey, mont29 Differential Revision: https://developer.blender.org/D2139
Diffstat (limited to 'source/blender/blenkernel/intern/library.c')
-rw-r--r--source/blender/blenkernel/intern/library.c84
1 files changed, 40 insertions, 44 deletions
diff --git a/source/blender/blenkernel/intern/library.c b/source/blender/blenkernel/intern/library.c
index c5517265da3..6d94cd28b31 100644
--- a/source/blender/blenkernel/intern/library.c
+++ b/source/blender/blenkernel/intern/library.c
@@ -753,60 +753,56 @@ void BKE_main_lib_objects_recalc_all(Main *bmain)
* \note MAX_LIBARRAY define should match this code */
int set_listbasepointers(Main *main, ListBase **lb)
{
- int a = 0;
-
/* BACKWARDS! also watch order of free-ing! (mesh<->mat), first items freed last.
* This is important because freeing data decreases usercounts of other datablocks,
* if this data is its self freed it can crash. */
- lb[a++] = &(main->library); /* Libraries may be accessed from pretty much any other ID... */
- lb[a++] = &(main->ipo);
- lb[a++] = &(main->action); /* moved here to avoid problems when freeing with animato (aligorith) */
- lb[a++] = &(main->key);
- lb[a++] = &(main->gpencil); /* referenced by nodes, objects, view, scene etc, before to free after. */
- lb[a++] = &(main->nodetree);
- lb[a++] = &(main->image);
- lb[a++] = &(main->tex);
- lb[a++] = &(main->mat);
- lb[a++] = &(main->vfont);
+ lb[INDEX_ID_LI] = &(main->library); /* Libraries may be accessed from pretty much any other ID... */
+ lb[INDEX_ID_IP] = &(main->ipo);
+ lb[INDEX_ID_AC] = &(main->action); /* moved here to avoid problems when freeing with animato (aligorith) */
+ lb[INDEX_ID_KE] = &(main->key);
+ lb[INDEX_ID_GD] = &(main->gpencil); /* referenced by nodes, objects, view, scene etc, before to free after. */
+ lb[INDEX_ID_NT] = &(main->nodetree);
+ lb[INDEX_ID_IM] = &(main->image);
+ lb[INDEX_ID_TE] = &(main->tex);
+ lb[INDEX_ID_MA] = &(main->mat);
+ lb[INDEX_ID_VF] = &(main->vfont);
/* Important!: When adding a new object type,
* the specific data should be inserted here
*/
- lb[a++] = &(main->armature);
-
- lb[a++] = &(main->cachefiles);
- lb[a++] = &(main->mesh);
- lb[a++] = &(main->curve);
- lb[a++] = &(main->mball);
-
- lb[a++] = &(main->latt);
- lb[a++] = &(main->lamp);
- lb[a++] = &(main->camera);
-
- lb[a++] = &(main->text);
- lb[a++] = &(main->sound);
- lb[a++] = &(main->group);
- lb[a++] = &(main->palettes);
- lb[a++] = &(main->paintcurves);
- lb[a++] = &(main->brush);
- lb[a++] = &(main->particle);
- lb[a++] = &(main->speaker);
-
- lb[a++] = &(main->world);
- lb[a++] = &(main->movieclip);
- lb[a++] = &(main->screen);
- lb[a++] = &(main->object);
- lb[a++] = &(main->linestyle); /* referenced by scenes */
- lb[a++] = &(main->scene);
- lb[a++] = &(main->wm);
- lb[a++] = &(main->mask);
+ lb[INDEX_ID_AR] = &(main->armature);
+
+ lb[INDEX_ID_CF] = &(main->cachefiles);
+ lb[INDEX_ID_ME] = &(main->mesh);
+ lb[INDEX_ID_CU] = &(main->curve);
+ lb[INDEX_ID_MB] = &(main->mball);
+
+ lb[INDEX_ID_LT] = &(main->latt);
+ lb[INDEX_ID_LA] = &(main->lamp);
+ lb[INDEX_ID_CA] = &(main->camera);
+
+ lb[INDEX_ID_TXT] = &(main->text);
+ lb[INDEX_ID_SO] = &(main->sound);
+ lb[INDEX_ID_GR] = &(main->group);
+ lb[INDEX_ID_PAL] = &(main->palettes);
+ lb[INDEX_ID_PC] = &(main->paintcurves);
+ lb[INDEX_ID_BR] = &(main->brush);
+ lb[INDEX_ID_PA] = &(main->particle);
+ lb[INDEX_ID_SPK] = &(main->speaker);
+
+ lb[INDEX_ID_WO] = &(main->world);
+ lb[INDEX_ID_MC] = &(main->movieclip);
+ lb[INDEX_ID_SCR] = &(main->screen);
+ lb[INDEX_ID_OB] = &(main->object);
+ lb[INDEX_ID_LS] = &(main->linestyle); /* referenced by scenes */
+ lb[INDEX_ID_SCE] = &(main->scene);
+ lb[INDEX_ID_WM] = &(main->wm);
+ lb[INDEX_ID_MSK] = &(main->mask);
- lb[a] = NULL;
-
- BLI_assert(a + 1 == MAX_LIBARRAY);
+ lb[INDEX_ID_NULL] = NULL;
- return a;
+ return (MAX_LIBARRAY - 1);
}
/* *********** ALLOC AND FREE *****************