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authorSergey Sharybin <sergey.vfx@gmail.com>2018-04-03 18:23:43 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2018-04-04 10:48:41 +0300
commit4674e02562637f36a9900bff5f5f4acc9aff482d (patch)
tree4fca4fb97dad7c2e34533950d44faeb5ce94e2c0 /source/blender/depsgraph/intern/builder/deg_builder_nodes.h
parentfa01a1738bd1e3a6750ffbe523a282bc22de3991 (diff)
Depsgraph: Only bind ID-data and indices to depsgraph callbacks
This is a part of copy-on-write sanitization, to avoid all the checks which were attempting to keep sub-data pointers intact. Point is: ID pointers never change for CoW datablocks, but nested data pointers might change when updating existing copy. Solution: Only bind ID data pointers and index of sub-data. This will make CoW datablock 7update function was easier in 2.8. In master we were only using pose channel pointers in callbacks, this is exactly what this commit addresses. A linear lookup array is created on pose evaluation init and is thrown away afterwards. One thing we might consider doing is to keep indexed array of poses, similar to chanhash. Reviewers: campbellbarton Reviewed By: campbellbarton Subscribers: dfelinto Differential Revision: https://developer.blender.org/D3124
Diffstat (limited to 'source/blender/depsgraph/intern/builder/deg_builder_nodes.h')
-rw-r--r--source/blender/depsgraph/intern/builder/deg_builder_nodes.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/depsgraph/intern/builder/deg_builder_nodes.h b/source/blender/depsgraph/intern/builder/deg_builder_nodes.h
index 9d47dc6bced..17d2a4ad558 100644
--- a/source/blender/depsgraph/intern/builder/deg_builder_nodes.h
+++ b/source/blender/depsgraph/intern/builder/deg_builder_nodes.h
@@ -132,7 +132,7 @@ struct DepsgraphNodeBuilder {
void build_object_data(Object *object);
void build_object_transform(Object *object);
void build_object_constraints(Object *object);
- void build_pose_constraints(Object *object, bPoseChannel *pchan);
+ void build_pose_constraints(Object *object, bPoseChannel *pchan, int pchan_index);
void build_rigidbody(Scene *scene);
void build_particles(Object *object);
void build_cloth(Object *object);