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Diffstat (limited to 'source/blender/blenkernel/intern/scene.c')
-rw-r--r--source/blender/blenkernel/intern/scene.c120
1 files changed, 99 insertions, 21 deletions
diff --git a/source/blender/blenkernel/intern/scene.c b/source/blender/blenkernel/intern/scene.c
index f810630c83b..3d87279e054 100644
--- a/source/blender/blenkernel/intern/scene.c
+++ b/source/blender/blenkernel/intern/scene.c
@@ -89,6 +89,8 @@
#include "BKE_unit.h"
#include "BKE_world.h"
+#include "DEG_depsgraph.h"
+
#include "RE_engine.h"
#include "PIL_time.h"
@@ -193,6 +195,7 @@ Scene *BKE_scene_copy(Scene *sce, int type)
scen->ed = NULL;
scen->theDag = NULL;
+ scen->depsgraph = NULL;
scen->obedit = NULL;
scen->stats = NULL;
scen->fps_info = NULL;
@@ -431,6 +434,8 @@ void BKE_scene_free(Scene *sce)
}
DAG_scene_free(sce);
+ if (sce->depsgraph)
+ DEG_graph_free(sce->depsgraph);
if (sce->nodetree) {
ntreeFreeTree(sce->nodetree);
@@ -1167,6 +1172,7 @@ void BKE_scene_frame_set(struct Scene *scene, double cfra)
scene->r.cfra = (int)intpart;
}
+#ifdef WITH_LEGACY_DEPSGRAPH
/* drivers support/hacks
* - this method is called from scene_update_tagged_recursive(), so gets included in viewport + render
* - these are always run since the depsgraph can't handle non-object data
@@ -1267,6 +1273,7 @@ static void scene_depsgraph_hack(EvaluationContext *eval_ctx, Scene *scene, Scen
}
}
}
+#endif /* WITH_LEGACY_DEPSGRAPH */
/* That's like really a bummer, because currently animation data for armatures
* might want to use pose, and pose might be missing on the object.
@@ -1318,7 +1325,12 @@ static void scene_do_rb_simulation_recursive(Scene *scene, float ctime)
* would pollute STDERR with whole bunch of timing information which then
* could be parsed and nicely visualized.
*/
-#undef DETAILED_ANALYSIS_OUTPUT
+#ifdef WITH_LEGACY_DEPSGRAPH
+# undef DETAILED_ANALYSIS_OUTPUT
+#else
+/* ALWAYS KEEY DISABLED! */
+# undef DETAILED_ANALYSIS_OUTPUT
+#endif
/* Mballs evaluation uses BKE_scene_base_iter_next which calls
* duplilist for all objects in the scene. This leads to conflict
@@ -1330,6 +1342,7 @@ static void scene_do_rb_simulation_recursive(Scene *scene, float ctime)
*/
#define MBALL_SINGLETHREAD_HACK
+#ifdef WITH_LEGACY_DEPSGRAPH
typedef struct StatisicsEntry {
struct StatisicsEntry *next, *prev;
Object *object;
@@ -1619,6 +1632,7 @@ static void scene_update_tagged_recursive(EvaluationContext *eval_ctx, Main *bma
BKE_mask_update_scene(bmain, scene);
}
+#endif /* WITH_LEGACY_DEPSGRAPH */
static bool check_rendered_viewport_visible(Main *bmain)
{
@@ -1670,13 +1684,26 @@ static void prepare_mesh_for_viewport_render(Main *bmain, Scene *scene)
void BKE_scene_update_tagged(EvaluationContext *eval_ctx, Main *bmain, Scene *scene)
{
Scene *sce_iter;
-
+#ifdef WITH_LEGACY_DEPSGRAPH
+ bool use_new_eval = !DEG_depsgraph_use_legacy();
+#endif
+
/* keep this first */
BLI_callback_exec(bmain, &scene->id, BLI_CB_EVT_SCENE_UPDATE_PRE);
/* (re-)build dependency graph if needed */
- for (sce_iter = scene; sce_iter; sce_iter = sce_iter->set)
+ for (sce_iter = scene; sce_iter; sce_iter = sce_iter->set) {
DAG_scene_relations_update(bmain, sce_iter);
+ /* Uncomment this to check if graph was properly tagged for update. */
+#if 0
+#ifdef WITH_LEGACY_DEPSGRAPH
+ if (use_new_eval)
+#endif
+ {
+ DAG_scene_relations_validate(bmain, sce_iter);
+ }
+#endif
+ }
/* flush editing data if needed */
prepare_mesh_for_viewport_render(bmain, scene);
@@ -1697,7 +1724,17 @@ void BKE_scene_update_tagged(EvaluationContext *eval_ctx, Main *bmain, Scene *sc
*
* in the future this should handle updates for all datablocks, not
* only objects and scenes. - brecht */
- scene_update_tagged_recursive(eval_ctx, bmain, scene, scene);
+#ifdef WITH_LEGACY_DEPSGRAPH
+ if (use_new_eval) {
+ DEG_evaluate_on_refresh(eval_ctx, scene->depsgraph, scene);
+ }
+ else {
+ scene_update_tagged_recursive(eval_ctx, bmain, scene, scene);
+ }
+#else
+ DEG_evaluate_on_refresh(eval_ctx, bmain, scene->depsgraph, scene);
+#endif
+
/* update sound system animation (TODO, move to depsgraph) */
BKE_sound_update_scene(bmain, scene);
@@ -1715,7 +1752,8 @@ void BKE_scene_update_tagged(EvaluationContext *eval_ctx, Main *bmain, Scene *sc
* Need to do this so changing material settings from the graph/dopesheet
* will update stuff in the viewport.
*/
- if (DAG_id_type_tagged(bmain, ID_MA)) {
+#ifdef WITH_LEGACY_DEPSGRAPH
+ if (!use_new_eval && DAG_id_type_tagged(bmain, ID_MA)) {
Material *material;
float ctime = BKE_scene_frame_get(scene);
@@ -1730,7 +1768,7 @@ void BKE_scene_update_tagged(EvaluationContext *eval_ctx, Main *bmain, Scene *sc
}
/* Also do the same for node trees. */
- if (DAG_id_type_tagged(bmain, ID_NT)) {
+ if (!use_new_eval && DAG_id_type_tagged(bmain, ID_NT)) {
float ctime = BKE_scene_frame_get(scene);
FOREACH_NODETREE(bmain, ntree, id)
@@ -1741,9 +1779,12 @@ void BKE_scene_update_tagged(EvaluationContext *eval_ctx, Main *bmain, Scene *sc
}
FOREACH_NODETREE_END
}
+#endif
/* notify editors and python about recalc */
BLI_callback_exec(bmain, &scene->id, BLI_CB_EVT_SCENE_UPDATE_POST);
+
+ /* Inform editors about possible changes. */
DAG_ids_check_recalc(bmain, scene, false);
/* clear recalc flags */
@@ -1763,6 +1804,12 @@ void BKE_scene_update_for_newframe_ex(EvaluationContext *eval_ctx, Main *bmain,
#ifdef DETAILED_ANALYSIS_OUTPUT
double start_time = PIL_check_seconds_timer();
#endif
+#ifdef WITH_LEGACY_DEPSGRAPH
+ bool use_new_eval = !DEG_depsgraph_use_legacy();
+#else
+ /* TODO(sergey): Pass to evaluation routines instead of storing layer in the graph? */
+ (void) do_invisible_flush;
+#endif
/* keep this first */
BLI_callback_exec(bmain, &sce->id, BLI_CB_EVT_FRAME_CHANGE_PRE);
@@ -1772,12 +1819,16 @@ void BKE_scene_update_for_newframe_ex(EvaluationContext *eval_ctx, Main *bmain,
* call this at the start so modifiers with textures don't lag 1 frame */
BKE_image_update_frame(bmain, sce->r.cfra);
+#ifdef WITH_LEGACY_DEPSGRAPH
/* rebuild rigid body worlds before doing the actual frame update
* this needs to be done on start frame but animation playback usually starts one frame later
* we need to do it here to avoid rebuilding the world on every simulation change, which can be very expensive
*/
- scene_rebuild_rbw_recursive(sce, ctime);
-
+ if (!use_new_eval) {
+ scene_rebuild_rbw_recursive(sce, ctime);
+ }
+#endif
+
BKE_sound_set_cfra(sce->r.cfra);
/* clear animation overrides */
@@ -1786,14 +1837,18 @@ void BKE_scene_update_for_newframe_ex(EvaluationContext *eval_ctx, Main *bmain,
for (sce_iter = sce; sce_iter; sce_iter = sce_iter->set)
DAG_scene_relations_update(bmain, sce_iter);
- /* flush recalc flags to dependencies, if we were only changing a frame
- * this would not be necessary, but if a user or a script has modified
- * some datablock before BKE_scene_update_tagged was called, we need the flush */
- DAG_ids_flush_tagged(bmain);
+#ifdef WITH_LEGACY_DEPSGRAPH
+ if (!use_new_eval) {
+ /* flush recalc flags to dependencies, if we were only changing a frame
+ * this would not be necessary, but if a user or a script has modified
+ * some datablock before BKE_scene_update_tagged was called, we need the flush */
+ DAG_ids_flush_tagged(bmain);
- /* Following 2 functions are recursive
- * so don't call within 'scene_update_tagged_recursive' */
- DAG_scene_update_flags(bmain, sce, lay, true, do_invisible_flush); // only stuff that moves or needs display still
+ /* Following 2 functions are recursive
+ * so don't call within 'scene_update_tagged_recursive' */
+ DAG_scene_update_flags(bmain, sce, lay, true, do_invisible_flush); // only stuff that moves or needs display still
+ }
+#endif
BKE_mask_evaluate_all_masks(bmain, ctime, true);
@@ -1807,8 +1862,12 @@ void BKE_scene_update_for_newframe_ex(EvaluationContext *eval_ctx, Main *bmain,
* can be overridden by settings from Scene, which owns the Texture through a hierarchy
* such as Scene->World->MTex/Texture) can still get correctly overridden.
*/
- BKE_animsys_evaluate_all_animation(bmain, sce, ctime);
- /*...done with recursive funcs */
+#ifdef WITH_LEGACY_DEPSGRAPH
+ if (!use_new_eval) {
+ BKE_animsys_evaluate_all_animation(bmain, sce, ctime);
+ /*...done with recursive funcs */
+ }
+#endif
/* clear "LIB_DOIT" flag from all materials, to prevent infinite recursion problems later
* when trying to find materials with drivers that need evaluating [#32017]
@@ -1818,19 +1877,38 @@ void BKE_scene_update_for_newframe_ex(EvaluationContext *eval_ctx, Main *bmain,
/* run rigidbody sim */
/* NOTE: current position is so that rigidbody sim affects other objects, might change in the future */
- scene_do_rb_simulation_recursive(sce, ctime);
-
+#ifdef WITH_LEGACY_DEPSGRAPH
+ if (!use_new_eval) {
+ scene_do_rb_simulation_recursive(sce, ctime);
+ }
+#endif
+
/* BKE_object_handle_update() on all objects, groups and sets */
- scene_update_tagged_recursive(eval_ctx, bmain, sce, sce);
+#ifdef WITH_LEGACY_DEPSGRAPH
+ if (use_new_eval) {
+ DEG_evaluate_on_framechange(eval_ctx, bmain, sce->depsgraph, ctime, lay);
+ }
+ else {
+ scene_update_tagged_recursive(eval_ctx, bmain, sce, sce);
+ }
+#else
+ DEG_evaluate_on_framechange(eval_ctx, bmain, sce->depsgraph, ctime, lay);
+#endif
+
/* update sound system animation (TODO, move to depsgraph) */
BKE_sound_update_scene(bmain, sce);
- scene_depsgraph_hack(eval_ctx, sce, sce);
+#ifdef WITH_LEGACY_DEPSGRAPH
+ if (!use_new_eval) {
+ scene_depsgraph_hack(eval_ctx, sce, sce);
+ }
+#endif
/* notify editors and python about recalc */
BLI_callback_exec(bmain, &sce->id, BLI_CB_EVT_SCENE_UPDATE_POST);
BLI_callback_exec(bmain, &sce->id, BLI_CB_EVT_FRAME_CHANGE_POST);
+ /* Inform editors about possible changes. */
DAG_ids_check_recalc(bmain, sce, true);
/* clear recalc flags */