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2022-10-07Cleanup: redundant parenthesisCampbell Barton
2022-09-16Fix: crash when evaluating geometry nodes after deleting an unlinked nodeJacques Lucke
This was essentially a use-after-free issue. When a geometry nodes group changes it has to be preprocessed again before it can be evaluated. This part was working, the issue was that parent node groups have to be preprocessed as well, which was missing. The lazy-function graph cached on the parent node group was still referencing data that was freed when the child group changed. Now the depsgraph makes sure that all relevant geometry node groups are preprocessed again after a change. This issue was found by Simon Thommes.
2022-09-14ViewLayer: Lazy sync of scene data.Monique Dewanchand
When a change happens which invalidates view layers the syncing will be postponed until the first usage. This will improve importing or adding many objects in a single operation/script. `BKE_view_layer_need_resync_tag` is used to tag the view layer to be out of sync. Before accessing `BKE_view_layer_active_base_get`, `BKE_view_layer_active_object_get`, `BKE_view_layer_active_collection` or `BKE_view_layer_object_bases` the caller should call `BKE_view_layer_synced_ensure`. Having two functions ensures that partial syncing could be added as smaller patches in the future. Tagging a view layer out of sync could be replaced with a partial sync. Eventually the number of full resyncs could be reduced. After all tagging has been replaced with partial syncs the ensure_sync could be phased out. This patch has been added to discuss the details and consequences of the current approach. For clarity the call to BKE_view_layer_ensure_sync is placed close to the getters. In the future this could be placed in more strategical places to reduce the number of calls or improve performance. Finding those strategical places isn't that clear. When multiple operations are grouped in a single script you might want to always check for resync. Some areas found that can be improved. This list isn't complete. These areas aren't addressed by this patch as these changes would be hard to detect to the reviewer. The idea is to add changes to these areas as a separate patch. It might be that the initial commit would reduce performance compared to master, but will be fixed by the additional patches. **Object duplication** During object duplication the syncing is temporarily disabled. With this patch this isn't useful as when disabled the view_layer is accessed to locate bases. This can be improved by first locating the source bases, then duplicate and sync and locate the new bases. Will be solved in a separate patch for clarity reasons ({D15886}). **Object add** `BKE_object_add` not only adds a new object, but also selects and activates the new base. This requires the view_layer to be resynced. Some callers reverse the selection and activation (See `get_new_constraint_target`). We should make the selection and activation optional. This would make it possible to add multiple objects without having to resync per object. **Postpone Activate Base** Setting the basact is done in many locations. They follow a rule as after an action find the base and set the basact. Finding the base could require a resync. The idea is to store in the view_layer the object which base will be set in the basact during the next sync, reducing the times resyncing needs to happen. Reviewed By: mont29 Maniphest Tasks: T73411 Differential Revision: https://developer.blender.org/D15885
2022-08-31Fix T98525: depsgraph for indirectly referenced ID Properties in drivers.Alexander Gavrilov
If the RNA path of a Single Property variable goes through a pointer to a different ID, the property should be attached to that ID using the owner reference in the RNA pointer. This already happened when building some, but not all of the relations and nodes. This patch fixes the remaining cases. Differential Revision: https://developer.blender.org/D15323
2022-08-17Cleanup: Remove unused functionHans Goudey
Also remove two DispList references I missed in the previous commit.
2022-08-10Depsgraph: Optimize evaluation of dependencies of disabled modifiersSergey Sharybin
Solves long-standing issue when dependencies of disabled modifiers are evaluated. Simple test case: no drivers or animation. Manually enabling modifier is expected to bring FPS up, enabling modifier will bring FPS (sine evaluation can not be avoided) F13336690 More complex test case: modifier visibility is driven by an animated property. In am ideal world FPS during property being zero is fast and when property is 1 the FPS is low. F13336691. Differential Revision: https://developer.blender.org/D15625
2022-08-10Depsgrapg: Add per-modifier graph nodesSergey Sharybin
No functional changes expected.
2022-08-05Cleanup: spelling, unused arg warningCampbell Barton
2022-08-04Cleanup: Remove unused ID from depsgraph time sourceSergey Sharybin
2022-08-04Depsgraph: More clear function name for transform dependnecySergey Sharybin
The name was confusing to a level that it sounded like the relation goes the opposite direction than it is intended.
2022-08-04Cleanup: Redundant check in depsgraph builderSergey Sharybin
The build_object_data_geometry() is never called on armatures.
2022-07-21Cleanup: Simplify relation flags assignmentSergey Sharybin
2022-07-21Fix T99885: Invalid dependency graph state when curves surface is invisibleSergey Sharybin
Differential Revision: https://developer.blender.org/D15510
2022-07-21Fix T99733: Objects with driven visibility are evaluated when not neededSergey Sharybin
The issue was caused by the fact that objects with driven or animated visibility were considered visible by the dependency graph evaluation. This change makes it so the dependency graph evaluation is aware of visibility which might be changing. This is achieved by evaluating the path of the graph which affects objects visibility and adjusts to it before evaluating the rest of the graph. There is some time penalty to this, but there does not seem to be a way to fully avoid this penalty. With the production shot from the heist project the FPS drops by a tenth of a frame (~9.4 vs ~9.3 fps) when adding a driver to an object which keeps it visible. Note that this is a bit hard to measure since the FPS fluctuates quite a bit throughout the playback. On the other hand, having a driver on a visibility of a heavy object from character and setting visibility to false gives big speedup. Also worth noting that there is no penalty at all when there are no animated visibilities in the scene. Differential Revision: https://developer.blender.org/D15498
2022-07-19Depsgraph: Cleanup, comments wrapping and spacing between linesSergey Sharybin
Should make it easier to read. No functional changes expected.
2022-07-15Render: camera depth of field support for armature bone targetsDamien Picard
This is useful when using an armature as a camera rig, to avoid creating and targetting an empty object. Differential Revision: https://developer.blender.org/D7012
2022-07-07Fix T99386: Driven modifiers are always re-evaluated during animationSergey Sharybin
Even if the driver is not dependent on time the modifiers were always re-evaluated during playback. This is due to the legacy nature of the check whether modifier depends on time or not: it was simply checking for sub-string match for modifier in the F-Curve and drivers RNA paths. Nowadays such dependencies are created by the dependency graph builder, which allows to have more granular control over what depends on what. The code is now simplified to only check for "static" dependency of the modifier form time: for example, Wave modifier which always depends on time (even without explicit animation involved). This change also fixes missing relation from the animation component to the shader_fx modifiers, fixing race condition. Additional files used to verify relations: - Geometry: F13257368 - Grease Pencil: F13257369 - Shader FX: F13257370 In these files different types of modifiers have an animated property, and the purpose of the test is to verify that the modifiers do react to the animation and that there is a relation between animation and geometry components of the object. The latter one can only be checked using the dependency graph relation visualization. The drivers are not tested by these files. Those are not typically depend on time, and if there were missing relation from driver to the modifier we'd receive a bug report already. As well as if there was a bug in missing time relation to a driver we'd also receive a report. Differential Revision: https://developer.blender.org/D15358
2022-07-04Cleanup: Clarify relation name for time relation to modifierSergey Sharybin
2022-06-08Fix T98618: Drivers don't automatically update when changing active cameraSergey Sharybin
Active camera is a property of Scene, so need to take scene changes into account for such drivers to work reliably. The fix covers all the common cases of such configurations, but some of them might not be yet fully supported. Mainly cases when the target ID is not covered by the copy-on-write mechanism. There is a fuller explanation available in the code for the ease of reading by the future generations. Differential Revision: https://developer.blender.org/D15146
2022-06-03Constraints: introduce wrapper functions to access target lists.Alexander Gavrilov
Instead of directly accessing constraint-specific callbacks in code all over blender, introduce two wrappers to retrieve and free the target list. This incidentally revealed a place within the Collada exporter in BCAnimationSampler.cpp that didn't clean up after retrieving the targets, resulting in a small memory leak. Fixing this should be the only functional change in this commit. This was split off from D9732. Differential Revision: https://developer.blender.org/D13844
2022-05-30Nodes: add separately allocated run-time data for bNodeTreeJacques Lucke
`bNodeTree` has a lot of run-time embedded in it currently. Having a separately allocated run-time struct has some benefits: * Run-time data is not stored in files. * Makes it easy to use c++ types as run-time data. * More clear distinction between what data only exists at run-time and which doesn't. This commit doesn't move all run-time data to the new struct yet, only the data where I know for sure how it is used. The remaining data can be moved separately. Differential Revision: https://developer.blender.org/D15033
2022-05-24Depsgraph: Implement backtrace functionalitySergey Sharybin
The goal is to make it easier to track down sources of errors during the dependency graph builder. With this change whenever a relation can not be added a trace to the entity which requested the relation will be printed. For example: ``` Failed to add relation "Copy Location" Could not find op_from: OperationKey(type: BONE, component name: 'MissingBone', operation code: BONE_DONE) Trace: Depth Type Name ----- ---- ---- 1 Object Armature.001 2 Pose Channel Bone 3 Constraint Copy Location ``` On an implementation detail traced places where `checkIsBuiltAndTag` is called, with some additional places to help tracking pose channels, constraints, and modifiers. Further improvements in granularity are possible, but that could happen as a followup development once the core part is proven to work. An example of such improvement would be to have entries in the trace which will indicate NLA and drivers building. Currently it might be a bit confusing to see IDs in the trace referenced from driver. Even with such limitation the current state of the patch brings a very valuable information (some information is much better than no information at all). Differential Revision: https://developer.blender.org/D15017
2022-05-18Fix T98157: improve animation fps with better check in depsgraphJacques Lucke
Previously, the depsgraph assumed that every node tree might contain a reference to a video. This resulted noticeable overhead when there was no video. Checking whether a node tree contained a video was relatively expensive to do in the depsgraph. It is cheaper now due to the structure of the new node tree updater. This also adds an additional run-time field to `bNodeTree` (there are quite a few already). We should move those to a separate run-time struct, but not as part of a bug fix. Differential Revision: https://developer.blender.org/D14957
2022-05-16Fix T96289: Crash when accessing mesh via `ob.data` in a driverSybren A. Stüvel
Fix a crash when a driver variable targets an object and uses `data.shape_keys.key["name"].value` in its expression. The fix consists of adding an extra relation from the targeted object's `GEOMETRY` component to the driver evaluation. This ensures that its `data` pointer has been evaluated by the depsgraph and is safe to follow. This also resolves the concern raised on rB56407432a6aa. Reviewed by: brecht Differential Revision: https://developer.blender.org/D14956
2022-04-14Fix T97262: Crash with specific view layer setupSergey Sharybin
Originally was noticed when using a linked background scene and a scene camera from another (local) scene. The root issue was that relation from view layer to object's base flags evaluation was using wrong view layer. This is because the relation was created between object and currently built view layer, and it only was happening once (since the object-level relations are only built once). Depending on order in which `build_object` was called it was possible that relation from a wrong view layer was used. Now the code is better split to indicate which parts of object relations are built when object comes from a base in the view layer, and which ones are built on indirect linking of object to the dependency graph. This patch makes relations correct in the cases when the same object is used as a base in both active and set scenes. But, the operation which handles object-level flags might not behave correctly as there is no known design of what is the proper thing to do in this case. Making a clear design and implementation of case when object is shared between active and set scene is outside of the scope of this patch. Differential Revision: https://developer.blender.org/D14626
2022-04-01Cycles: enable Alembic procedural for final rendersKévin Dietrich
The Alembic procedural was only enabled during viewport renders originally because it did not have any caching strategy. Now that is does, we can allow its usage in final renders. This also removes the `dag_eval_mode` argument passing to `ModifierTypeInfo.dependsOnTime` which was originally added to detect if we are doing a viewport render for enabling the procedural. Differential Revision: https://developer.blender.org/D14520
2022-03-31Depsgraph: minor optimization in order of checksCampbell Barton
Checking BKE_image_user_id_has_animation loops over ID users which never needs to run for material & world data-blocks.
2022-03-30Cleanup: spelling in commentsCampbell Barton
2022-03-14Auto-generate RNA-structs declarations in `RNA_prototypes.h`Julian Eisel
So far it was needed to declare a new RNA struct to `RNA_access.h` manually. Since 9b298cf3dbec we generate a `RNA_prototypes.h` for RNA property declarations. Now this also includes the RNA struct declarations, so they don't have to be added manually anymore. Differential Revision: https://developer.blender.org/D13862 Reviewed by: brecht, campbellbarton
2022-03-07Merge branch 'blender-v3.1-release'Jacques Lucke
2022-03-07Fix T96180: driver in node tree not updating in real timeJacques Lucke
Differential Revision: https://developer.blender.org/D14260
2022-02-19Merge branch 'blender-v3.1-release'Hans Goudey
2022-02-18Fix part of T95848: missing updates editing light object nodesBrecht Van Lommel
Make relation match material and world nodes. Does not address the reported issue regarding muted nodes, but another missing update found investigating.
2022-02-18Cleanup: Rename original curve object type enumHans Goudey
This commit renames enums related the "Curve" object type and ID type to add `_LEGACY` to the end. The idea is to make our aspirations clearer in the code and to avoid ambiguities between `CURVE` and `CURVES`. Ref T95355 To summarize for the record, the plans are: - In the short/medium term, replace the `Curve` object data type with `Curves` - In the longer term (no immediate plans), use a proper data block for 3D text and surfaces. Differential Revision: https://developer.blender.org/D14114
2022-02-11File headers: SPDX License migrationCampbell Barton
Use a shorter/simpler license convention, stops the header taking so much space. Follow the SPDX license specification: https://spdx.org/licenses - C/C++/objc/objc++ - Python - Shell Scripts - CMake, GNUmakefile While most of the source tree has been included - `./extern/` was left out. - `./intern/cycles` & `./intern/atomic` are also excluded because they use different header conventions. doc/license/SPDX-license-identifiers.txt has been added to list SPDX all used identifiers. See P2788 for the script that automated these edits. Reviewed By: brecht, mont29, sergey Ref D14069
2022-02-10Merge branch 'blender-v3.1-release'Jacques Lucke
2022-02-10Fix T95624: video texture not refreshing when changing offset in nodeJacques Lucke
The main issue is that the image and image user is not updated correctly in `rna_ImageUser_update`. `BKE_image_user_frame_calc` does not set the correct frame, because the image is null. Also `IMA_GPU_REFRESH` is not set for the same reason. When gpu materials are first created, it is expected that the frame is set correctly, and the flag is set if necessary. Therefore, somewhere during depsgraph evaluation, those have to be updated. The depsgraph node to do the update existed already. Now there is a new relation so that it is executed when the node tree changed, not only when the frame changed.
2022-02-07Curves: Rename "Hair" types, variables, and functions to "Curves"Hans Goudey
Based on discussions from T95355 and T94193, the plan is to use the name "Curves" to describe the data-block container for multiple curves. Eventually this will replace the existing "Curve" data-block. However, it will be a while before the curve data-block can be replaced so in order to distinguish the two curve types in the UI, "Hair Curves" will be used, but eventually changed back to "Curves". This patch renames "hair-related" files, functions, types, and variable names to this convention. A deep rename is preferred to keep code consistent and to avoid any "hair" terminology from leaking, since the new data-block is meant for all curve types, not just hair use cases. The downside of this naming is that the difference between "Curve" and "Curves" has become important. That was considered during design discussons and deemed acceptable, especially given the non-permanent nature of the somewhat common conflict. Some points of interest: - All DNA compatibility is lost, just like rBf59767ff9729. - I renamed `ID_HA` to `ID_CV` so there is no complete mismatch. - `hair_curves` is used where necessary to distinguish from the existing "curves" plural. - I didn't rename any of the cycles/rendering code function names, since that is also used by the old hair particle system. Differential Revision: https://developer.blender.org/D14007
2022-02-04Cleanup: Grammar in comments and tooltipsHans Goudey
- "own" -> "its own" - "it's" -> "its" - Use proper plural
2022-02-04Remove internal proxy code, and deprecate related DNA data.Bastien Montagne
Part of T91671. Not much else to say, this is mainly a massive deletion of code. Note that a few cleanups possible after this proxy removal were kept out of this commit to try to reduce a bit its size. Reviewed By: sergey, brecht Maniphest Tasks: T91671 Differential Revision: https://developer.blender.org/D13995
2022-01-18Fix T95006: missing modifier update after frame changeJacques Lucke
The previous optimization did not work in general yet, unfortunately. This change makes the code more correct, but also brings back some unnecessary updates (e.g. when creating a node group).
2022-01-13Fix T94874: Drivers using bone custom properties don't work on modifiersSergey Sharybin
2022-01-12Revert "BLI: Refactor vector types & functions to use templates"Clément Foucault
Includes unwanted changes This reverts commit 46e049d0ce2bce2f53ddc41a0dbbea2969d00a5d.
2022-01-12BLI: Refactor vector types & functions to use templatesClment Foucault
This patch implements the vector types (i.e:`float2`) by making heavy usage of templating. All vector functions are now outside of the vector classes (inside the `blender::math` namespace) and are not vector size dependent for the most part. In the ongoing effort to make shaders less GL centric, we are aiming to share more code between GLSL and C++ to avoid code duplication. ####Motivations: - We are aiming to share UBO and SSBO structures between GLSL and C++. This means we will use many of the existing vector types and others we currently don't have (uintX, intX). All these variations were asking for many more code duplication. - Deduplicate existing code which is duplicated for each vector size. - We also want to share small functions. Which means that vector functions should be static and not in the class namespace. - Reduce friction to use these types in new projects due to their incompleteness. - The current state of the `BLI_(float|double|mpq)(2|3|4).hh` is a bit of a let down. Most clases are incomplete, out of sync with each others with different codestyles, and some functions that should be static are not (i.e: `float3::reflect()`). ####Upsides: - Still support `.x, .y, .z, .w` for readability. - Compact, readable and easilly extendable. - All of the vector functions are available for all the vectors types and can be restricted to certain types. Also template specialization let us define exception for special class (like mpq). - With optimization ON, the compiler unroll the loops and performance is the same. ####Downsides: - Might impact debugability. Though I would arge that the bugs are rarelly caused by the vector class itself (since the operations are quite trivial) but by the type conversions. - Might impact compile time. I did not saw a significant impact since the usage is not really widespread. - Functions needs to be rewritten to support arbitrary vector length. For instance, one can't call `len_squared_v3v3` in `math::length_squared()` and call it a day. - Type cast does not work with the template version of the `math::` vector functions. Meaning you need to manually cast `float *` and `(float *)[3]` to `float3` for the function calls. i.e: `math::distance_squared(float3(nearest.co), positions[i]);` - Some parts might loose in readability: `float3::dot(v1.normalized(), v2.normalized())` becoming `math::dot(math::normalize(v1), math::normalize(v2))` But I propose, when appropriate, to use `using namespace blender::math;` on function local or file scope to increase readability. `dot(normalize(v1), normalize(v2))` ####Consideration: - Include back `.length()` method. It is quite handy and is more C++ oriented. - I considered the GLM library as a candidate for replacement. It felt like too much for what we need and would be difficult to extend / modify to our needs. - I used Macros to reduce code in operators declaration and potential copy paste bugs. This could reduce debugability and could be reverted. - This touches `delaunay_2d.cc` and the intersection code. I would like to know @howardt opinion on the matter. - The `noexcept` on the copy constructor of `mpq(2|3)` is being removed. But according to @JacquesLucke it is not a real problem for now. I would like to give a huge thanks to @JacquesLucke who helped during this and pushed me to reduce the duplication further. Reviewed By: brecht, sergey, JacquesLucke Differential Revision: https://developer.blender.org/D13791
2022-01-12Revert "BLI: Refactor vector types & functions to use templates"Clément Foucault
Reverted because the commit removes a lot of commits. This reverts commit a2c1c368af48644fa8995ecbe7138cc0d7900c30.
2022-01-12BLI: Refactor vector types & functions to use templatesClément Foucault
This patch implements the vector types (i.e:float2) by making heavy usage of templating. All vector functions are now outside of the vector classes (inside the blender::math namespace) and are not vector size dependent for the most part. In the ongoing effort to make shaders less GL centric, we are aiming to share more code between GLSL and C++ to avoid code duplication. Motivations: - We are aiming to share UBO and SSBO structures between GLSL and C++. This means we will use many of the existing vector types and others we currently don't have (uintX, intX). All these variations were asking for many more code duplication. - Deduplicate existing code which is duplicated for each vector size. - We also want to share small functions. Which means that vector functions should be static and not in the class namespace. - Reduce friction to use these types in new projects due to their incompleteness. - The current state of the BLI_(float|double|mpq)(2|3|4).hh is a bit of a let down. Most clases are incomplete, out of sync with each others with different codestyles, and some functions that should be static are not (i.e: float3::reflect()). Upsides: - Still support .x, .y, .z, .w for readability. - Compact, readable and easilly extendable. - All of the vector functions are available for all the vectors types and can be restricted to certain types. Also template specialization let us define exception for special class (like mpq). - With optimization ON, the compiler unroll the loops and performance is the same. Downsides: - Might impact debugability. Though I would arge that the bugs are rarelly caused by the vector class itself (since the operations are quite trivial) but by the type conversions. - Might impact compile time. I did not saw a significant impact since the usage is not really widespread. - Functions needs to be rewritten to support arbitrary vector length. For instance, one can't call len_squared_v3v3 in math::length_squared() and call it a day. - Type cast does not work with the template version of the math:: vector functions. Meaning you need to manually cast float * and (float *)[3] to float3 for the function calls. i.e: math::distance_squared(float3(nearest.co), positions[i]); - Some parts might loose in readability: float3::dot(v1.normalized(), v2.normalized()) becoming math::dot(math::normalize(v1), math::normalize(v2)) But I propose, when appropriate, to use using namespace blender::math; on function local or file scope to increase readability. dot(normalize(v1), normalize(v2)) Consideration: - Include back .length() method. It is quite handy and is more C++ oriented. - I considered the GLM library as a candidate for replacement. It felt like too much for what we need and would be difficult to extend / modify to our needs. - I used Macros to reduce code in operators declaration and potential copy paste bugs. This could reduce debugability and could be reverted. - This touches delaunay_2d.cc and the intersection code. I would like to know @Howard Trickey (howardt) opinion on the matter. - The noexcept on the copy constructor of mpq(2|3) is being removed. But according to @Jacques Lucke (JacquesLucke) it is not a real problem for now. I would like to give a huge thanks to @Jacques Lucke (JacquesLucke) who helped during this and pushed me to reduce the duplication further. Reviewed By: brecht, sergey, JacquesLucke Differential Revision: http://developer.blender.org/D13791
2022-01-12Fix T94797: crash when playing animation in eevee rendered viewJacques Lucke
The issue was caused by rBd09b1d2759861aa012ab2e7e4ce2ffa2. Since this commit, the image users in gpu materials were updated during depsgraph evaluation as well. However, there was a race condition when one thread is deleting gpu materials in `BKE_material_eval` while another thread is updating the image users at the same time. The solution is to make sure that deleting gpu materials is done before iterating over all gpu materials, by adding a new depsgraph relation.
2022-01-10Fix T94766: texture coordinates from other object do not refreshJacques Lucke
The core issue is that flushing dependencies are created from an object to a node tree when it contains e.g. a Texture Coordinate node. That is an issue because the evaluation of the node tree itself does not depend on the object (node tree evaluation is essentially a no-op). Only other systems that parse and evaluate the node tree in a specific context actually depend on e.g. the position of the referenced object. It can even be the case that the node tree depends on objects that the actual evaluator (geometry nodes modifier/material) does not depend on, because a node is not connected to the output. Geometry nodes makes the distinction between dependencies to the node tree and to the evaluator already. Shader nodes do not. Therefore, shader nodes need a flushing relation from node groups to their parent node groups. This brings back some unnecessary updates from rB7e712b2d6a0d (e.g. when creating a node group from nodes that are not connected to the output). This is a bit unfortunate, but refactoring how dependencies work with shader nodes is a out of scope for this fix.
2022-01-06Depsgraph: fix spurious cycles with identically named idprops on bones.Alexander Gavrilov
If multiple bones have a custom property with the same name, depsgraph didn't distinguish between them, potentially leading to spurious cycles. This patch moves ID_PROPERTY operation nodes for bone custom properties from the parameters component to individual bone components, thus decoupling them. Differential Revision: https://developer.blender.org/D13729
2021-12-31Fix T94464: video texture is not refreshingJacques Lucke
In the past that worked because the `GPUMaterial` referenced the `ImageUser` from the image node. However, that design was incompatible with the recent node tree update refactor (rB7e712b2d6a0d257d272e). Also, in general it is a bad idea to have references between data that is owned by two different data blocks. This incompatibility was resolved by copying the image user from the node to the `GPUMaterial` (rB28df0107d4a8). Unfortunately, eevee depended on this reference, because the image user on the node was update when the frame changed. Because the image user was copied, the image user in the `GPUMaterial` did not receive the frame update anymore. This frame update is added back by this commit. The main change is that the image user iterator now also iterates over image users in `GPUMaterial`s on material and world data blocks. An issue is that these materials don't exist on the original data blocks and that caused the check in `build_animation_images` in the depsgraph to give the wrong answer. Therefore the check is extended. Right now the check is not optimal, because it results in more depsgraph nodes than are necessary. This can be improved when it becomes cheaper to check if a node tree contains any references to a video texture. The node tree update refactor mentioned before makes it much easier to construct this kind of run-time data from the bottom up, instead of scanning the entire node tree recursively every time some information is needed.