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2022-09-23Cleanup: spelling in commentsCampbell Barton
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
2022-07-07Fix 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
2022-05-30Cleanup: Clang tidyHans Goudey
Mostly duplicate includes, also use nullptr, and using default member initializers.
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
2022-02-11File 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
2022-01-06Depsgraph: 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
2021-12-21Nodes: refactor node tree update handlingJacques Lucke
Goals of this refactor: * More unified approach to updating everything that needs to be updated after a change in a node tree. * The updates should happen in the correct order and quadratic or worse algorithms should be avoided. * Improve detection of changes to the output to avoid tagging the depsgraph when it's not necessary. * Move towards a more declarative style of defining nodes by having a more centralized update procedure. The refactor consists of two main parts: * Node tree tagging and update refactor. * Generally, when changes are done to a node tree, it is tagged dirty until a global update function is called that updates everything in the correct order. * The tagging is more fine-grained compared to before, to allow for more precise depsgraph update tagging. * Depsgraph changes. * The shading specific depsgraph node for node trees as been removed. * Instead, there is a new `NTREE_OUTPUT` depsgrap node, which is only tagged when the output of the node tree changed (e.g. the Group Output or Material Output node). * The copy-on-write relation from node trees to the data block they are embedded in is now non-flushing. This avoids e.g. triggering a material update after the shader node tree changed in unrelated ways. Instead the material has a flushing relation to the new `NTREE_OUTPUT` node now. * The depsgraph no longer reports data block changes through to cycles through `Depsgraph.updates` when only the node tree changed in ways that do not affect the output. Avoiding unnecessary updates seems to work well for geometry nodes and cycles. The situation is a bit worse when there are drivers on the node tree, but that could potentially be improved separately in the future. Avoiding updates in eevee and the compositor is more tricky, but also less urgent. * Eevee updates are triggered by calling `DRW_notify_view_update` in `ED_render_view3d_update` indirectly from `DEG_editors_update`. * Compositor updates are triggered by `ED_node_composite_job` in `node_area_refresh`. This is triggered by calling `ED_area_tag_refresh` in `node_area_listener`. Removing updates always has the risk of breaking some dependency that no one was aware of. It's not unlikely that this will happen here as well. Adding back missing updates should be quite a bit easier than getting rid of unnecessary updates though. Differential Revision: https://developer.blender.org/D13246
2021-08-05Cleanup: comment blocks & spellingCampbell Barton
2021-07-20Cleanup: reserve C++ comments for disabled codeCampbell Barton
Use C comments for plain text.
2021-07-14Fix T89734: incorrect dependency cycle with id property on modifierJacques Lucke
Differential Revision: https://developer.blender.org/D11851
2021-07-07Fix T89397: animation in geometry nodes modifier does not updateJacques Lucke
The geometry nodes modifier uses id properties for the inputs to node groups. That is because the set of properties changes depending on which geometry node group is selected. The animation was not updated correctly because the `ANIMATION_EVAL` depsgraph node was not evaluated, because nothing depended on it in the depsgraph. This patch makes sure that the proper link to the geometry component is inserted. Differential Revision: https://developer.blender.org/D11831
2021-04-08Cleanup: enable modernize-use-equals-default checkJacques Lucke
This removes a lot of unnecessary code that is generated by the compiler automatically. In very few cases, a defaulted destructor in a .cc file is still necessary, because of forward declarations in the header. I removed some defaulted virtual destructors, because they are not necessary, when the parent class has a virtual destructor already. Defaulted constructors are only necessary when there is another constructor, but the class should still be default constructible. Differential Revision: https://developer.blender.org/D10911
2020-11-07Cleanup: Clang-tidy, modernize-concat-nested-namespacesAnkit Meel
2020-11-06Cleanup: use STR_ELEM macroCampbell Barton
2020-08-12Fix T79706: Delta Transform Animation not workingSebastian Parborg
The object "delta_" rna variables were not added to the depsgraph search and thus it would not trigger updates of the object during animation playback.
2020-08-07Cleanup: Depsgraph, Clang-Tidy else-after-return fixesSybren A. Stüvel
This addresses warnings from Clang-Tidy's `readability-else-after-return` rule in the `source/blender/depsgraph` module. No functional changes.
2020-07-27Fix T79121: Dependency cycle when driver points to prop with 'scale' in nameSybren A. Stüvel
This makes `RNANodeQuery::construct_node_identifier()` more strict in its matching of certain property names. The downside of this approach is that it's not possible any more to use `"rotation"` and expect a match for `"rotation_euler"` and friends, so the list of strings to test against is now 3x as long. Reviewed By: sergey Maniphest Tasks: T79121 Differential Revision: https://developer.blender.org/D8375
2020-06-29Depsgraph: introduce blender::deg namespaceJacques Lucke
Reviewers: sergey Differential Revision: https://developer.blender.org/D8150
2020-06-29Cleanup: use std::make_unique instead of blender::make_uniqueJacques Lucke
This is possible, because we use C++17 now.
2020-06-10BLI: update behavior of Map.lookup_or_addJacques Lucke
Previously, this function would expect a callback function as parameter. This behavior is now in Map.lookup_or_add_cb. The new version just takes the key and value directly.
2020-06-09BLI: put C++ data structures in "blender" namespace instead of "BLI"Jacques Lucke
We plan to use the "blender" namespace in other modules as well.
2020-05-08Cleanup: take includes out of 'extern "C"' blocksJacques Lucke
Surrounding includes with an 'extern "C"' block is not necessary anymore. Also that made it harder to add any C++ code to some headers, or include headers that have "optional" C++ code like `MEM_guardedalloc.h`. I tested compilation on linux and windows (and got help from @LazyDodo). If this still breaks compilation due to some linker error, the header containing the symbol in question is probably missing an 'extern "C"' block. Differential Revision: https://developer.blender.org/D7653
2020-04-28Cleanup: remove unnecessary includesJacques Lucke
2020-04-28Depsgraph: Use BLI::Map for constraint_to_pchan_map_Jacques Lucke
Reviewers: sergey Differential Revision: https://developer.blender.org/D7553
2020-04-28Depsgraph: Use BLI::Map for RNANodeQuery.id_data_map_Jacques Lucke
Reviewers: sergey Differential Revision: https://developer.blender.org/D7512
2020-03-19Cleanup: `make format` after SortedIncludes changeDalai Felinto
2020-03-06Fix T73254: Drivers with the object.dimension variable are not updatedSybren A. Stüvel
This fixes an issue where drivers using `object.dimension` only add a dependency on `GEOMETRY` to the depsgraph, whereas they should also depend on `TRANSFORM`. This patch adds a new no-op operation that depends on the geometry and transform components to the Parameters component. An alternative implementation would be to have `RNANodeQuery::construct_node_identifier` return multiple node identifiers. However, this would spread throughout the depsgraph code and unnecessarily force many other functions to either return or handle multiple nodes where in 99.999% of the time a single node would suffice. The new `DIMENSIONS` node is added for each object. An upcoming patch will go over all no-op operation nodes and remove them from the depsgraph. Since this is a more dangerous operation, it'll be reviewed separately. Differential Revision: https://developer.blender.org/D7031
2020-02-19Fix T73932: modifying keyframes in nodes fails when there is an image sequenceBrecht Van Lommel
Image animation should not be an depsgraph node of type ANIMATION, there is no need for it to be affected by the special casing for that.
2020-01-28Cleanup: changed NULL to nullptr in depsgraph C++ codeSybren A. Stüvel
No functional changes.
2020-01-24Fix T73001: Shader Node with driver not updating when animatedSybren A. Stüvel
When there are ID properties on an object, and these are animated and used by a driver, the depsgraph has proper connections between ACTION → ID PROPERTY → DRIVER. When these properties are defined on a mesh, however, the depsgraph relations are incorrectly created between GEOMETRY → PROPERTIES_EXIT → DRIVER (because it's assumed that 'source = ENTRY' implies 'geometry'). This patch solves this by first checking whether the targeted property is an ID property and handling it accordingly. This also made it possible to remove some special cases from pose bone relations. Maniphest Tasks: T73001 Reviewed By: sergey Differential Revision: https://developer.blender.org/D6571
2019-09-19Fix the rest of T68666: Animated mesh UVs, vertex colors don’t update onPhilipp Oeser
time change followup to 815ca2310fb4, this one fixes the RNA_MeshLoopColor case, adds RNA_VertexGroupElement and RNA_LatticePoint. coop with @sergey, thx. Fixes T68666
2019-09-19Fix part of T68666: Animated mesh UVs, vertex colors don’t update on time ↵Sergey Sharybin
change
2019-09-11Armature: convert the length Python property of bones to a RNA property.Alexander Gavrilov
This allows accessing it from drivers and using it in UI, as demonstrated by adding it to the transform panel of 3D View. As an aside, properly mark transform-related properties of Bone read-only, as they can only be changed correctly in edit mode.
2019-08-23RNA: Cleanup PointerRNA structJacques Lucke
The old layout of `PointerRNA` was confusing for historic reasons: ``` typedef struct PointerRNA { struct { void *data; } id; struct StructRNA *type; void *data; } PointerRNA; ``` This patch updates it to: ``` typedef struct PointerRNA { struct ID *owner_id; struct StructRNA *type; void *data; } PointerRNA; ``` Throughout the code base `id.data` was replaced with `owner_id`. Furthermore, many explicit pointer type casts were added which were implicit before. Some type casts to `ID *` were removed. Reviewers: brecht, campbellbarton Differential Revision: https://developer.blender.org/D5558
2019-07-30Fix T66591: GPencil layer visibility control via driver doesn't workSergey Sharybin
2019-07-01Fix T66207: Invalid depsgraph relation when driver uses object dimensionSergey Sharybin
Would be nice to find a more proper and generic solution instead of name based comparison, but can not really think a nice way to go currently.
2019-06-28Fix T62990: Selecting bones causes pose to be re-evaluatedSergey Sharybin
2019-06-24Fix T66050: Textbox is not updated, when controlled with driversSergey Sharybin
2019-06-07Fix missing autosmooth update when animatedSergey Sharybin
Consists of few simple steps. Don't tag object data's bounding box as dirty before re-evaluaiton Most of the time this actually tags evaluated mesh which will be tossed away few lines below anyway. And this causes issues if the evaluated mesh is actually owned by the mesh datablock. The bounding box now has clear separation between original object data and object data after modifiers, so this should not be causing any issues. Free evaluated mesh when owner mesh changes Ensures that evaluated mesh shares the same settings as its owner when updates related on animation system happens. Depsgraph: Update mesh when its geometry settings changes Allows to have options like autosmooth animated. Reviewers: brecht, mont29 Differential Revision: https://developer.blender.org/D5030
2019-06-06Depsgraph: Add relations for spline animationSergey Sharybin
Currently only obvious setting which can be animated is Smooth. The rest requires more proper support from animation update on the Curve datablock. But at least with this change it's not a "dependency graph fault"
2019-06-05Sound: Port to a copy-on-write conceptSergey Sharybin
This change makes it so sound handles are created for evaluated scene, sequencer and speakers. This allows to have properly evaluated animation on them. For the viewport playback sound uses regular dependency graph. For the final render sound uses dependency graph created for render pipeline, which now also contains sequencer and sound datablocks. All the direct sound update calls are replaced with corresponding dependency graph recalc tag.
2019-05-28Fix T57483: Driver on grease pencil modifier does not updateSergey Sharybin
2019-05-07Depsgraph: provide more granularity to PoseBone property links.Alexander Gavrilov
Most properties aren't altered by the evaluation of the bone, and can be read immediately from its input operation. B-Bone properties can be evaluated at the last possible moment. This provides more freedom in using drivers to connect bone properties: for example, it is now possible to read raw local transform values via drivers from a bone that depends on the reader bone via constraints.
2019-05-07Sound: Revert all the recent changes to soundSergey Sharybin
This happened to be a bigger rabbit hole to hell than it originally seemed, and there are higher priority design tasks to be handled (at this point high priority design task is more important than high priority bug fix). After talking to Brecht the decision was made to revert to the known isolated issue, which will allow everyone in the studio work same as prior to last Friday. The remaining bits will be worked on after all the design tasks are out of the way. This commit reverts: 4cdb4b9532c Fix T64161: Crashing using undo and multiple windows 064273a4ae7 Sound: Port more cases to be a part of dependency graph 2e582f8ab53 Sound: Fix access wrong dependency graph 5fc49d9c915 Sound: add stubs to build without audaspace c68c81a870b Sound: Make sure spin lock is initialized for new sound datablocks c02534469ac Sound: Delay creating sound scene handle for until is needed 9f681bea68f Fix T64144: Crash when displaying audio waveforms in VSE 2f79286453e Cleanup: unused vars bed8ad6f95a Fix crash in background rendering after recent sound changes 773691310f9 Fix T64143: Crash when scrubbing in the graph editor 888852055c1 Sound: Fix for being unable to jump to a frame during playback with A/V sync 6ab7b384645 Sound: More fixes for access of original scene 35db1195455 Sound: Fix access original scene during playback 211c4fd2e9a Depsgraph: Make comment about evaluation more obvious c5fe16e121e Sound: Make sound handles only be in evaluated datablocks b4e1e0946bf Depsgraph: Preserve sound and audio pointers through copy-on-write 4eedf784b04 Depsgraph: Store original sequencer strip pointer 6990ef151c1 Sound: Move evaluation to dependency graph d02da8de23b Sound: Delay opening handlers for until really needed 3369b828916 Depsgraph: Add scene audio component e8f10d64757 Depsgraph: Tag sequencer for update on changes 6e4b7a6e4d9 Depsgraph: Initial work to cover sequencer 17447ac5a6b Depsgraph: Make sound ID part of the graph
2019-05-06Sound: Port more cases to be a part of dependency graphSergey Sharybin
Mainly covers RNA callbacks which were still doing direct scene update, which was causing crashes. Now corresponding ID_RECALC flags are used, so all scenes can update accordingly. Also tested animated volume/pitch on strips, which now works as well. Fixes T64133: Assert after changing FPS Fixes T64154: Immediate crash when changing the current frame on the timeline Fixes T64185: Client Crashes when the frame position value is changed Fixes T64190: Blender Crash using Timeline Editor Fixes T64128: Click to close bug type on timeline Fixes T64147: Crash when setting current frame from Python Fixes T64152: Blender Auto-Close on timeline change
2019-05-05Depsgraph: fix Bone property drivers stored in Object animdata.Alexander Gavrilov
This can easily happen if adding drivers through Python via pose.bones[...].bone.driver_add(), e.g. in Rigify code: the bone field doesn't change id_data, so the driver is associated with the object ID. To handle this it's necessary to skip from Object to data in RNA_Bone-specific code both for generic RNA and in the custom code for drivers. The latter also had to be changed to use the proper parsed RNA pointer instead of string matching on paths.
2019-04-30Depsgraph: build bbone operation if bone segments has animationSergey Sharybin
This is a part of T61296: Crash with animated b-bone segments. Consider animated/driven bendy bones segments as something what requires special bendy-bones operation and relation in the dependency graph. This is because it is more beneficial from a performance point of view to not build operations if they are not needed. But if the property is animated it is not possible to make any reliable decision based on just a property value. Differential Revision: https://developer.blender.org/D4739
2019-04-30Depsgraph: Add generic animated properties cacheSergey Sharybin
Allows to speed up lookups like "is property FOO of data BAR animated". Can be used to optimize object's visibility check, but also allows to check animation on bones without too much of time penalty. The cache is shared between both nodes and relations builder. Currently is not used, just a boilerplate for an upcoming changes in an actual logic.
2019-04-29Depsgraph: fix dependencies for drivers and animation on Bone properties.Sergey Sharybin
The driver code was almost there, but didn't work because ID nodes have no outlinks - and using links won't be safe anyway because of ordering issues. Instead, just loop over all IDNodes. Animation is fixed simply by referring to ARMATURE_EVAL instead of BONE in construct_node_identifier - the bArmature ID doesn't have BONE components in any case, so the old identifier can't work.