Age | Commit message (Collapse) | Author |
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Matches the builder API, making some code less verbose.
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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
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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
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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
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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
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Mostly duplicate includes, also use nullptr, and using default
member initializers.
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`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
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This is a regression caused by a230445caec6.
The internal cause of the issue was that the synchronization component
was no longer tagged as visible (and hence not evaluated) as it not
connected to any directly visible IDs.
Changed the logic in a way that if any component of an ID is evaluated
the synchronization component will be evaluated as well.
The naming of the flag in the component node is a bit confusing, but
for the simplicity of the change for the upcoming release left it
unchanged.
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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
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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
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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
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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
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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
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Checking BKE_image_user_id_has_animation loops over ID users
which never needs to run for material & world data-blocks.
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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
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Differential Revision: https://developer.blender.org/D14260
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previously_visible_components_mask was not preserved for Image ID nodes, which
meant it was always detected as newly visible and tagged to be updated, which
in turn caused the geometry nodes using it to be always updated also.
Reviewed By: sergey, JacquesLucke
Maniphest Tasks: T94609
Differential Revision: https://developer.blender.org/D14217
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Make relation match material and world nodes. Does not address the reported
issue regarding muted nodes, but another missing update found investigating.
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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
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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
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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.
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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
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- "own" -> "its own"
- "it's" -> "its"
- Use proper plural
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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
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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).
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Includes unwanted changes
This reverts commit 46e049d0ce2bce2f53ddc41a0dbbea2969d00a5d.
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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
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Reverted because the commit removes a lot of commits.
This reverts commit a2c1c368af48644fa8995ecbe7138cc0d7900c30.
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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
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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.
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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.
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This relation is intended to ensure that the properties of the IK
constraint are ready by the time the IK solver tree is built. This
however can cause spurious dependency cycles, because there is only
one init tree node for the whole armature, and the relation actually
implies dependency on all properties of the bone.
This patch reduces spurious dependencies by only creating the relation
if any properties of the IK constraint specifically are animated.
Differential Revision: https://developer.blender.org/D13714
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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
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Continuation of the D13404 which finished the design of not having
geometry-level nodes dependent on object-level.
Differential Revision: https://developer.blender.org/D13405
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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.
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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
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