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2022-07-19Depsgraph: Cleanup, use nested namespace definitionSergey Sharybin
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
2022-02-04Remove 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
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
2021-11-30Depsgraph: remove shading parameters componentJacques Lucke
This component served no purpose anymore. It was technical dept from the early 2.80 days. Differential Revision: https://developer.blender.org/D13422
2021-11-29Fix T93439: Armature widgets from hidden collections are invisibleSergey Sharybin
The are few things in the dependency graph which lead to the issue: - IDs are only built once. - Object-data level (Armature, i,e,) builder dependent on the object visibility. This caused issues when an armature is first built as not directly visible (via driver, i.e.) and then was built as a directly visible. This did not update visibility flag on the node for the custom shape object. The idea behind the fix is to go away form passing object visibility flag to the geometry-level builders and instead rely on the common visibility flush post-processing to make sure certain objects are fully visible when needed. This is the safest minimal part of the change for 3.0 release which acts as an additional way to ensure visibility. This means that it might not be a complete fix (if some configuration was overseen) but it should not make currently working cases to not work. The fix should also make modifiers used on rigify widgets to work. The more complete fix will have `is_object_visible` argument removed from the geometry-level builder functions. Differential Revision: https://developer.blender.org/D13404
2021-08-26Cleanup: use C style comments for descriptive textCampbell Barton
2021-07-03Cleanup: consistent use of tags: NOTE/TODO/FIXME/XXXCampbell Barton
Also use doxy style function reference `#` prefix chars when referencing identifiers.
2021-02-05Cleanup: Use raw string literalSergey Sharybin
Resolves modernize-raw-string-literal Clang-Tidy warning The way warning works is it suggests to use raw literal when overhead of having escape characters is higher than the overhead of having raw literal syntax (talking about code size overhead). This means that the warning will not trigger for "foo\"bar". Differential Revision: https://developer.blender.org/D10322
2020-11-07Cleanup: Clang-tidy, modernize-concat-nested-namespacesAnkit Meel
2020-11-06Cleanup: Clang-Tidy, modernize-redundant-void-argSergey Sharybin
2020-10-10Cleanup: use C comments for descriptive textCampbell Barton
Follow our code style guide by using C-comments for text descriptions.
2020-09-04Cleanup: Clang-Tidy readability-inconsistent-declaration-parameter-name fixSebastian Parborg
No functional changes
2020-08-07Clang-Tidy: Address readability-redundant-string-initSergey Sharybin
2020-08-06Depsgraph: refactor dot exporter to use utility library from blenlibJacques Lucke
Reviewers: sybren, sergey Differential Revision: https://developer.blender.org/D8473
2020-07-03Clang-Tidy: Enable redundant static qualifier warningSergey Sharybin
This change enables readability-static-definition-in-anonymous-namespace warning in .clang-tidy configuration.
2020-06-29Depsgraph: introduce blender::deg namespaceJacques Lucke
Reviewers: sergey Differential Revision: https://developer.blender.org/D8150
2020-06-10Depsgraph: use blender::Vector instead of std::vectorJacques Lucke
We decided that `blender::Vector` should be the default choice for a vector data structure in Blender. Reviewers: sergey Differential Revision: https://developer.blender.org/D7981
2020-05-13Simulation: Add modifier to access simulation dataJacques Lucke
For now the "Simulation" modifier only exists for point cloud objects, because we need this for the particle system. Right now, the modifier is doing nothing. There is a new `DEG_add_simulation_relation` function that is used by the modifier to make sure that the simulation is evaluated before the modifier is executed. Reviewers: brecht, sergey Differential Revision: https://developer.blender.org/D7549
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 in more placesJacques Lucke
Reviewers: sergey Differential Revision: https://developer.blender.org/D7519
2020-03-19Cleanup: `make format` after SortedIncludes changeDalai Felinto
2020-03-09Depsgraph: fix crash caused by removing too many NO-OP nodesSybren A. Stüvel
Unused no-op operation nodes are not bound to a callback function, and have no outgoing relations. Incoming relations of such nodes are removed since ff60dd8b18ed00902e5bdfd36882072db7af8735. However, this was done too broadly, causing too many relations to be lost and indirectly linked objects to be unevaluated. This commit introduces a `DEPSOP_FLAG_FAKE_USER` flag for operation nodes, which indicates they are not to be removed, even when they appear to be unused. Reviewed By: sergey Differential Revision: https://developer.blender.org/D7074
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.
2020-01-24Depsgraph: Correct FPS debug printSergey Sharybin
It was printing "frame" time instead of FPS. Other interesting thing to get solved is to solve "drop" in FPS when there is an idle time in user input. Current usecase is limited to observing FPS when there is a continuous stream of events: for example, keep moving vertex in edit mode while watching debug prints.
2020-01-24Depsgraph: Report FPS when running with --debug-depsgraph-timeSergey Sharybin
The FPS here is measured based on a timestamp from when depsgraph was previously evaluated. Allows to ease investigating performance improvements/regressions which are not related on animation system but on modifications on a single frame (such as transforming vertex in edit mode).
2020-01-24Depsgraph: Refactor, move debug struct to own fileSergey Sharybin
2020-01-24Depsgrapg: Refactor, move Relation to own fileSergey Sharybin
2019-09-07Cleanup: use post increment/decrementCampbell Barton
When the result isn't used, prefer post increment/decrement (already used nearly everywhere in Blender).
2019-06-28Fix T62990: Selecting bones causes pose to be re-evaluatedSergey Sharybin
2019-05-03Depsgraph: Make sound ID part of the graphSergey Sharybin
Currently those IDs are not covered by copy-on-write mechanism since that ruins the current design of BKE_sound, But this change allows to move towards system where sound handlers are only valid for an evaluated ID datablocks.
2019-04-22Cleanup: style, use bracesCampbell Barton
Add braces for modules already using braces almost everywhere.
2019-04-17ClangFormat: apply to source, most of internCampbell Barton
Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
2019-02-18doxygen: add newline after \fileCampbell Barton
While \file doesn't need an argument, it can't have another doxy command after it.
2019-02-06Cleanup: remove redundant doxygen \file argumentCampbell Barton
Move \ingroup onto same line to be more compact and make it clear the file is in the group.
2019-02-03Cleanup: trailing commasCampbell Barton
Needed for clan-format not to wrap onto one line.
2019-02-01Cleanup: remove original authorCampbell Barton
Missed when removing contributors.
2019-02-01Cleanup: remove redundant, invalid info from headersCampbell Barton
BF-admins agree to remove header information that isn't useful, to reduce noise. - BEGIN/END license blocks Developers should add non license comments as separate comment blocks. No need for separator text. - Contributors This is often invalid, outdated or misleading especially when splitting files. It's more useful to git-blame to find out who has developed the code. See P901 for script to perform these edits.
2019-01-31Fix build errors on Visual Studio after recent changes.Brecht Van Lommel
SYNCHRONIZE is a Windows macro.
2019-01-31Depsgraph: Comb code to a better state all overSergey Sharybin
Some summary of changes: - Don't use DEG prefix for types and enumerator values: the code is already inside DEG namespace. - Put code where it locally belongs to: avoid having one single header file with all sort of definitions in it. - Take advantage of modern C++11 enabled by default.
2018-12-10Fix T57633: Particle texture update problemSergey Sharybin
Textures are now hooked up to the RESET operation of particle settings, which ensures particles being re-distributed when texture is changed. This is limited to a direct user modifications, which matches old behavior in 2.79.
2018-12-05Depsgrapgh: Use more distinctive opcode for texture and image evaluationSergey Sharybin
2018-12-04Fix T58118: Make duplicates real does nothingSergey Sharybin
The issue was caused by transflag set in geometry evaluation never copied back top original object. Now we have a dedicated operation which does all sort copy back to original object, so we don't have to worry about atomic assignments or what gets set where. Still need to move boundbox to the same function, but it needs some careful doublechecking first.
2018-11-16Fix T56673: Tara.blend from Blender cloud crashes on loadSergey Sharybin
The issue was caused by dependency cycle solver killing relation which was guaranteed various things: i.e. copy-on-write component orders and pose evaluation order (which must first run pose init function). Now it is possible to prevent such relations from being ignored. This is not a complete fix, but is enough to make this specific rig to work. Ideally, we also need to run copy-on-write operation prior to anything else.
2018-11-15Cleanup: typo, whitespaceCampbell Barton
2018-11-14Depsgraph: Fix missing point cache reset when physics changesSergey Sharybin
Among all the lines moved around, the general idea is quite simple. Actually, there are two ideas implemented there. First one, is when object itself is tagged for update, we tag its point cache component for evaluation, which makes it so point cache is properly reset. We do it implicitly because otherwise we'll need to go everywhere and add explicit tag in almost all the properties. Second thing is, we link all collider and force fields to a point cache component using special type of link. This type of link only allows flush if change is caused by a user update. This way reset does not happen when change is caused due to animation, but will properly happen when user causes indirect change to the objects which are part of physics simulation.
2018-09-19Depsgraph: Connect duplicating geometry to duplicatorSergey Sharybin
This allows to force duplicated object to be fully evaluated for display/draw. Previously only transform component of duplicated object was forced to become evaluated.
2018-09-17Depsgraph: Gnuplot, put heaviest objects at the topSergey Sharybin