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2020-12-02Geometry Nodes: initial scattering and geometry nodesJacques Lucke
This is the initial merge from the geometry-nodes branch. Nodes: * Attribute Math * Boolean * Edge Split * Float Compare * Object Info * Point Distribute * Point Instance * Random Attribute * Random Float * Subdivision Surface * Transform * Triangulate It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier. Notes on the Generic attribute access API The API adds an indirection for attribute access. That has the following benefits: * Most code does not have to care about how an attribute is stored internally. This is mainly necessary, because we have to deal with "legacy" attributes such as vertex weights and attributes that are embedded into other structs such as vertex positions. * When reading from an attribute, we generally don't care what domain the attribute is stored on. So we want to abstract away the interpolation that that adapts attributes from one domain to another domain (this is not actually implemented yet). Other possible improvements for later iterations include: * Actually implement interpolation between domains. * Don't use inheritance for the different attribute types. A single class for read access and one for write access might be enough, because we know all the ways in which attributes are stored internally. We don't want more different internal structures in the future. On the contrary, ideally we can consolidate the different storage formats in the future to reduce the need for this indirection. * Remove the need for heap allocations when creating attribute accessors. It includes commits from: * Dalai Felinto * Hans Goudey * Jacques Lucke * Léo Depoix
2020-08-18Depsgraph: simplify build APIJacques Lucke
Reviewers: sergey, sybren Differential Revision: https://developer.blender.org/D8611
2020-08-18Cleanup: use Span instead of separate pointer and lengthJacques Lucke
Reviewers: sergey Differential Revision: https://developer.blender.org/D8605
2020-08-17Fix T75936: Alembic, allow exporting of invisible objectsSybren A. Stüvel
Add a new depsgraph builder class that includes invisible objects and use that in the Alembic exporter. Alembic supports three options for visibility, "visible", "inherited", and "hidden". This means that parents can be hidden and still have visible children (contrary to USD, where invisibility is used to prune an entire scene graph subtree). Because of this, the visibility is stored on the transform node, as that represents the Object in Blender and thus keeps the Alembic file as close to Blender's own structure as possible. Reviewed By: Sergey Differential Revision: https://developer.blender.org/D8595
2020-08-04Cleanup: converted Depsgraph Building Pipeline to object-oriented codeSybren A. Stüvel
This will make it easier & cleaner to make custom-built depsgraph (for example for exporting invisible objects to USD or Alembic, see T75936). No functional changes. Reviewed by: sergey Differential Revision: https://developer.blender.org/D8423
2020-06-29Depsgraph: introduce blender::deg namespaceJacques Lucke
Reviewers: sergey Differential Revision: https://developer.blender.org/D8150
2020-06-10Depsgraph: use native Set data structureJacques Lucke
Differential Revision: https://developer.blender.org/D7982
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
2020-03-19Cleanup: `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
2020-03-06Depsgraph: remove unused no-op nodes after buildingSybren A. Stüvel
This is the companion of D7031. That patch adds a new DIMENSIONS node to the depsgraph for each object that has geometry. However, this node is only necessary when there are drivers using an object's dimensions as variable. Since this is rare, it's easiest to remove these nodes after they turn out to be unnecessary. This is what (almost) happens in this patch. Removing nodes from the depsgraph is hard, and there are no functions to do this yet. Instead, this patch recursively removes all the incoming relations from unused no-op nodes (i.e. no-op operation nodes without outgoing connections). Actually removing the nodes will be left as a future improvement. I've tested this on a Spring file [1]. Here are there results of blender --debug-depsgraph-time spring_02_055_A.eevee.blend and letting it run for a while to stabilise the reported FPS: master: 11.7 FPS Just D7031: 11.7 FPS Just D7033: 11.8 FPS Both D7031 + D7033: 12.3 FPS [1] https://cloud.blender.org/p/spring/5d30a1076249366fa1939cf1 Differential Revision: https://developer.blender.org/D7033
2020-02-21Fix T73593: Drivers on hide_viewport and hide_render are unreliableSybren A. Stüvel
This fixes a threading issue (T73593) between drivers that write to the same memory address. Driver nodes in the depsgraph now get relations to each other in order to ensure serialisation. These relations are only added between drivers that target the same struct in RNA, which is determined by removing everything after the last period. For example, a driver with data path `pose.bones["Arm_L"].rotation_euler[2]` will be grouped with all other drivers on that datablock with a data path that starts with `pose.bones["Arm_L"]` to form a 'driver group'. To find a suitable relation within such a driver group, say the relation (from → to), a depth-first search is performed (turned out to be marginally faster than a breadth-first in my test case) to see whether this will create a cycle, and to see whether there already is such a connection (direct or transitive). This is done by recursively inspecting the incoming connections of the 'to' node and thereby walking from it towards the 'from' node. This is an order of magnitde faster than inspecting the outgoing connections of the 'from' node. This approach generalises the special case for array properties, so the code to support that special case has been removed from `DepsgraphRelationBuilder::build_animdata_drivers()`. A test on the Spring rig [1] shows that this process adds approximately 8% to the build time of the dependency graph. In my test case, it takes 28 ms for this process on a total 329 ms construction time. However, since it also made some code obsolete, it only adds 24 ms (=8%) to the construction time. I have experimented with a simple cache to keep track of known-connected (from, to) node pairs, but this did not significantly improve the timing. Note that animation data and drivers are already connected by a relation, which means that animating a field and also changing it with a driver will not cause conflicts. [1] https://cloud.blender.org/p/spring/5d30a1076249366fa1939cf1 Differential Revision: https://developer.blender.org/D6905 Reviewed By: sergey, mont29
2020-01-28Cleanup: changed NULL to nullptr in depsgraph C++ codeSybren A. Stüvel
No functional changes.
2020-01-24Depsgrapg: Refactor, move Relation to own fileSergey Sharybin
2020-01-06Depsgraph: Fix wrong ID filteringSergey Sharybin
Was only using first ID instead of all of them. Might have been causing issues when updating motion paths of multiple objects. Spotted by Jack C, thanks!
2019-09-25Depsgraph: Implement builder from given set of IDsSergey Sharybin
The title explains it all actually: this commit introduces special dependency graph builder API which builds graph which is sufficient to evaluate given set of IDs.
2019-09-18Fix T65816: Alembic export of procedural mesh results in a static mesh and ↵Sybren A. Stüvel
crashes The static mesh issue described in T65816 has been resolved by @Sergey in T60094. This commit fixes the last bit of the puzzle, which was two-fold: - A missing depsgraph update when setting `orig_object.data = new_mesh` from Python. Thanks @Sergey for providing the fix :) - Properly locking the interface while exporting. This prevents crashes as described in T60094. The previous approach of calling `BKE_spacedata_draw_locks()` was not enough.
2019-09-11Depsgraph: Pass bmain to depsgraph object creationSergey Sharybin
Currently unused, but will allow to keep of an owner of the depsgraph. Could also simplify other APIs in the future by avoiding to pass bmain explicitly to relation update functions and things like that.
2019-07-05Depsgraph: Make object component conversion more accessibleSergey Sharybin
2019-06-17Fix T65817: Video Sequencer doesen't render speakers' soundsSergey Sharybin
Part of the issue was caused by missing speaker objects in the depsgraph used for post-processing. Remaining part was caused by missing scene sound update for this depsgraph.
2019-06-06Fix T63035: Undoing in pose mode destroys the entire poseSergey Sharybin
Respect do_time flag in on_visible_update, matching behavior of old dependency graph and avoids unwanted animation updates. Reviewers: brecht Reviewed By: brecht Differential Revision: https://developer.blender.org/D5026
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.
2019-06-04Fix T65447: Mask doesn't update in compositor unless there's motion blur onSergey Sharybin
This is probably just one of the related issues. Root of the problem was that compositor job was using original scene and node tree for compositing. It is not guaranteed to have all the evaluated data. Switched compositor job to use it's own render-pipeline-like dependency graph which has everything evaluated in it. Reviewers: brecht Reviewed By: brecht Differential Revision: https://developer.blender.org/D4998
2019-05-23Render: Use dependency graph for compositor/sequencerSergey Sharybin
This change makes it so a minimal dependency graph which only includes compositor and sequencer is built for the render pipeline purposes. Tricky part here is that it's only compositor itself and sequencer who to use this dependency graph and IDs from it. Render engines are still to be provided original IDs because: - They will create dependency graph for the given scene, and currently it is not possible to create dependency graph from CoW scene. - IDs from the compositor/sequencer dependency graph are "stripped", as in, they wouldn't have all view layers, collections or objects required for proper final render. This creates annoying mess of mixing evaluated and original scene access in various parts of the pipeline. Fixes T63927: Compositing nodes - drivers don't really work Reviewers: brecht Maniphest Tasks: T63927 Differential Revision: https://developer.blender.org/D4911
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
2019-05-03Depsgraph: Initial work to cover sequencerSergey Sharybin
Just adds sequencer operation and links possible sound ID to it. No functional changes, just moving towards sound system integration into the dependency graph.
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.
2019-04-17ClangFormat: 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
2019-03-08Cleanup: use plural names for Main listsCampbell Barton
Convention was not to but after discussion on 918941483f7e we agree its best to change the convention. Names now mostly follow RNA. Some exceptions: - Use 'nodetrees' instead of 'nodegroups' since the struct is called NodeTree. - Use 'gpencils' instead of 'grease_pencil' since 'gpencil' is a common abbreviation in the C code. Other exceptions: - Leave 'wm' as it's a list of one. - Leave 'ipo' as is for versioning.
2019-03-07Refactor CDData masks, to have one mask per mesh elem type.Bastien Montagne
We already have different storages for cddata of verts, edges etc., 'simply' do the same for the mask flags we use all around Blender code to request some data, or limit some operation to some layers, etc. Reason we need this is that some cddata types (like Normals) are actually shared between verts/polys/loops, and we don’t want to generate clnors everytime we request vnors! As a side note, this also does final fix to T59338, which was the trigger for this patch (need to request computed loop normals for another mesh than evaluated one). Reviewers: brecht, campbellbarton, sergey Differential Revision: https://developer.blender.org/D4407
2019-02-18doxygen: add newline after \fileCampbell Barton
While \file doesn't need an argument, it can't have another doxy command after it.
2019-02-15Depsgraph: Correct logging of build timeSergey Sharybin
2019-02-15Depsgraph: Show build time on --debug-depsgraph-timeSergey Sharybin
Previously was only shown on --debug-depsgraph-build which had other unwanted noise.
2019-02-12Depsgraph: Add utility function for transform dependencySergey Sharybin
This is what modifiers are to use to indicate that they depend on a transformation of the object itself. Currently should be no functional changes, but in the future this will allow to easily change transform operation depending on whether there is a simulation associated with the object.
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.
2019-02-01Cleanup: 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.
2019-01-31Depsgraph: 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.
2018-12-05Fix T58679: Missing modifiers update on changes to textureSergey Sharybin
2018-12-03Depsgraph: completely move customdata_mask to the ID node.Alexander Gavrilov
Move all mask-related fields from Object and OperationDepsNode to Object_Runtime and IDDepsNode. Auto-apply DEG_TAG_GEOMETRY if the mask changes after DEG rebuild. Update DEG API and all code that uses it. This fixes "source mesh data is not ready" errors from Data Transfer modifier when parameters are changed in the UI after the recent mesh_get_eval_final fix. Reviewers: sergey Differential Revision: https://developer.blender.org/D4025
2018-11-15Depsgraph: Fix/workaround crash after recent point cache changesSergey Sharybin
For some reason relations can not always be found. This is to be investigated, but doesn't hurt to be safe here. Also allows to unlock production.
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.
2018-11-14Depsgraph: Remove unused operation codeSergey Sharybin
2018-10-24Depsgraph: fixes for the eval_flags API behavior.Alexander Gavrilov
- Use the original ID pointer for lookup in DEG_get_eval_flags_for_id. - When the flags change after a DEG rebuild, tag the object for update. - Instead of mixing int and short in different places, use uint32_t. This fixes text not updating when a Follow Curve reference is set.
2018-10-24Depsgraph: minor renaming and refactor of API for adding evaluation flags.Alexander Gavrilov
2018-10-14Depsgraph: Add proper API functions for CustomDataMask dependencies.Alexander Gavrilov
There were a few copies of the same few lines in depsgraph build code, so it seems to be logical to introduce a function for it, and make it accessible from C code for completeness. As an example, register the mask needs of the Data Transfer modifier.
2018-09-03Fix T56593: Crash when enabling collection with curvesSergey Sharybin
Was missing update of ID blocks which are becoming visible.
2018-06-25Cleanup: refactor depsgraph physics API functions.Brecht Van Lommel