Age | Commit message (Collapse) | Author |
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Currently unused, makes code ready for an upcoming change.
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Was missing since 1693a5efe91.
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Current frame is stored in a scene, and scene might have multiple view
layers. The inactive view layers were not informed about scene's frame
being changed, so when user switched back to view after changing scene
frame it was in an inconsistent state between current scene frame and
animation.
Now we tag scene for time changes, so dependency graph can catch up
and do proper update.
Currently tagging is from quite generic place. Probably better approach
would be to tag from where frame is actually being assigned. Downside
of this is that it's easy to miss some places.
Reviewers: brecht, mont29
Reviewed By: brecht
Maniphest Tasks: T66378
Differential Revision: https://developer.blender.org/D5332
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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
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While \file doesn't need an argument, it can't have another doxy
command after it.
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Move \ingroup onto same line to be more compact and
make it clear the file is in the group.
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Missed when removing contributors.
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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This is often invalid, outdated or misleading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.
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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.
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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.
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Normally the time can be read from DEG_get_ctime(depsgraph), but this is a
bit more forgiving for e.g. addons that don't care too much about the details
of the COW depsgraph.
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The depsgraph was always created within a fixed evaluation context. Passing
both risks the depsgraph and evaluation context not matching, and it
complicates the Python API where we'd have to expose both which is not so
easy to understand.
This also removes the global evaluation context in main, which assumed there
to be a single active scene and view layer.
Differential Revision: https://developer.blender.org/D3152
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The depsgraph now contains all the state needed to evaluate it.
Differential Revision: https://developer.blender.org/D3147
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This was only used for viewport rendering, where we can just pass the engine
type directly. There is no technical reason why we can't draw the same depsgrpah
with different render engines.
It also led to some weird things like requiring a render engine for snapping
and raycast API functions.
Differential Revision: https://developer.blender.org/D3145
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Scene, view layer and mode are now set in the constructor and never changed.
Time is updated on frame changes to indicate which frame is being or has been
evaluated last.
This is a step towards making EvaluationContext obsolete.
Differential Revision: https://developer.blender.org/D3144
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This caused too many problems syncing object modes
with multiple objects/windows/workspaces, see: D3130 for details.
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Now the only missing bit seems to be in Cycles to pass depsgraph to
builtin_image_float_pixels().
Ideally we could get evaluation context instead of using depsgraph + settings.
But for the other rna EvaluationContext functions this is how we are doing.
Reviewers: sergey, brecht
Differential Revision: https://developer.blender.org/D3087
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User notes
----------
Compositing, rendering of multi-layers in Eevee should be fully working now.
Development notes
-----------------
Up until now we were still using the same depsgraph for rendering and viewport
evaluation. And we had to go out of our ways to be sure the depsgraphs were
updated.
Now we iterate over the (to be rendered) view layers and create a depsgraph to
each one, fully evaluated and call the render engines (Cycles, Eevee, ...) with
this viewlayer/depsgraph/evaluation context.
At this time we are not handling data persistency, Depsgraph is created from
scratch prior to rendering each frame. So I got rid of most of the partial
update calls we had during the render pipeline.
Cycles: Brecht Van Lommel did a patch to tackle some of the required Cycles
changes but this commit mark these changes as TODOs. Basically Cycles needs to
render one layer at a time.
Reviewers: sergey, brecht
Differential Revision: https://developer.blender.org/D3073
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- When returning the number of items in a collection use BLI_*_len()
- Keep _size() for size in bytes.
- Keep _count() for data structures that don't store length
(hint this isn't a simple getter).
See P611 to apply instead of manually resolving conflicts.
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This is something what we would need to ensure anyway, so doesn't seem
to make sense to NOT allocate depsgraph and then worry about this externally.
Steps to reproduce: add cube, change it's size in redo panel.
Found by Campbell during code review session.
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The RenderResult struct still has a listbase of RenderLayer, but that's ok
since this is strictly for rendering.
* Subversion bump (to 2.80.2)
* DNA low level doversion (renames) - only for .blend created since 2.80 started
Note: We can't use DNA_struct_elem_find or get file version in init_structDNA,
so we are manually iterating over the array of the SDNA elements instead.
Note 2: This doversion change with renames can be reverted in a few months. But
so far it's required for 2.8 files created between October 2016 and now.
Reviewers: campbellbarton, sergey
Differential Revision: https://developer.blender.org/D2927
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Depsgraph itself is still created fer the whole scene rather than for a
single layer, this is to be addressed next.
The storage for those dependency graphs is in scene, but now it is a hash
indexed by layer. In the future we can extend hash key to include extra
information (workspace? window?).
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Scene is already stored in the graph.
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Engine is not stored in WorkSpaces. That defines the "context" engine, which
is used for the entire UI.
The engine used for the poll of nodes (add node menu, new nodes when "Use Nodes")
is obtained from context.
Introduce a ViewRender struct for viewport settings that are defined for
workspaces and scene. This struct will be populated with the hand-picked
settings that can be defined per workspace as per the 2.8 design.
* use_scene_settings
* properties editor: workshop + organize context path
Use Scene Settings
==================
For viewport drawing, Workspaces have an option to use the Scene render
settings (F12) instead of the viewport settings.
This way users can quickly preview the final render settings, engine and
View Layer. This will affect all the editors in that workspace, and it will be
clearly indicated in the top-bar.
Properties Editor: Add Workspace and organize context path
==========================================================
We now have the properties of:
Scene, Scene > Layer, Scene > World, Workspace
[Scene | Workspace] > Render Layer > Object
[Scene | Workspace] > Render Layer > Object > Data
(...)
Reviewers: Campbell Barton, Julian Eisel
Differential Revision: https://developer.blender.org/D2842
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and layer
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Use stack-allocated context when possible.
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These bits became obsolete with the new layer system, so we can
simplify some code around them or avoid existing workarounds which
were trying to keep things working for them.
There are still work needed to be done for on_visible_change to
avoid unnecessary updates, but that can also happen later.
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Now we have no remaining WITH_LEGACY_DEPSGRAPH in the code.
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Was only happening with new dependency graph.
The issue here is that scene's depsgraph layers will be 0 unless
it was ever visible. Worked around by checking for 0 layer in the
update_tagged of new depsgraph. This currently kind of following
logic of visible_layers, but is weak.
Committing so studio is unlocked here, will re-evaluate this layer.
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This is mainly a maintenance commit which was aimed to make work with
this module more pleasant and solve such issues as:
- Annoyance with looong files, which had craftload in them
- Usage of STL for the data structures we've got in BLI
- Possible symbol conflicts
- Not real clear layout of what is located where
So in this commit the following changes are done:
- STL is prohibited, it's not really predictable on various compilers,
with our BLI algorithms we can predict things much better.
There are still few usages of std::vector, but that we'll be
solving later once we've got similar thing in BLI.
- Simplify foreach loops, avoid using const_iterator all over the place.
- New directory layout, which is hopefully easier to follow.
- Some files were split, some of them will be split soon.
The idea of this is to split huge functions into own files with
good documentation and everything.
- Removed stuff which was planned for use in the future but was never
finished, tested or anything.
Let's wipe it out for now, and bring back once we really start using
it, so it'll be more clear if it solves our needs.
- All the internal routines were moved to DEG namespace to separate
them better from rest of blender.
Some places now annoyingly using DEG::foo, but that we can olve by
moving some utility functions inside of the namespace.
While working on this we've found some hotspot in updates flush, so
now playback of blenrig is few percent faster (something like 96fps
with previous master and around 99-100fps after this change).
Not saying it's something final, there is still room for cleanup and
API simplification, but those might happen as a regular development
now without doing any global changes.
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Gives additional speedup from ~88 to ~91 fps with a test rig.
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It uses some additional compute power and the evaluation priority is
not even used.
This brings fps 88.2 with blenrig_for_debugging.blend on this desktop.
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