Age | Commit message (Collapse) | Author |
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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.
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Fix for GPencil and Cycles Render draw type. GPencil objects were only
shown when overlays were turned on. The cause of this is an
optimization we did to not populate any draw engine when an
external renderer was used with overlays turned off.
This will check if there is any visible GPencil object in the scene. if
so it will still perform the loop.
`DEG_id_type_any_exists` can check if any object of a certain type_id is in the
result. This check is also being used to check if there are any
visible grease pencil objects as a precheck in `DRW_render_check_grease_pencil`.
Reviewed By: brecht, fclem, antoniov
Maniphest Tasks: T65191
Differential Revision: https://developer.blender.org/D4962
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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
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It is possible that dependency graph was not yet initialized,
so need to do NULL pointer check.
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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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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
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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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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
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- 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.
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When this works correctly, we should be able to feed in an existing
depsgraph instance, and get out a "filtered" copy of it that contains
only the subset of nodes needed to evaluate what we're interested in.
The current implementation only filters on ID blocks/nodes,
and starts by building a full new depsgraph instance first.
I'd originally intended to do it per operation instead, copying
over individual nodes as appropriate to have the smallest and least
memory intensive graph possible. However, I ended up running into
into problems with function binding + COW arguments, hence the
current slow solution.
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Calling code is responsible to check on NULL pointers here, or ensure
is does have a fully built and evaluated depsgraph, but this should
never crash in DEG queries themselves.
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Make it more reliable and predictable way of getting pointer to
an original mesh which came from copy-on-write engine.
Related change: made it (hopefully) more clear name for flags.
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This introduces a new depsgraph API for getting updated datablocks,
rather than getting it from bpy.data.
* depsgraph.ids_updated gives a list of all datablocks in the depsgraph
which have been updated.
* depsgraph.id_type_updated('TYPE') is true if any datablock of the given
type has been added, removed or modified.
More API updates are coming to properly handle multiple depsgraphs and
finer update granularity, but this should make Cycles work again.
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Without the exception, adding new poses to pose libraries took several seconds
with only <= 4 bones selected. While we may still need this for other cases too,
since bones are such a common use case, it makes sense to provide some level
of optimisation for them.
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This now works by getting the RNA Path from the given PointerRNA to go from the
ID block to the data it points to, then uses this path to find the new data
relative to the COW ID.
Note: This currently still has all the debug prints left in - As can be seen,
I was testing this against the earlier PoseBone hack/special case. We may still
need to bring such special cases back in future, since looking up RNA Paths
like this can be slow.
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evaluated data
When using copy on write, insert keyframe operators were reading from old
bmain data instead of COW data. This meant that inserting keyframes would
often read old/stale data, resulting in invalid keyframes getting created
(e.g. from last transform operation, instead of actual current state).
This commit makes it so that keyframing operators will ask depsgraph for
the evaluated copy of the data, so that it can read values from that. It
introduces a new function - `DEG_get_evaluated_rna_pointer()`, which when
working correctly/fully, should work just like the other `DEG_get_evaluated_*()`
functions, except it lets you pass in an RNA Pointer.
However, currently, this is only done for Pose Bones (as a dirty hack, since this
is an important/pivotal requirement for production) and/or datablock
properties directly (since we can just use the DEG_get_evaluated_id() directly).
on the datablock.
Committing to a branch for now as this all needs more testing. More work to come
later at a more sane time of day!
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Previously it could have happened on every request to evaluated scene
or view layer.
This commit also removes expansion of view layer and scene from iterator.
Iterator is not to be used before depsgraph is evaluated.
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Cache pointer to evaluated scene datablock on relations build time,
that pointer never changes after that.
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Saves us from extra checks for NULL pointers when using datablocks for read.
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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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Quite straightforward implementation, allows us to remove all the cherry-picking
update of specified scene/view layer/collection fields. Makes it possible to use
generic function to update scene.
The tricky part is that we need to know view layer pointer before the whole
evaluation starts. So we actually expand scene at initialization of evaluation.
context. This is still a bit of an exceptional case, but at least we still avoid
dangerous cherry-picking update.
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It makes more sense to stick to DEG_iterator_object order in name, since we can
have functions to iterate over different entities and we want all of them to
have common prefix.
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Previously it was done during depsgraph iteration, which is not good at all,
since after evaluation nobody should really modify how object was evaluated.
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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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This causes source files to depend on ghash header
for BLI_string/rect/listbase.
Also quiet warnings.
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Need to build layer collections callbacks using proper CoW pointer.
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This is a final step of having proper ownership. Now selecting different
layers in the "top bar" will actually do what this is expected to do.
Surely, there are still things to be done under the hood, that will happen
in a less intrusive way.
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This way iteration order is much more predictable. This also solves issue with
randomly failing Cycles regression tests.
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This fixes the issue for the Draw Manager, but for Cycles this is still not
working. The iterator bpy.context.depsgraph.duplis seems to be correct though.
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We now initialize iter.valid as true as part of the main iterator (and manually
when using via Python). And we don't even bother setting iter->current to NULL
if it's invalid. Let's stick to using iter->valid only.
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This was leading to crashes on Cycles as well as misleading
len(bpy.context.depsgraph.objects)
I can even move the iter->skip as part of DEGObjectsIteratorData instead of
BLI_Iterator, but if I do it will be a separate commit.
Thanks Sergey Sharibyn for the well done sample file and patch suggestion.
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Although this works by itself, it should actually happen after:
"Reshuffle collections base flags evaluation, make it so object is gathering
its base flags from collections."
Meanwhile we have one single hacky function (deg_flush_base_flags_and_settings)
to be removed once the task above is tackled.
Reviewers: sergey
Differential Revision: https://developer.blender.org/D2899
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