Age | Commit message (Collapse) | Author |
|
Use indirect access to it via object.
It was already flushing from base to object, now we can avoid such flushing.
Still weird to have selection color filled in by dependency graph, but now
there is no synchronization going on at least.
|
|
|
|
Was internally a no-op operation, which only caused extra work
to be done during depsgrpah traversal and evaluation, without
making any measurable improvement.
|
|
|
|
|
|
|
|
This commit extends the work from Dalai made around scene iterators to
support iterating into objects from dupli-lists.
Changes can be summarized as:
- Depsgraph iterator will hold pointer to an object which created current
duplilist. It is available via `dupli_parent` field of the iterator.
It is only set when duplilist is not NULL and guaranteed to be NULL
for all other cases.
- Introduced new depsgraph.duplis collection which gives a more extended
information about depsgraph iterator. It is basically a collection on top
of DEGObjectsIteratorData.
It is used to provide access to such data as persistent ID, generated space
and so on.
Things which still needs to be done/finished/clarified:
- Need to introduce some sort of `is_instance` boolean property which will
indicate Python and C++ RNA that we are inside of dupli-list.
- Introduce a way to skip dupli-list for particular objects.
So, for example, if we are culling object due to distance we can skip all
objects it was duplicating.
- Introduce a way to skip particular duplicators.
So we can skip iterating into particle system.
- Introduce some cleaner API for C side of operators to access all data such as
persistent ID and friends.
This way we wouldn't need de-reference iterator and could keep access to such
data really abstract. Who knows how we'll be storing internal state of the
operator in the future.
While there is still stuff to do, current state works and moves us in the proper
direction.
|
|
Related to T51718, so it crashes even when no fancy ASAN flags are used.
Patch suggestion by Campbell Barton.
|
|
|
|
|
|
Drawing object centers used stack memory,
we don't want to draw these anyway so add check.
|
|
Spotted/reported by Sergey Sharybin.
|
|
Now dupli groups, objects, particles, ... are all working.
This introduces a flag for the iterator to determine whether we go over
Set and dupli objects or not.
Important to remember to keep the iteration of DEG_ as readonly.
Cycles is not working well for dupli groups, and it's memleaking
for dupli particles. So for now we iterate over main objects and set
only, not dupli.
To change that go in rna_scene.c and:
-DEG_OBJECT_ITER(graph, ob, DEG_OBJECT_ITER_FLAG_SET)
+DEG_OBJECT_ITER(graph, ob, DEG_OBJECT_ITER_FLAG_ALL)
Review and suggestions by Sergey Sharybin
|
|
|
|
|
|
This is in order to communicate what portion of this object has changed.
For now it's just a bool, but it will be extended later.
|
|
This commit does the main integration of workspaces, which is a design we agreed on during the 2.8 UI workshop (see https://wiki.blender.org/index.php/Dev:2.8/UI/Workshop_Writeup)
Workspaces should generally be stable, I'm not aware of any remaining bugs (or I've forgotten them :) ). If you find any, let me know!
(Exception: mode switching button might get out of sync with actual mode in some cases, would consider that a limitation/ToDo. Needs to be resolved at some point.)
== Main Changes/Features
* Introduces the new Workspaces as data-blocks.
* Allow storing a number of custom workspaces as part of the user configuration. Needs further work to allow adding and deleting individual workspaces.
* Bundle a default workspace configuration with Blender (current screen-layouts converted to workspaces).
* Pressing button to add a workspace spawns a menu to select between "Duplicate Current" and the workspaces from the user configuration. If no workspaces are stored in the user configuration, the default workspaces are listed instead.
* Store screen-layouts (`bScreen`) per workspace.
* Store an active screen-layout per workspace. Changing the workspace will enable this layout.
* Store active mode in workspace. Changing the workspace will also enter the mode of the new workspace. (Note that we still store the active mode in the object, moving this completely to workspaces is a separate project.)
* Store an active render layer per workspace.
* Moved mode switch from 3D View header to Info Editor header.
* Store active scene in window (not directly workspace related, but overlaps quite a bit).
* Removed 'Use Global Scene' User Preference option.
* Compatibility with old files - a new workspace is created for every screen-layout of old files. Old Blender versions should be able to read files saved with workspace support as well.
* Default .blend only contains one workspace ("General").
* Support appending workspaces.
Opening files without UI and commandline rendering should work fine.
Note that the UI is temporary! We plan to introduce a new global topbar
that contains the workspace options and tabs for switching workspaces.
== Technical Notes
* Workspaces are data-blocks.
* Adding and removing `bScreen`s should be done through `ED_workspace_layout` API now.
* A workspace can be active in multiple windows at the same time.
* The mode menu (which is now in the Info Editor header) doesn't display "Grease Pencil Edit" mode anymore since its availability depends on the active editor. Will be fixed by making Grease Pencil an own object type (as planned).
* The button to change the active workspace object mode may get out of sync with the mode of the active object. Will either be resolved by moving mode out of object data, or we'll disable workspace modes again (there's a `#define USE_WORKSPACE_MODE` for that).
* Screen-layouts (`bScreen`) are IDs and thus stored in a main list-base. Had to add a wrapper `WorkSpaceLayout` so we can store them in a list-base within workspaces, too. On the long run we could completely replace `bScreen` by workspace structs.
* `WorkSpace` types use some special compiler trickery to allow marking structs and struct members as private. BKE_workspace API should be used for accessing those.
* Added scene operators `SCENE_OT_`. Was previously done through screen operators.
== BPY API Changes
* Removed `Screen.scene`, added `Window.scene`
* Removed `UserPreferencesView.use_global_scene`
* Added `Context.workspace`, `Window.workspace` and `BlendData.workspaces`
* Added `bpy.types.WorkSpace` containing `screens`, `object_mode` and `render_layer`
* Added Screen.layout_name for the layout name that'll be displayed in the UI (may differ from internal name)
== What's left?
* There are a few open design questions (T50521). We should find the needed answers and implement them.
* Allow adding and removing individual workspaces from workspace configuration (needs UI design).
* Get the override system ready and support overrides per workspace.
* Support custom UI setups as part of workspaces (hidden panels, hidden buttons, customizable toolbars, etc).
* Allow enabling add-ons per workspace.
* Support custom workspace keymaps.
* Remove special exception for workspaces in linking code (so they're always appended, never linked). Depends on a few things, so best to solve later.
* Get the topbar done.
* Workspaces need a proper icon, current one is just a placeholder :)
Reviewed By: campbellbarton, mont29
Tags: #user_interface, #bf_blender_2.8
Maniphest Tasks: T50521
Differential Revision: https://developer.blender.org/D2451
|
|
|
|
|
|
Was only used to indicate entry/exit operation of component,
which is now done explicitly. No reason to keep something which
is unused and confusing.
|
|
This isn't used too often, and haivng such API will let us to skip
specifying operation type for all oeprations.
|
|
|
|
|
|
|
|
Those were never finished nor used. Again, starting from clean
state before we go into more complicated details.
|
|
Was never used or worked on in ages, if any of this code is
needed in the future it'll need to be redone anyway.
|
|
This was never finished or done or used, no reason to keep it.
Better to simplify things before adding complexity of overrides
and copy-on-write.
|
|
It was never actually used apart from being stored at a construciton time.
This caused some redundancy and ncertanty about which relation type to use
during construciton (often existing types were not close enough to particular
use case).
|
|
|
|
The idea is to accumulate all new tasks in a thread local queue
first without doing any thread synchronization (aka, locks and
conditional variables) and move those tasks to a scheduler queue
once they are all ready. This way we avoid per-task-pool lock
and only have one lock per bunch of tasks.
This is particularly handy when scheduling new dependency graph
node children. Brings FPS of cached simulation from the linked
below file from ~30 to ~50.
See documentation for BLI_task_pool_delayed_push_{begin, end}
and for TaskThreadLocalStorage::do_delayed_push.
Fixes T50027: Rigidbody playback and simulation performance regression with new depsgraph
Thanks Bastien for the review!
|
|
This is a corresponding part of 7dda3cf.
|
|
Seems to be a copy-paste error from code above.
|
|
|
|
Those are not depsgraph or C++ specific and can be used by everyone.
|
|
This way we always have predictable behavior, especially from the
performance point of view. Additionally, if some bottleneck is found
in stack implementation it'll be easier for us to address.
|
|
This way everyone can benefit from it, not only dependency graph.
|
|
|
|
|
|
|
|
Second round of fix, was broken by 843be91.
|
|
|
|
|
|
Conflicts:
source/blender/makesrna/intern/rna_space.c
|
|
Was preventing update in 3DView etc. when changing something in the
World's NodeTree, especially annoying in blender2.8 branch (since legacy
depsgraph has been removed there), but also affecting master.
|
|
A bit too early to disable workaround for particles.
Guess it was commented out after particles removal but was not brought back
after particles restore commit.
|
|
|
|
The change was initially needed for Blender 2.8 branch but the actual
function was reverted in there. So no reason to keep dead unused
placeholder in the dependency graph.
This reverts commit fd69ba225540cde5e4c1fa651fb02df21ea0a143.
|
|
Depsgraph was left with wrong set-scene.
|
|
Selection code needs to iterate over DEG_OBJECT_ITER otherwise we won't
get modifiers, dupli objects, ...
Also make selection respect selectability flag.
Review by: Sergey Sharybin
|
|
This way we can retrieve the scene from depsgraph that were not created from a G.main (e.g., when doing material thumbnail preview render).
|