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2022-08-04Depsgraph: More clear function name for transform dependnecySergey Sharybin
The name was confusing to a level that it sounded like the relation goes the opposite direction than it is intended.
2022-07-28Cleanup: Use new IDProperty creation API for geometry ndoes modifierHans Goudey
Use the API from 36068487d076bfd8 instead of the uglier `IDPropertyTemplate` API.
2022-07-22Cleanup: Use r_ prefix for boolean return parametersHans Goudey
Also rearrange some lines to simplify logic.
2022-07-15UI: make many modifier strings translatableDamien Picard
This includes: - new modifier names It mostly uses `N_` because the strings are actually translated elsewhere. The goal is simply to export them to .po files. Most of the new translations were reported in T43295#1105335. Reviewed By: mont29 Differential Revision: https://developer.blender.org/D15418
2022-07-08Geometry Nodes: new geometry attribute APIJacques Lucke
Currently, there are two attribute API. The first, defined in `BKE_attribute.h` is accessible from RNA and C code. The second is implemented with `GeometryComponent` and is only accessible in C++ code. The second is widely used, but only being accessible through the `GeometrySet` API makes it awkward to use, and even impossible for types that don't correspond directly to a geometry component like `CurvesGeometry`. This patch adds a new attribute API, designed to replace the `GeometryComponent` attribute API now, and to eventually replace or be the basis of the other one. The basic idea is that there is an `AttributeAccessor` class that allows code to interact with a set of attributes owned by some geometry. The accessor itself has no ownership. `AttributeAccessor` is a simple type that can be passed around by value. That makes it easy to return it from functions and to store it in containers. For const-correctness, there is also a `MutableAttributeAccessor` that allows changing individual and can add or remove attributes. Currently, `AttributeAccessor` is composed of two pointers. The first is a pointer to the owner of the attribute data. The second is a pointer to a struct with function pointers, that is similar to a virtual function table. The functions know how to access attributes on the owner. The actual attribute access for geometries is still implemented with the `AttributeProvider` pattern, which makes it easy to support different sources of attributes on a geometry and simplifies dealing with built-in attributes. There are different ways to get an attribute accessor for a geometry: * `GeometryComponent.attributes()` * `CurvesGeometry.attributes()` * `bke::mesh_attributes(const Mesh &)` * `bke::pointcloud_attributes(const PointCloud &)` All of these also have a `_for_write` variant that returns a `MutabelAttributeAccessor`. Differential Revision: https://developer.blender.org/D15280
2022-07-08Curves: support deforming curves on surfaceJacques Lucke
Curves that are attached to a surface can now follow the surface when it is modified using shape keys or modifiers (but not when the original surface is deformed in edit or sculpt mode). The surface is allowed to be changed in any way that keeps uv maps intact. So deformation is allowed, but also some topology changes like subdivision. The following features are added: * A new `Deform Curves on Surface` node, which deforms curves with attachment information based on the surface object and uv map set in the properties panel. * A new `Add Rest Position` checkbox in the shape keys panel. When checked, a new `rest_position` vector attribute is added to the mesh before shape keys and modifiers are applied. This is necessary to support proper deformation of the curves, but can also be used for other purposes. * The `Add > Curve > Empty Hair` operator now sets up a simple geometry nodes setup that deforms the hair. It also makes sure that the rest position attribute is added to the surface. * A new `Object (Attach Curves to Surface)` operator in the `Set Parent To` (ctrl+P) menu, which attaches existing curves to the surface and sets the surface object as parent. Limitations: * Sculpting the procedurally deformed curves will be implemented separately. * The `Deform Curves on Surface` node is not generic and can only be used for one specific purpose currently. We plan to generalize this more in the future by adding support by exposing more inputs and/or by turning it into a node group. Differential Revision: https://developer.blender.org/D14864
2022-06-01Cleanup: use 'e' prefix for enum typesCampbell Barton
- CustomDataType -> eCustomDataType - CustomDataMask -> eCustomDataMask - AttributeDomain -> eAttrDomain - NamedAttributeUsage -> eNamedAttrUsage
2022-05-31Geometry Nodes: Don't allow UI attributes as modifier field inputsJacques Lucke
This is an extension of 4669178fc3786e1, applying the same changes to attributes chosen in the field inputs of the geometry nodes modifier. If a UI/internal attribute is used, the attribute name button will have a red alert. Adding a disabled hint is currently a bit more complex. Also hide UI attributes in attribute search for the named attribute node. Part of D14934
2022-05-30Nodes: add separately allocated run-time data for bNodeTreeJacques Lucke
`bNodeTree` has a lot of run-time embedded in it currently. Having a separately allocated run-time struct has some benefits: * Run-time data is not stored in files. * Makes it easy to use c++ types as run-time data. * More clear distinction between what data only exists at run-time and which doesn't. This commit doesn't move all run-time data to the new struct yet, only the data where I know for sure how it is used. The remaining data can be moved separately. Differential Revision: https://developer.blender.org/D15033
2022-05-16Refactor modifiers writing code.Bastien Montagne
This changes is needed to give more control to modifiers' writing callback when defined. It will allow to implement better culling of needless data when writing e.g. modifiers from library overrides. Ref. T97967. Reviewed By: brecht, JacquesLucke Differential Revision: https://developer.blender.org/D14939
2022-05-11Cleanup: use '_num' suffix, mostly for curves & spline codeCampbell Barton
Replace tot/amount & size with num, in keeping with T85728.
2022-05-10UI: Geometry Nodes IconDalai Felinto
Geometry Nodes (new) icon. So far we were using the generic node-tree icon for geometry nodes, not anymore. The new icon is composed of 4 spheres that is a reference to the original pebbles demo. Scattering points was also the turning point for the project (which originally was focusing on dynamic effects), and to this day is one of the first steps for everything procedural such as hair. Note that the modifier icon is still showing as white in the outliner. The alternative is to be blue everywhere. Patch review and feedback by Hans Goudey. Icon creation in collaboration with Pablo Vazquez.
2022-04-28Fix T93899: Incorrect decorator buttons for geometry nodes vector/colorsHans Goudey
For properties exposed to the geometry nodes modifier, decorators didn't work at all for colors and it only worked on the X component of vectors. The fix is to use -1 for the RNA index of the decorator button instead of 1, which lets the UI code figure out what to do with arrays.
2022-04-28Geometry Nodes: Add default attribute name to field inputs/outputsHans Goudey
Geometry node group inputs and outputs get a new property that controls the attribute name used for that field input/output when assigning the node group to a modifier for the first time. If the default name is assigned to an input, the default "Use attribute name" is true . In order to properly detect when a node group is first assigned, the modifier now clears its properties when clearing the node group. Ref T96707 Differential Revision: https://developer.blender.org/D14761
2022-04-26Geometry Nodes: rename used attributes panelJacques Lucke
The new name is `Internal Dependencies`. * Is more inline with the general goal of the panel. * Can also show which external objects are used in the node tree in the future. This name was choosen in the geometry nodes submodule meeting (2022-04-25). Differential Revision: https://developer.blender.org/D14752
2022-04-25Fix: use natural string sorting for attribute namesJacques Lucke
2022-04-21Fix: Memory leak writing to builtin attribute from modifierHans Goudey
If the attribute already existed, but had a different domain or data type than the user tried to write to it with (i.e. writing to `position` with a float), then the data from field evaluation wasn't freed. This restructures the geometry nodes modifier attribute writing process to solve that problem and remove some of the nested if statements that made the process confusing. One case that still doesn't work is writing to a builtin attribute from a different domain. If `OutputAttribute` gets that feature then that could be supported here too. Differential Revision: https://developer.blender.org/D14706
2022-04-21Geometry Nodes: show used named attributes in modifierJacques Lucke
This adds a new subpanel to the geometry nodes modifier which is just used to display information about used attributes. * A new panel is used because adding this information anywhere else clutters the ui too much imo. * The general layout is similar to that in the tooltip. I found it to be more trouble than it's worth to share this code. Possible future improvements: * Don't show the panel if there are no used named attributes. * Add some heuristics to determine which named attributes the user does not have to care about because they are only used in the node group and don't affect anything else. Differential Revision: https://developer.blender.org/D14701
2022-04-01Cycles: enable Alembic procedural for final rendersKévin Dietrich
The Alembic procedural was only enabled during viewport renders originally because it did not have any caching strategy. Now that is does, we can allow its usage in final renders. This also removes the `dag_eval_mode` argument passing to `ModifierTypeInfo.dependsOnTime` which was originally added to detect if we are doing a viewport render for enabling the procedural. Differential Revision: https://developer.blender.org/D14520
2022-04-01Cleanup: Move geometry set fields to a separate headerHans Goudey
This commit moves declarations that depend on `FN_field.hh` out of `BKE_geometry_set.hh` into `BKE_geometry_fields.hh`. This helps to reduce the number of areas that need to depend on the functions module, which recently came in in review of D11591. In the future we may have a library of standard field inputs in order to make composing algorithms easier, so it makes sense to have a header that could contain them and some basic related utilities relating the concepts of geometry and fields. Reducing use of unnecessary headers may also reduce compilation time. Differential Revision: https://developer.blender.org/D14517
2022-03-29Geometry Nodes: Don't create node tree when adding nodes modifierLeon Schittek
Don't always create a new geometry nodes node tree when adding a geometry nodes modifier. This avoids files getting cluttered with empty and unused geometry node trees that are created every time a nodes modifier is added to an object - even if only to apply an already existing. This is also more consistent with other modifiers that also don't automatically create new data blocks. The new modifier still automatically gets populated with a new node tree when adding it via the "New" button in the header of the geometry nodes editor. Reviewed By: Hans Goudey, Dalai Felinto, Pablo Vazquez Differential Revision: D14458
2022-03-19BLI: move generic data structures to blenlibJacques Lucke
This is a follow up to rB2252bc6a5527cd7360d1ccfe7a2d1bc640a8dfa6.
2022-03-18BLI: move CPPType to blenlibJacques Lucke
For more detail about `CPPType`, see `BLI_cpp_type.hh` and D14367. Differential Revision: https://developer.blender.org/D14367
2022-03-16Geometry Nodes: Remove legacy node codeHans Goudey
This commit removes the implementations of legacy nodes, their type definitions, and related code that becomes unused. Now that we have two releases that included the legacy nodes, there is not much reason to include them still. Removing the code means refactoring will be easier, and old code doesn't have to be tested and maintained. After this commit, the legacy nodes will be undefined in the UI, so 3.0 or 3.1 should be used to convert files to the fields system. The net change is 12184 lines removed! The tooltip for legacy nodes mentioned that we would remove them before 4.0, which was purposefully a bit vague to allow us this flexibility. In a poll in a devtalk post showed that the majority of people were okay with removing the nodes. https://devtalk.blender.org/t/geometry-nodes-backward-compatibility-poll/20199 Differential Revision: https://developer.blender.org/D14353
2022-03-14Auto-generate RNA-structs declarations in `RNA_prototypes.h`Julian Eisel
So far it was needed to declare a new RNA struct to `RNA_access.h` manually. Since 9b298cf3dbec we generate a `RNA_prototypes.h` for RNA property declarations. Now this also includes the RNA struct declarations, so they don't have to be added manually anymore. Differential Revision: https://developer.blender.org/D13862 Reviewed by: brecht, campbellbarton
2022-03-02Merge branch 'blender-v3.1-release'Hans Goudey
2022-03-02Fix T95479: geometry nodes crash with cage displayJacques Lucke
Differential Revision: https://developer.blender.org/D14225
2022-02-21Merge branch 'blender-v3.1-release'Hans Goudey
2022-02-21Fix T93873: Wrong limits for color socket exposed to modifierHans Goudey
Limit the min and max of the IDProperty for the node group input from 0 to infinity, and the soft min and max between 0 and 1. Thanks to @PratikPB2123 for investigation.
2022-02-18Merge branch 'blender-v3.1-release'Hans Goudey
2022-02-18Fix T93526: Missing tooltip for attribute search buttonPratik Borhade
For the attribute search button, the tooltip was missing if the input socket type has attribute toggle activated. Differential Revision: https://developer.blender.org/D14142
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
2022-02-09Merge branch 'blender-v3.1-release'Jacques Lucke
2022-02-09Fix T95612: only overwrite existing attributes with matching domain and typeJacques Lucke
Also fixes T95611 and T95610. Differential Revision: https://developer.blender.org/D14051
2022-02-04Merge branch 'blender-v3.1-release'Jacques Lucke
2022-02-04Fix T95489: support writing to vertex groups with geometry nodes againJacques Lucke
Technically, this can't be relied upon in the long term. It worked more or less accidentally before. It was broken by a previous fix accidentally. I mainly bring it back because rBa985f558a6eb16cd6f0 was not expected to have this side effect. Note, this change can result in slower performance. Writing to a vertex groups is less efficient than using a generic attribute.
2022-02-03Merge branch 'blender-v3.1-release'Sergey Sharybin
2022-02-03Fix assert in original modifiers pointer update functionSergey Sharybin
The issue was happening with a specific file where the ID management code was not fully copying all modifiers because of the extra check in the `BKE_object_support_modifier_type_check()`. While it is arguable that copy-on-write should be a 1:1 copy there is no real need to maintain the per-modifier pointer to its original. Use its SessionUUID to perform lookup in the original datablock. Downside of this approach is that it is a linear lookup instead of direct pointer access, but the upside is that there is less pointers to manage and that the file with unsupported modifiers does behave correct without any asserts. Differential Revision: https://developer.blender.org/D13993
2022-02-02Merge branch 'blender-v3.1-release'Jacques Lucke
2022-02-02Fix T95084: evaluate all output attributes before changing geometryJacques Lucke
This refactors how output attributes are computed in the geometry nodes modifier. Previously, all output attributes were computed one after the other. Every attribute was stored on the geometry directly after computing it. The issue was that other output attributes might depend on the already overwritten attributes, leading to unexpected behavior. The solution is to compute all output attributes first before changing the geometry. Under specific circumstances, this refactor can result in a speedup, because output attributes on the same domain are evaluated together now. Overwriting existing might have become a bit slower, because we write the attribute into new buffer instead of using the existing one. Differential Revision: https://developer.blender.org/D13983
2022-02-02Geometry Nodes: Remove object transform dependency in some casesHans Goudey
The geometry nodes modifier currently always adds a dependency relation from the evaluated geometry to the object transform. However, that can be avoided unless there is a collection or object info node in "Relative" mode. In order to avoid requiring dependency graph relations updates often when editing a node tree, this patch doesn't check if the node is muted or if the data-block sockets are empty before adding the dependency. Fixes T95265 Differential Revision: https://developer.blender.org/D13973
2022-02-01Cleanup: Add missing breaks in previous commitHans Goudey
I missed compile warnings for these. Sorry for the noise. Also combine assignments with null checks to save a few lines.
2022-02-01Cleanup: Return early, use switch, rename functionHans Goudey
2022-01-30Cleanup: Remove modifier type hair callbackHans Goudey
This is similar to e032ca2e25bf2e305b66 which removed the callback for volumes. Now that we have geometry sets, there is no need to define a callback for every data type, and this wasn't used. Procedural curves/hair editing will use nodes rather than new modifier types anyway.
2022-01-12BLI: Refactor vector types & functions to use templatesClément Foucault
This patch implements the vector types (i.e:`float2`) by making heavy usage of templating. All vector functions are now outside of the vector classes (inside the `blender::math` namespace) and are not vector size dependent for the most part. In the ongoing effort to make shaders less GL centric, we are aiming to share more code between GLSL and C++ to avoid code duplication. ####Motivations: - We are aiming to share UBO and SSBO structures between GLSL and C++. This means we will use many of the existing vector types and others we currently don't have (uintX, intX). All these variations were asking for many more code duplication. - Deduplicate existing code which is duplicated for each vector size. - We also want to share small functions. Which means that vector functions should be static and not in the class namespace. - Reduce friction to use these types in new projects due to their incompleteness. - The current state of the `BLI_(float|double|mpq)(2|3|4).hh` is a bit of a let down. Most clases are incomplete, out of sync with each others with different codestyles, and some functions that should be static are not (i.e: `float3::reflect()`). ####Upsides: - Still support `.x, .y, .z, .w` for readability. - Compact, readable and easilly extendable. - All of the vector functions are available for all the vectors types and can be restricted to certain types. Also template specialization let us define exception for special class (like mpq). - With optimization ON, the compiler unroll the loops and performance is the same. ####Downsides: - Might impact debugability. Though I would arge that the bugs are rarelly caused by the vector class itself (since the operations are quite trivial) but by the type conversions. - Might impact compile time. I did not saw a significant impact since the usage is not really widespread. - Functions needs to be rewritten to support arbitrary vector length. For instance, one can't call `len_squared_v3v3` in `math::length_squared()` and call it a day. - Type cast does not work with the template version of the `math::` vector functions. Meaning you need to manually cast `float *` and `(float *)[3]` to `float3` for the function calls. i.e: `math::distance_squared(float3(nearest.co), positions[i]);` - Some parts might loose in readability: `float3::dot(v1.normalized(), v2.normalized())` becoming `math::dot(math::normalize(v1), math::normalize(v2))` But I propose, when appropriate, to use `using namespace blender::math;` on function local or file scope to increase readability. `dot(normalize(v1), normalize(v2))` ####Consideration: - Include back `.length()` method. It is quite handy and is more C++ oriented. - I considered the GLM library as a candidate for replacement. It felt like too much for what we need and would be difficult to extend / modify to our needs. - I used Macros to reduce code in operators declaration and potential copy paste bugs. This could reduce debugability and could be reverted. - This touches `delaunay_2d.cc` and the intersection code. I would like to know @howardt opinion on the matter. - The `noexcept` on the copy constructor of `mpq(2|3)` is being removed. But according to @JacquesLucke it is not a real problem for now. I would like to give a huge thanks to @JacquesLucke who helped during this and pushed me to reduce the duplication further. Reviewed By: brecht, sergey, JacquesLucke Differential Revision: https://developer.blender.org/D13791
2022-01-12Revert "BLI: Refactor vector types & functions to use templates"Clément Foucault
Includes unwanted changes This reverts commit 46e049d0ce2bce2f53ddc41a0dbbea2969d00a5d.
2022-01-12BLI: Refactor vector types & functions to use templatesClment Foucault
This patch implements the vector types (i.e:`float2`) by making heavy usage of templating. All vector functions are now outside of the vector classes (inside the `blender::math` namespace) and are not vector size dependent for the most part. In the ongoing effort to make shaders less GL centric, we are aiming to share more code between GLSL and C++ to avoid code duplication. ####Motivations: - We are aiming to share UBO and SSBO structures between GLSL and C++. This means we will use many of the existing vector types and others we currently don't have (uintX, intX). All these variations were asking for many more code duplication. - Deduplicate existing code which is duplicated for each vector size. - We also want to share small functions. Which means that vector functions should be static and not in the class namespace. - Reduce friction to use these types in new projects due to their incompleteness. - The current state of the `BLI_(float|double|mpq)(2|3|4).hh` is a bit of a let down. Most clases are incomplete, out of sync with each others with different codestyles, and some functions that should be static are not (i.e: `float3::reflect()`). ####Upsides: - Still support `.x, .y, .z, .w` for readability. - Compact, readable and easilly extendable. - All of the vector functions are available for all the vectors types and can be restricted to certain types. Also template specialization let us define exception for special class (like mpq). - With optimization ON, the compiler unroll the loops and performance is the same. ####Downsides: - Might impact debugability. Though I would arge that the bugs are rarelly caused by the vector class itself (since the operations are quite trivial) but by the type conversions. - Might impact compile time. I did not saw a significant impact since the usage is not really widespread. - Functions needs to be rewritten to support arbitrary vector length. For instance, one can't call `len_squared_v3v3` in `math::length_squared()` and call it a day. - Type cast does not work with the template version of the `math::` vector functions. Meaning you need to manually cast `float *` and `(float *)[3]` to `float3` for the function calls. i.e: `math::distance_squared(float3(nearest.co), positions[i]);` - Some parts might loose in readability: `float3::dot(v1.normalized(), v2.normalized())` becoming `math::dot(math::normalize(v1), math::normalize(v2))` But I propose, when appropriate, to use `using namespace blender::math;` on function local or file scope to increase readability. `dot(normalize(v1), normalize(v2))` ####Consideration: - Include back `.length()` method. It is quite handy and is more C++ oriented. - I considered the GLM library as a candidate for replacement. It felt like too much for what we need and would be difficult to extend / modify to our needs. - I used Macros to reduce code in operators declaration and potential copy paste bugs. This could reduce debugability and could be reverted. - This touches `delaunay_2d.cc` and the intersection code. I would like to know @howardt opinion on the matter. - The `noexcept` on the copy constructor of `mpq(2|3)` is being removed. But according to @JacquesLucke it is not a real problem for now. I would like to give a huge thanks to @JacquesLucke who helped during this and pushed me to reduce the duplication further. Reviewed By: brecht, sergey, JacquesLucke Differential Revision: https://developer.blender.org/D13791
2022-01-12Revert "BLI: Refactor vector types & functions to use templates"Clément Foucault
Reverted because the commit removes a lot of commits. This reverts commit a2c1c368af48644fa8995ecbe7138cc0d7900c30.
2022-01-12BLI: Refactor vector types & functions to use templatesClément Foucault
This patch implements the vector types (i.e:float2) by making heavy usage of templating. All vector functions are now outside of the vector classes (inside the blender::math namespace) and are not vector size dependent for the most part. In the ongoing effort to make shaders less GL centric, we are aiming to share more code between GLSL and C++ to avoid code duplication. Motivations: - We are aiming to share UBO and SSBO structures between GLSL and C++. This means we will use many of the existing vector types and others we currently don't have (uintX, intX). All these variations were asking for many more code duplication. - Deduplicate existing code which is duplicated for each vector size. - We also want to share small functions. Which means that vector functions should be static and not in the class namespace. - Reduce friction to use these types in new projects due to their incompleteness. - The current state of the BLI_(float|double|mpq)(2|3|4).hh is a bit of a let down. Most clases are incomplete, out of sync with each others with different codestyles, and some functions that should be static are not (i.e: float3::reflect()). Upsides: - Still support .x, .y, .z, .w for readability. - Compact, readable and easilly extendable. - All of the vector functions are available for all the vectors types and can be restricted to certain types. Also template specialization let us define exception for special class (like mpq). - With optimization ON, the compiler unroll the loops and performance is the same. Downsides: - Might impact debugability. Though I would arge that the bugs are rarelly caused by the vector class itself (since the operations are quite trivial) but by the type conversions. - Might impact compile time. I did not saw a significant impact since the usage is not really widespread. - Functions needs to be rewritten to support arbitrary vector length. For instance, one can't call len_squared_v3v3 in math::length_squared() and call it a day. - Type cast does not work with the template version of the math:: vector functions. Meaning you need to manually cast float * and (float *)[3] to float3 for the function calls. i.e: math::distance_squared(float3(nearest.co), positions[i]); - Some parts might loose in readability: float3::dot(v1.normalized(), v2.normalized()) becoming math::dot(math::normalize(v1), math::normalize(v2)) But I propose, when appropriate, to use using namespace blender::math; on function local or file scope to increase readability. dot(normalize(v1), normalize(v2)) Consideration: - Include back .length() method. It is quite handy and is more C++ oriented. - I considered the GLM library as a candidate for replacement. It felt like too much for what we need and would be difficult to extend / modify to our needs. - I used Macros to reduce code in operators declaration and potential copy paste bugs. This could reduce debugability and could be reverted. - This touches delaunay_2d.cc and the intersection code. I would like to know @Howard Trickey (howardt) opinion on the matter. - The noexcept on the copy constructor of mpq(2|3) is being removed. But according to @Jacques Lucke (JacquesLucke) it is not a real problem for now. I would like to give a huge thanks to @Jacques Lucke (JacquesLucke) who helped during this and pushed me to reduce the duplication further. Reviewed By: brecht, sergey, JacquesLucke Differential Revision: http://developer.blender.org/D13791
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