From f517b3a29568fd43b722973c7c46d3c358ba0dda Mon Sep 17 00:00:00 2001 From: Jacques Lucke Date: Wed, 18 May 2022 16:42:49 +0200 Subject: Fix T98157: improve animation fps with better check in depsgraph Previously, the depsgraph assumed that every node tree might contain a reference to a video. This resulted noticeable overhead when there was no video. Checking whether a node tree contained a video was relatively expensive to do in the depsgraph. It is cheaper now due to the structure of the new node tree updater. This also adds an additional run-time field to `bNodeTree` (there are quite a few already). We should move those to a separate run-time struct, but not as part of a bug fix. Differential Revision: https://developer.blender.org/D14957 --- source/blender/blenkernel/intern/node.cc | 1 + .../blender/blenkernel/intern/node_tree_update.cc | 31 ++++++++++++++++++++++ .../depsgraph/intern/builder/deg_builder_nodes.cc | 19 +++++++------ .../intern/builder/deg_builder_relations.cc | 11 +++++--- source/blender/makesdna/DNA_node_types.h | 13 ++++++++- 5 files changed, 63 insertions(+), 12 deletions(-) (limited to 'source/blender') diff --git a/source/blender/blenkernel/intern/node.cc b/source/blender/blenkernel/intern/node.cc index 200eefb73ec..e9c8b438284 100644 --- a/source/blender/blenkernel/intern/node.cc +++ b/source/blender/blenkernel/intern/node.cc @@ -670,6 +670,7 @@ void ntreeBlendReadData(BlendDataReader *reader, bNodeTree *ntree) ntree->progress = nullptr; ntree->execdata = nullptr; + ntree->runtime_flag = 0; ntree->field_inferencing_interface = nullptr; BKE_ntree_update_tag_missing_runtime_data(ntree); diff --git a/source/blender/blenkernel/intern/node_tree_update.cc b/source/blender/blenkernel/intern/node_tree_update.cc index baf3a0c8d22..8afe7ce7520 100644 --- a/source/blender/blenkernel/intern/node_tree_update.cc +++ b/source/blender/blenkernel/intern/node_tree_update.cc @@ -12,6 +12,7 @@ #include "DNA_node_types.h" #include "BKE_anim_data.h" +#include "BKE_image.h" #include "BKE_main.h" #include "BKE_node.h" #include "BKE_node_tree_update.h" @@ -984,6 +985,7 @@ class NodeTreeMainUpdater { this->remove_unused_previews_when_necessary(ntree); this->ensure_tree_ref(ntree, tree_ref); + this->update_has_image_animation(*tree_ref); if (ntree.type == NTREE_GEOMETRY) { if (node_field_inferencing::update_field_inferencing(*tree_ref)) { result.interface_changed = true; @@ -1254,6 +1256,35 @@ class NodeTreeMainUpdater { BKE_node_preview_remove_unused(&ntree); } + void update_has_image_animation(const NodeTreeRef &tree_ref) + { + bNodeTree &ntree = *tree_ref.btree(); + ntree.runtime_flag &= ~NTREE_RUNTIME_FLAG_HAS_IMAGE_ANIMATION; + if (ntree.type != NTREE_SHADER) { + return; + } + + /* Check if a used node group has an animated image. */ + for (const NodeRef *group_node : tree_ref.nodes_by_type("NodeGroup")) { + const bNodeTree *group = reinterpret_cast(group_node->bnode()->id); + if (group != nullptr) { + if (group->runtime_flag & NTREE_RUNTIME_FLAG_HAS_IMAGE_ANIMATION) { + ntree.runtime_flag |= NTREE_RUNTIME_FLAG_HAS_IMAGE_ANIMATION; + return; + } + } + } + /* Check if the tree itself has an animated image. */ + for (const StringRefNull idname : {"ShaderNodeTexImage", "ShaderNodeTexEnvironment"}) + for (const NodeRef *node : tree_ref.nodes_by_type(idname)) { + Image *image = reinterpret_cast(node->bnode()->id); + if (image != nullptr && BKE_image_is_animated(image)) { + ntree.runtime_flag |= NTREE_RUNTIME_FLAG_HAS_IMAGE_ANIMATION; + return; + } + } + } + void update_node_levels(bNodeTree &ntree) { ntreeUpdateNodeLevels(&ntree); diff --git a/source/blender/depsgraph/intern/builder/deg_builder_nodes.cc b/source/blender/depsgraph/intern/builder/deg_builder_nodes.cc index 4782f1c4a5d..c6fc3cd5d0b 100644 --- a/source/blender/depsgraph/intern/builder/deg_builder_nodes.cc +++ b/source/blender/depsgraph/intern/builder/deg_builder_nodes.cc @@ -1078,14 +1078,17 @@ void DepsgraphNodeBuilder::build_animdata_nlastrip_targets(ListBase *strips) void DepsgraphNodeBuilder::build_animation_images(ID *id) { - /* GPU materials might use an animated image. However, these materials have no been built yet. We - * could scan the entire node tree recursively to check if any texture node has a video. That is - * quite expensive. For now just always add this operation node, because it is very fast. */ - /* TODO: Add a more precise check when it is cheaper to iterate over all image nodes in a node - * tree. */ - const bool can_have_gpu_material = ELEM(GS(id->name), ID_MA, ID_WO); - - if (can_have_gpu_material || BKE_image_user_id_has_animation(id)) { + /* GPU materials might use an animated image. However, these materials have no been built yet so + * we have to check if they might be created during evaluation. */ + bool has_image_animation = false; + if (ELEM(GS(id->name), ID_MA, ID_WO)) { + bNodeTree *ntree = *BKE_ntree_ptr_from_id(id); + if (ntree != nullptr && ntree->runtime_flag & NTREE_RUNTIME_FLAG_HAS_IMAGE_ANIMATION) { + has_image_animation = true; + } + } + + if (has_image_animation || BKE_image_user_id_has_animation(id)) { ID *id_cow = get_cow_id(id); add_operation_node( id, diff --git a/source/blender/depsgraph/intern/builder/deg_builder_relations.cc b/source/blender/depsgraph/intern/builder/deg_builder_relations.cc index 5eccb5a4eb2..3eeab23823c 100644 --- a/source/blender/depsgraph/intern/builder/deg_builder_relations.cc +++ b/source/blender/depsgraph/intern/builder/deg_builder_relations.cc @@ -1446,10 +1446,15 @@ void DepsgraphRelationBuilder::build_animdata_drivers(ID *id) void DepsgraphRelationBuilder::build_animation_images(ID *id) { /* See #DepsgraphNodeBuilder::build_animation_images. */ - const bool can_have_gpu_material = ELEM(GS(id->name), ID_MA, ID_WO); + bool has_image_animation = false; + if (ELEM(GS(id->name), ID_MA, ID_WO)) { + bNodeTree *ntree = *BKE_ntree_ptr_from_id(id); + if (ntree != nullptr && ntree->runtime_flag & NTREE_RUNTIME_FLAG_HAS_IMAGE_ANIMATION) { + has_image_animation = true; + } + } - /* TODO: can we check for existence of node for performance? */ - if (can_have_gpu_material || BKE_image_user_id_has_animation(id)) { + if (has_image_animation || BKE_image_user_id_has_animation(id)) { OperationKey image_animation_key( id, NodeType::IMAGE_ANIMATION, OperationCode::IMAGE_ANIMATION); TimeSourceKey time_src_key; diff --git a/source/blender/makesdna/DNA_node_types.h b/source/blender/makesdna/DNA_node_types.h index d18fe1b81dd..b66fe31c00e 100644 --- a/source/blender/makesdna/DNA_node_types.h +++ b/source/blender/makesdna/DNA_node_types.h @@ -499,7 +499,13 @@ typedef struct bNodeTree { int type; - char _pad1[4]; + /** + * Used to cache run-time information of the node tree. + * #eNodeTreeRuntimeFlag. + */ + uint8_t runtime_flag; + + char _pad1[3]; /** * Sockets in groups have unique identifiers, adding new sockets always @@ -601,6 +607,11 @@ typedef enum eNodeTreeExecutionMode { NTREE_EXECUTION_MODE_FULL_FRAME = 1, } eNodeTreeExecutionMode; +typedef enum eNodeTreeRuntimeFlag { + /** There is a node that references an image with animation. */ + NTREE_RUNTIME_FLAG_HAS_IMAGE_ANIMATION = 1 << 0, +} eNodeTreeRuntimeFlag; + /* socket value structs for input buttons * DEPRECATED now using ID properties */ -- cgit v1.2.3