/* * ***** BEGIN GPL LICENSE BLOCK ***** * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * The Original Code is Copyright (C) 2013 Blender Foundation. * All rights reserved. * * Original Author: Joshua Leung * Contributor(s): Based on original depsgraph.c code - Blender Foundation (2005-2013) * * ***** END GPL LICENSE BLOCK ***** */ /** \file blender/depsgraph/intern/depsgraph_build.cc * \ingroup depsgraph * * Methods for constructing depsgraph. */ #include #include "MEM_guardedalloc.h" extern "C" { #include "BLI_blenlib.h" #include "BLI_string.h" #include "BLI_utildefines.h" #include "DNA_action_types.h" #include "DNA_anim_types.h" #include "DNA_armature_types.h" #include "DNA_camera_types.h" #include "DNA_constraint_types.h" #include "DNA_curve_types.h" #include "DNA_effect_types.h" #include "DNA_group_types.h" #include "DNA_key_types.h" #include "DNA_lamp_types.h" #include "DNA_material_types.h" #include "DNA_mesh_types.h" #include "DNA_meta_types.h" #include "DNA_node_types.h" #include "DNA_particle_types.h" #include "DNA_object_types.h" #include "DNA_rigidbody_types.h" #include "DNA_scene_types.h" #include "DNA_texture_types.h" #include "DNA_world_types.h" #include "BKE_action.h" #include "BKE_armature.h" #include "BKE_animsys.h" #include "BKE_constraint.h" #include "BKE_curve.h" #include "BKE_effect.h" #include "BKE_fcurve.h" #include "BKE_group.h" #include "BKE_key.h" #include "BKE_library.h" #include "BKE_main.h" #include "BKE_material.h" #include "BKE_mball.h" #include "BKE_modifier.h" #include "BKE_node.h" #include "BKE_object.h" #include "BKE_particle.h" #include "BKE_rigidbody.h" #include "BKE_sound.h" #include "BKE_texture.h" #include "BKE_tracking.h" #include "BKE_world.h" #include "DEG_depsgraph.h" #include "DEG_depsgraph_debug.h" #include "DEG_depsgraph_build.h" #include "RNA_access.h" #include "RNA_types.h" } /* extern "C" */ #include "depsnode.h" #include "depsnode_component.h" #include "depsgraph_debug.h" #include "depsnode_operation.h" #include "depsgraph_types.h" #include "depsgraph_build.h" #include "depsgraph_intern.h" #include "depsgraph_util_cycle.h" #include "depsgraph_util_transitive.h" /* ****************** */ /* External Build API */ static eDepsNode_Type deg_build_scene_component_type(eDepsSceneComponentType component) { switch (component) { case DEG_SCENE_COMP_PARAMETERS: return DEPSNODE_TYPE_PARAMETERS; case DEG_SCENE_COMP_ANIMATION: return DEPSNODE_TYPE_ANIMATION; case DEG_SCENE_COMP_SEQUENCER: return DEPSNODE_TYPE_SEQUENCER; } return DEPSNODE_TYPE_UNDEFINED; } static eDepsNode_Type deg_build_object_component_type(eDepsObjectComponentType component) { switch (component) { case DEG_OB_COMP_PARAMETERS: return DEPSNODE_TYPE_PARAMETERS; case DEG_OB_COMP_PROXY: return DEPSNODE_TYPE_PROXY; case DEG_OB_COMP_ANIMATION: return DEPSNODE_TYPE_ANIMATION; case DEG_OB_COMP_TRANSFORM: return DEPSNODE_TYPE_TRANSFORM; case DEG_OB_COMP_GEOMETRY: return DEPSNODE_TYPE_GEOMETRY; case DEG_OB_COMP_EVAL_POSE: return DEPSNODE_TYPE_EVAL_POSE; case DEG_OB_COMP_BONE: return DEPSNODE_TYPE_BONE; case DEG_OB_COMP_EVAL_PARTICLES: return DEPSNODE_TYPE_EVAL_PARTICLES; case DEG_OB_COMP_SHADING: return DEPSNODE_TYPE_SHADING; } return DEPSNODE_TYPE_UNDEFINED; } void DEG_add_scene_relation(DepsNodeHandle *handle, struct Scene *scene, eDepsSceneComponentType component, const char *description) { eDepsNode_Type type = deg_build_scene_component_type(component); ComponentKey comp_key(&scene->id, type); handle->builder->add_node_handle_relation(comp_key, handle, DEPSREL_TYPE_GEOMETRY_EVAL, description); } void DEG_add_object_relation(DepsNodeHandle *handle, struct Object *ob, eDepsObjectComponentType component, const char *description) { eDepsNode_Type type = deg_build_object_component_type(component); ComponentKey comp_key(&ob->id, type); handle->builder->add_node_handle_relation(comp_key, handle, DEPSREL_TYPE_GEOMETRY_EVAL, description); } void DEG_add_bone_relation(DepsNodeHandle *handle, struct Object *ob, const char *bone_name, eDepsObjectComponentType component, const char *description) { eDepsNode_Type type = deg_build_object_component_type(component); ComponentKey comp_key(&ob->id, type, bone_name); // XXX: "Geometry Eval" might not always be true, but this only gets called from modifier building now handle->builder->add_node_handle_relation(comp_key, handle, DEPSREL_TYPE_GEOMETRY_EVAL, description); } void DEG_add_special_eval_flag(Depsgraph *graph, ID *id, short flag) { if (graph == NULL) { BLI_assert(!"Graph should always be valid"); return; } IDDepsNode *id_node = graph->find_id_node(id); if (id_node == NULL) { BLI_assert(!"ID should always be valid"); return; } id_node->eval_flags |= flag; } /* ********************** */ /* Utilities for Builders */ /* Get unique identifier for FCurves and Drivers */ string deg_fcurve_id_name(const FCurve *fcu) { char index_buf[32]; sprintf(index_buf, "[%d]", fcu->array_index); return string(fcu->rna_path) + index_buf; } static void deg_graph_build_finalize(Depsgraph *graph) { std::stack stack; for (Depsgraph::OperationNodes::const_iterator it_op = graph->operations.begin(); it_op != graph->operations.end(); ++it_op) { OperationDepsNode *node = *it_op; node->done = 0; node->num_links_pending = 0; for (OperationDepsNode::Relations::const_iterator it_rel = node->inlinks.begin(); it_rel != node->inlinks.end(); ++it_rel) { DepsRelation *rel = *it_rel; if ((rel->from->type == DEPSNODE_TYPE_OPERATION) && (rel->flag & DEPSREL_FLAG_CYCLIC) == 0) { ++node->num_links_pending; } } if (node->num_links_pending == 0) { stack.push(node); } IDDepsNode *id_node = node->owner->owner; id_node->id->flag |= LIB_DOIT; } while (!stack.empty()) { OperationDepsNode *node = stack.top(); if (node->done == 0 && node->outlinks.size() != 0) { for (OperationDepsNode::Relations::const_iterator it_rel = node->outlinks.begin(); it_rel != node->outlinks.end(); ++it_rel) { DepsRelation *rel = *it_rel; if (rel->to->type == DEPSNODE_TYPE_OPERATION) { OperationDepsNode *to = (OperationDepsNode *)rel->to; if ((rel->flag & DEPSREL_FLAG_CYCLIC) == 0) { BLI_assert(to->num_links_pending > 0); --to->num_links_pending; } if (to->num_links_pending == 0) { stack.push(to); } } } node->done = 1; } else { stack.pop(); IDDepsNode *id_node = node->owner->owner; for (OperationDepsNode::Relations::const_iterator it_rel = node->outlinks.begin(); it_rel != node->outlinks.end(); ++it_rel) { DepsRelation *rel = *it_rel; if (rel->to->type == DEPSNODE_TYPE_OPERATION) { OperationDepsNode *to = (OperationDepsNode *)rel->to; IDDepsNode *id_to = to->owner->owner; id_node->layers |= id_to->layers; } } /* Re-tag ID for update if it was tagged before the relations * update tag. */ ID *id = id_node->id; if (id->flag & LIB_ID_RECALC_ALL && id->flag & LIB_DOIT) { id_node->tag_update(graph); id->flag &= ~LIB_DOIT; } } } } /* ******************** */ /* Graph Building API's */ /* Build depsgraph for the given scene, and dump results in given graph container */ // XXX: assume that this is called from outside, given the current scene as the "main" scene void DEG_graph_build_from_scene(Depsgraph *graph, Main *bmain, Scene *scene) { /* 1) Generate all the nodes in the graph first */ DepsgraphNodeBuilder node_builder(bmain, graph); /* create root node for scene first * - this way it should be the first in the graph, * reflecting its role as the entrypoint */ node_builder.add_root_node(); node_builder.build_scene(bmain, scene); /* 2) Hook up relationships between operations - to determine evaluation order */ DepsgraphRelationBuilder relation_builder(graph); /* hook scene up to the root node as entrypoint to graph */ /* XXX what does this relation actually mean? * it doesnt add any operations anyway and is not clear what part of the scene is to be connected. */ //relation_builder.add_relation(RootKey(), IDKey(scene), DEPSREL_TYPE_ROOT_TO_ACTIVE, "Root to Active Scene"); relation_builder.build_scene(bmain, scene); /* Detect and solve cycles. */ deg_graph_detect_cycles(graph); /* 3) Simplify the graph by removing redundant relations (to optimise traversal later) */ // TODO: it would be useful to have an option to disable this in cases where it is causing trouble if (G.debug_value == 799) { deg_graph_transitive_reduction(graph); } /* 4) Flush visibility layer and re-schedule nodes for update. */ deg_graph_build_finalize(graph); #if 0 if (!DEG_debug_consistency_check(graph)) { printf("Consistency validation failed, ABORTING!\n"); abort(); } #endif } /* Tag graph relations for update. */ void DEG_graph_tag_relations_update(Depsgraph *graph) { graph->need_update = true; } /* Tag all relations for update. */ void DEG_relations_tag_update(Main *bmain) { for (Scene *scene = (Scene *)bmain->scene.first; scene != NULL; scene = (Scene *)scene->id.next) { if (scene->depsgraph != NULL) { DEG_graph_tag_relations_update(scene->depsgraph); } } } /* Create new graph if didn't exist yet, * or update relations if graph was tagged for update. */ void DEG_scene_relations_update(Main *bmain, Scene *scene) { if (scene->depsgraph == NULL) { /* Rebuild graph from scratch and exit. */ scene->depsgraph = DEG_graph_new(); DEG_graph_build_from_scene(scene->depsgraph, bmain, scene); return; } Depsgraph *graph = scene->depsgraph; if (!graph->need_update) { /* Graph is up to date, nothing to do. */ return; } /* Clear all previous nodes and operations. */ graph->clear_all_nodes(); graph->operations.clear(); graph->entry_tags.clear(); /* Build new nodes and relations. */ DEG_graph_build_from_scene(graph, bmain, scene); graph->need_update = false; } /* Rebuild dependency graph only for a given scene. */ void DEG_scene_relations_rebuild(Main *bmain, Scene *scene) { if (scene->depsgraph != NULL) { DEG_graph_tag_relations_update(scene->depsgraph); } DEG_scene_relations_update(bmain, scene); } void DEG_scene_graph_free(Scene *scene) { if (scene->depsgraph) { DEG_graph_free(scene->depsgraph); scene->depsgraph = NULL; } }