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/*
 * 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.
 */

/** \file
 * \ingroup depsgraph
 *
 * Methods for constructing depsgraph.
 */

#include "MEM_guardedalloc.h"

#include "BLI_utildefines.h"
#include "BLI_ghash.h"
#include "BLI_listbase.h"

#include "PIL_time.h"
#include "PIL_time_utildefines.h"

extern "C" {
#include "DNA_cachefile_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"

#include "BKE_main.h"
#include "BKE_scene.h"
} /* extern "C" */

#include "DEG_depsgraph.h"
#include "DEG_depsgraph_debug.h"
#include "DEG_depsgraph_build.h"

#include "builder/deg_builder.h"
#include "builder/deg_builder_cycle.h"
#include "builder/deg_builder_nodes.h"
#include "builder/deg_builder_relations.h"
#include "builder/deg_builder_transitive.h"

#include "intern/debug/deg_debug.h"

#include "intern/node/deg_node.h"
#include "intern/node/deg_node_component.h"
#include "intern/node/deg_node_id.h"
#include "intern/node/deg_node_operation.h"

#include "intern/depsgraph_type.h"

/* ****************** */
/* External Build API */

static DEG::NodeType deg_build_scene_component_type(
        eDepsSceneComponentType component)
{
	switch (component) {
		case DEG_SCENE_COMP_PARAMETERS:     return DEG::NodeType::PARAMETERS;
		case DEG_SCENE_COMP_ANIMATION:      return DEG::NodeType::ANIMATION;
		case DEG_SCENE_COMP_SEQUENCER:      return DEG::NodeType::SEQUENCER;
	}
	return DEG::NodeType::UNDEFINED;
}

static DEG::NodeType deg_build_object_component_type(
        eDepsObjectComponentType component)
{
	switch (component) {
		case DEG_OB_COMP_PARAMETERS:        return DEG::NodeType::PARAMETERS;
		case DEG_OB_COMP_PROXY:             return DEG::NodeType::PROXY;
		case DEG_OB_COMP_ANIMATION:         return DEG::NodeType::ANIMATION;
		case DEG_OB_COMP_TRANSFORM:         return DEG::NodeType::TRANSFORM;
		case DEG_OB_COMP_GEOMETRY:          return DEG::NodeType::GEOMETRY;
		case DEG_OB_COMP_EVAL_POSE:         return DEG::NodeType::EVAL_POSE;
		case DEG_OB_COMP_BONE:              return DEG::NodeType::BONE;
		case DEG_OB_COMP_SHADING:           return DEG::NodeType::SHADING;
		case DEG_OB_COMP_CACHE:             return DEG::NodeType::CACHE;
	}
	return DEG::NodeType::UNDEFINED;
}

static DEG::DepsNodeHandle *get_node_handle(DepsNodeHandle *node_handle)
{
	return reinterpret_cast<DEG::DepsNodeHandle *>(node_handle);
}

void DEG_add_scene_relation(DepsNodeHandle *node_handle,
                            Scene *scene,
                            eDepsSceneComponentType component,
                            const char *description)
{
	DEG::NodeType type = deg_build_scene_component_type(component);
	DEG::ComponentKey comp_key(&scene->id, type);
	DEG::DepsNodeHandle *deg_node_handle = get_node_handle(node_handle);
	deg_node_handle->builder->add_node_handle_relation(comp_key,
	                                                   deg_node_handle,
	                                                   description);
}

void DEG_add_object_relation(DepsNodeHandle *node_handle,
                             Object *object,
                             eDepsObjectComponentType component,
                             const char *description)
{
	DEG::NodeType type = deg_build_object_component_type(component);
	DEG::ComponentKey comp_key(&object->id, type);
	DEG::DepsNodeHandle *deg_node_handle = get_node_handle(node_handle);
	deg_node_handle->builder->add_node_handle_relation(comp_key,
	                                                   deg_node_handle,
	                                                   description);
}

void DEG_add_object_cache_relation(DepsNodeHandle *node_handle,
                                   CacheFile *cache_file,
                                   eDepsObjectComponentType component,
                                   const char *description)
{
	DEG::NodeType type = deg_build_object_component_type(component);
	DEG::ComponentKey comp_key(&cache_file->id, type);
	DEG::DepsNodeHandle *deg_node_handle = get_node_handle(node_handle);
	deg_node_handle->builder->add_node_handle_relation(comp_key,
	                                                   deg_node_handle,
	                                                   description);
}

void DEG_add_bone_relation(DepsNodeHandle *node_handle,
                           Object *object,
                           const char *bone_name,
                           eDepsObjectComponentType component,
                           const char *description)
{
	DEG::NodeType type = deg_build_object_component_type(component);
	DEG::ComponentKey comp_key(&object->id, type, bone_name);
	DEG::DepsNodeHandle *deg_node_handle = get_node_handle(node_handle);
	deg_node_handle->builder->add_node_handle_relation(comp_key,
	                                                   deg_node_handle,
	                                                   description);
}

void DEG_add_object_pointcache_relation(struct DepsNodeHandle *node_handle,
                                        struct Object *object,
                                        eDepsObjectComponentType component,
                                        const char *description)
{
	DEG::NodeType type = deg_build_object_component_type(component);
	DEG::ComponentKey comp_key(&object->id, type);
	DEG::DepsNodeHandle *deg_node_handle = get_node_handle(node_handle);
	DEG::DepsgraphRelationBuilder *relation_builder = deg_node_handle->builder;
	/* Add relation from source to the node handle. */
	relation_builder->add_node_handle_relation(
	        comp_key, deg_node_handle, description);
	/* Node deduct point cache component and connect source to it. */
	ID *id = DEG_get_id_from_handle(node_handle);
	DEG::ComponentKey point_cache_key(id, DEG::NodeType::POINT_CACHE);
	DEG::Relation *rel = relation_builder->add_relation(
	        comp_key, point_cache_key, "Point Cache");
	if (rel != NULL) {
		rel->flag |= DEG::RELATION_FLAG_FLUSH_USER_EDIT_ONLY;
	}
	else {
		fprintf(stderr,
		        "Error in point cache relation from %s to ^%s.\n",
		        object->id.name,
		        id->name);
	}
}

void DEG_add_generic_id_relation(struct DepsNodeHandle *node_handle,
                                 struct ID *id,
                                 const char *description)
{
	DEG::OperationKey operation_key(
	        id,
	        DEG::NodeType::GENERIC_DATABLOCK,
	        DEG::OperationCode::GENERIC_DATABLOCK_UPDATE);
	DEG::DepsNodeHandle *deg_node_handle = get_node_handle(node_handle);
	deg_node_handle->builder->add_node_handle_relation(operation_key,
	                                                   deg_node_handle,
	                                                   description);
}

void DEG_add_modifier_to_transform_relation(
        struct DepsNodeHandle *node_handle,
        const char *description)
{
	DEG::DepsNodeHandle *deg_node_handle = get_node_handle(node_handle);
	deg_node_handle->builder->add_modifier_to_transform_relation(
	        deg_node_handle,
	        description);
}

void DEG_add_special_eval_flag(struct DepsNodeHandle *node_handle,
                               ID *id,
                               uint32_t flag)
{
	DEG::DepsNodeHandle *deg_node_handle = get_node_handle(node_handle);
	deg_node_handle->builder->add_special_eval_flag(id, flag);
}

void DEG_add_customdata_mask(struct DepsNodeHandle *node_handle,
                             struct Object *object,
                             uint64_t mask)
{
	DEG::DepsNodeHandle *deg_node_handle = get_node_handle(node_handle);
	deg_node_handle->builder->add_customdata_mask(object, mask);
}

struct ID *DEG_get_id_from_handle(struct DepsNodeHandle *node_handle)
{
	DEG::DepsNodeHandle *deg_handle = get_node_handle(node_handle);
	return deg_handle->node->owner->owner->id_orig;
}

struct Depsgraph *DEG_get_graph_from_handle(struct DepsNodeHandle *node_handle)
{
	DEG::DepsNodeHandle *deg_node_handle = get_node_handle(node_handle);
	DEG::DepsgraphRelationBuilder *relation_builder = deg_node_handle->builder;
	return reinterpret_cast<Depsgraph *>(relation_builder->getGraph());
}

/* ******************** */
/* Graph Building API's */

/* Build depsgraph for the given scene layer, and dump results in given
 * graph container.
 */
void DEG_graph_build_from_view_layer(Depsgraph *graph,
                                      Main *bmain,
                                      Scene *scene,
                                      ViewLayer *view_layer)
{
	double start_time = 0.0;
	if (G.debug & (G_DEBUG_DEPSGRAPH_BUILD | G_DEBUG_DEPSGRAPH_TIME)) {
		start_time = PIL_check_seconds_timer();
	}
	DEG::Depsgraph *deg_graph = reinterpret_cast<DEG::Depsgraph *>(graph);
	/* Perform sanity checks. */
	BLI_assert(BLI_findindex(&scene->view_layers, view_layer) != -1);
	BLI_assert(deg_graph->scene == scene);
	BLI_assert(deg_graph->view_layer == view_layer);
	/* Generate all the nodes in the graph first */
	DEG::DepsgraphNodeBuilder node_builder(bmain, deg_graph);
	node_builder.begin_build();
	node_builder.build_view_layer(scene,
	                               view_layer,
	                               DEG::DEG_ID_LINKED_DIRECTLY);
	node_builder.end_build();
	/* Hook up relationships between operations - to determine evaluation
	 * order. */
	DEG::DepsgraphRelationBuilder relation_builder(bmain, deg_graph);
	relation_builder.begin_build();
	relation_builder.build_view_layer(scene, view_layer);
	relation_builder.build_copy_on_write_relations();
	/* Detect and solve cycles. */
	DEG::deg_graph_detect_cycles(deg_graph);
	/* Simplify the graph by removing redundant relations (to optimize
	 * 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::deg_graph_transitive_reduction(deg_graph);
	}
	/* Store pointers to commonly used valuated datablocks. */
	deg_graph->scene_cow = (Scene *)deg_graph->get_cow_id(&deg_graph->scene->id);
	/* Flush visibility layer and re-schedule nodes for update. */
	DEG::deg_graph_build_finalize(bmain, deg_graph);
	DEG_graph_on_visible_update(bmain, graph);
#if 0
	if (!DEG_debug_consistency_check(deg_graph)) {
		printf("Consistency validation failed, ABORTING!\n");
		abort();
	}
#endif
	/* Relations are up to date. */
	deg_graph->need_update = false;
	/* Finish statistics. */
	if (G.debug & (G_DEBUG_DEPSGRAPH_BUILD | G_DEBUG_DEPSGRAPH_TIME)) {
		printf("Depsgraph built in %f seconds.\n",
		       PIL_check_seconds_timer() - start_time);
	}
}

/* Tag graph relations for update. */
void DEG_graph_tag_relations_update(Depsgraph *graph)
{
	DEG_DEBUG_PRINTF(graph, TAG, "%s: Tagging relations for update.\n", __func__);
	DEG::Depsgraph *deg_graph = reinterpret_cast<DEG::Depsgraph *>(graph);
	deg_graph->need_update = true;
	/* NOTE: When relations are updated, it's quite possible that
	 * we've got new bases in the scene. This means, we need to
	 * re-create flat array of bases in view layer.
	 *
	 * TODO(sergey): Try to make it so we don't flush updates
	 * to the whole depsgraph. */
	DEG::IDNode *id_node = deg_graph->find_id_node(&deg_graph->scene->id);
	if (id_node != NULL) {
		id_node->tag_update(deg_graph, DEG::DEG_UPDATE_SOURCE_RELATIONS);
	}
}

/* Create or update relations in the specified graph. */
void DEG_graph_relations_update(Depsgraph *graph,
                                Main *bmain,
                                Scene *scene,
                                ViewLayer *view_layer)
{
	DEG::Depsgraph *deg_graph = (DEG::Depsgraph *)graph;
	if (!deg_graph->need_update) {
		/* Graph is up to date, nothing to do. */
		return;
	}
	DEG_graph_build_from_view_layer(graph, bmain, scene, view_layer);
}

/* Tag all relations for update. */
void DEG_relations_tag_update(Main *bmain)
{
	DEG_GLOBAL_DEBUG_PRINTF(TAG, "%s: Tagging relations for update.\n", __func__);
	LISTBASE_FOREACH (Scene *, scene, &bmain->scene) {
		LISTBASE_FOREACH (ViewLayer *, view_layer, &scene->view_layers) {
			Depsgraph *depsgraph =
			        (Depsgraph *)BKE_scene_get_depsgraph(scene,
			                                             view_layer,
			                                             false);
			if (depsgraph != NULL) {
				DEG_graph_tag_relations_update(depsgraph);
			}
		}
	}
}