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/*
* ***** 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): None Yet
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/depsgraph/intern/depsgraph_tag.cc
* \ingroup depsgraph
*
* Core routines for how the Depsgraph works.
*/
#include <stdio.h>
#include <cstring> /* required for memset */
#include <queue>
#include "BLI_utildefines.h"
#include "BLI_task.h"
#include "BLI_listbase.h"
extern "C" {
#include "DNA_object_types.h"
#include "DNA_particle_types.h"
#include "DNA_screen_types.h"
#include "DNA_windowmanager_types.h"
#include "BKE_idcode.h"
#include "BKE_library.h"
#include "BKE_main.h"
#include "BKE_node.h"
#define new new_
#include "BKE_screen.h"
#undef new
} /* extern "C" */
#include "DEG_depsgraph.h"
#include "intern/builder/deg_builder.h"
#include "intern/eval/deg_eval_flush.h"
#include "intern/nodes/deg_node.h"
#include "intern/nodes/deg_node_component.h"
#include "intern/nodes/deg_node_id.h"
#include "intern/nodes/deg_node_operation.h"
#include "intern/depsgraph_intern.h"
#include "util/deg_util_foreach.h"
/* *********************** */
/* Update Tagging/Flushing */
/* Legacy depsgraph did some special trickery for things like particle systems
* when tagging ID for an update. Ideally that tagging needs to become obsolete
* in favor of havng dedicated node for that which gets tagged, but for until
* design of those areas is more clear we'll do the same legacy code here.
* - sergey -
*/
#define DEPSGRAPH_USE_LEGACY_TAGGING
namespace {
/* Data-Based Tagging ------------------------------- */
void lib_id_recalc_tag(Main *bmain, ID *id)
{
id->recalc |= ID_RECALC;
DEG_id_type_tag(bmain, GS(id->name));
}
void lib_id_recalc_data_tag(Main *bmain, ID *id)
{
id->recalc |= ID_RECALC_DATA;
DEG_id_type_tag(bmain, GS(id->name));
}
void lib_id_recalc_tag_flag(Main *bmain, ID *id, int flag)
{
if (flag) {
/* This bit of code ensures legacy object->recalc flags
* are still filled in the same way as it was expected
* with the old dependency graph.
*
* This is because some areas like motion paths and likely
* some other physics baking process are doing manual scene
* update on all the frames, trying to minimize number of
* updates.
*
* But this flag will also let us to re-construct entry
* nodes for update after relations update and after layer
* visibility changes.
*/
ID_Type idtype = GS(id->name);
if (idtype == ID_OB) {
Object *object = (Object *)id;
object->recalc |= (flag & OB_RECALC_ALL);
}
if (flag & OB_RECALC_OB)
lib_id_recalc_tag(bmain, id);
if (flag & (OB_RECALC_DATA | PSYS_RECALC))
lib_id_recalc_data_tag(bmain, id);
}
else {
lib_id_recalc_tag(bmain, id);
}
}
#ifdef DEPSGRAPH_USE_LEGACY_TAGGING
void depsgraph_legacy_handle_update_tag(Main *bmain, ID *id, short flag)
{
if (flag) {
Object *object;
short idtype = GS(id->name);
if (idtype == ID_PA) {
ParticleSystem *psys;
for (object = (Object *)bmain->object.first;
object != NULL;
object = (Object *)object->id.next)
{
for (psys = (ParticleSystem *)object->particlesystem.first;
psys != NULL;
psys = (ParticleSystem *)psys->next)
{
if (&psys->part->id == id) {
DEG_id_tag_update_ex(bmain, &object->id, flag & OB_RECALC_ALL);
psys->recalc |= (flag & PSYS_RECALC);
}
}
}
}
}
}
#endif
} /* namespace */
/* Tag all nodes in ID-block for update.
* This is a crude measure, but is most convenient for old code.
*/
void DEG_graph_id_tag_update(Main *bmain, Depsgraph *graph, ID *id)
{
DEG::Depsgraph *deg_graph = reinterpret_cast<DEG::Depsgraph *>(graph);
DEG::IDDepsNode *node = deg_graph->find_id_node(id);
lib_id_recalc_tag(bmain, id);
if (node != NULL) {
node->tag_update(deg_graph);
}
}
/* Tag given ID for an update in all the dependency graphs. */
void DEG_id_tag_update(ID *id, short flag)
{
DEG_id_tag_update_ex(G.main, id, flag);
}
void DEG_id_tag_update_ex(Main *bmain, ID *id, short flag)
{
if (id == NULL) {
/* Ideally should not happen, but old depsgraph allowed this. */
return;
}
DEG_DEBUG_PRINTF("%s: id=%s flag=%d\n", __func__, id->name, flag);
lib_id_recalc_tag_flag(bmain, id, flag);
for (Scene *scene = (Scene *)bmain->scene.first;
scene != NULL;
scene = (Scene *)scene->id.next)
{
if (scene->depsgraph) {
Depsgraph *graph = scene->depsgraph;
if (flag == 0) {
/* TODO(sergey): Currently blender is still tagging IDs
* for recalc just using flag=0. This isn't totally correct
* but we'd better deal with such cases and don't fail.
*/
DEG_graph_id_tag_update(bmain, graph, id);
continue;
}
if (flag & OB_RECALC_DATA && GS(id->name) == ID_OB) {
Object *object = (Object *)id;
if (object->data != NULL) {
DEG_graph_id_tag_update(bmain,
graph,
(ID *)object->data);
}
}
if (flag & (OB_RECALC_OB | OB_RECALC_DATA)) {
DEG_graph_id_tag_update(bmain, graph, id);
}
else if (flag & OB_RECALC_TIME) {
DEG_graph_id_tag_update(bmain, graph, id);
}
}
}
#ifdef DEPSGRAPH_USE_LEGACY_TAGGING
/* Special handling from the legacy depsgraph.
* TODO(sergey): Need to get rid of those once all the areas
* are re-formulated in terms of franular nodes.
*/
depsgraph_legacy_handle_update_tag(bmain, id, flag);
#endif
}
/* Mark a particular datablock type as having changing. */
void DEG_id_type_tag(Main *bmain, short idtype)
{
if (idtype == ID_NT) {
/* Stupid workaround so parent datablocks of nested nodetree get looped
* over when we loop over tagged datablock types.
*/
DEG_id_type_tag(bmain, ID_MA);
DEG_id_type_tag(bmain, ID_TE);
DEG_id_type_tag(bmain, ID_LA);
DEG_id_type_tag(bmain, ID_WO);
DEG_id_type_tag(bmain, ID_SCE);
}
bmain->id_tag_update[BKE_idcode_to_index(idtype)] = 1;
}
/* Recursively push updates out to all nodes dependent on this,
* until all affected are tagged and/or scheduled up for eval
*/
void DEG_ids_flush_tagged(Main *bmain)
{
for (Scene *scene = (Scene *)bmain->scene.first;
scene != NULL;
scene = (Scene *)scene->id.next)
{
DEG_scene_flush_update(bmain, scene);
}
}
void DEG_scene_flush_update(Main *bmain, Scene *scene)
{
if (scene->depsgraph == NULL) {
return;
}
DEG::deg_graph_flush_updates(
bmain,
reinterpret_cast<DEG::Depsgraph *>(scene->depsgraph));
}
/* Update dependency graph when visible scenes/layers changes. */
void DEG_graph_on_visible_update(Main *bmain, Scene *scene)
{
DEG::Depsgraph *graph = reinterpret_cast<DEG::Depsgraph *>(scene->depsgraph);
wmWindowManager *wm = (wmWindowManager *)bmain->wm.first;
int old_layers = graph->layers;
if (wm != NULL) {
BKE_main_id_tag_listbase(&bmain->scene, LIB_TAG_DOIT, true);
graph->layers = 0;
for (wmWindow *win = (wmWindow *)wm->windows.first;
win != NULL;
win = (wmWindow *)win->next)
{
Scene *scene = win->screen->scene;
if (scene->id.tag & LIB_TAG_DOIT) {
graph->layers |= BKE_screen_visible_layers(win->screen, scene);
scene->id.tag &= ~LIB_TAG_DOIT;
}
}
}
else {
/* All the layers for background render for now. */
graph->layers = (1 << 20) - 1;
}
if (old_layers != graph->layers) {
/* Tag all objects which becomes visible (or which becomes needed for dependencies)
* for recalc.
*
* This is mainly needed on file load only, after that updates of invisible objects
* will be stored in the pending list.
*/
foreach (DEG::IDDepsNode *id_node, graph->id_nodes) {
ID *id = id_node->id;
if ((id->recalc & ID_RECALC_ALL) != 0 ||
(id_node->layers & scene->lay_updated) == 0)
{
id_node->tag_update(graph);
}
/* A bit of magic: if object->recalc is set it means somebody tagged
* it for update. If corresponding ID recalc flags are zero it means
* graph has been evaluated after that and the recalc was skipped
* because of visibility check.
*/
if (GS(id->name) == ID_OB) {
Object *object = (Object *)id;
if ((id->recalc & ID_RECALC_ALL) == 0 &&
(object->recalc & OB_RECALC_ALL) != 0)
{
id_node->tag_update(graph);
DEG::ComponentDepsNode *anim_comp =
id_node->find_component(DEG::DEG_NODE_TYPE_ANIMATION);
if (anim_comp != NULL && object->recalc & OB_RECALC_TIME) {
anim_comp->tag_update(graph);
}
}
}
}
}
scene->lay_updated |= graph->layers;
/* If graph is tagged for update, we don't need to bother with updates here,
* nodes will be re-created.
*/
if (graph->need_update) {
return;
}
/* Special trick to get local view to work. */
BLI_LISTBASE_FOREACH (Base *, base, &scene->base) {
Object *object = base->object;
DEG::IDDepsNode *id_node = graph->find_id_node(&object->id);
id_node->layers = 0;
}
BLI_LISTBASE_FOREACH (Base *, base, &scene->base) {
Object *object = base->object;
DEG::IDDepsNode *id_node = graph->find_id_node(&object->id);
id_node->layers |= base->lay;
if (object == scene->camera || object->type == OB_CAMERA) {
/* Camera should always be updated, it used directly by viewport. */
id_node->layers |= (unsigned int)(-1);
}
}
DEG::deg_graph_build_flush_layers(graph);
BLI_LISTBASE_FOREACH (Base *, base, &scene->base) {
Object *object = base->object;
DEG::IDDepsNode *id_node = graph->find_id_node(&object->id);
GHASH_FOREACH_BEGIN(DEG::ComponentDepsNode *, comp, id_node->components)
{
id_node->layers |= comp->layers;
}
GHASH_FOREACH_END();
}
}
void DEG_on_visible_update(Main *bmain, const bool UNUSED(do_time))
{
for (Scene *scene = (Scene *)bmain->scene.first;
scene != NULL;
scene = (Scene *)scene->id.next)
{
if (scene->depsgraph != NULL) {
DEG_graph_on_visible_update(bmain, scene);
}
}
}
/* Check if something was changed in the database and inform
* editors about this.
*/
void DEG_ids_check_recalc(Main *bmain, Scene *scene, bool time)
{
ListBase *lbarray[MAX_LIBARRAY];
int a;
bool updated = false;
/* Loop over all ID types. */
a = set_listbasepointers(bmain, lbarray);
while (a--) {
ListBase *lb = lbarray[a];
ID *id = (ID *)lb->first;
if (id && bmain->id_tag_update[BKE_idcode_to_index(GS(id->name))]) {
updated = true;
break;
}
}
DEG::deg_editors_scene_update(bmain, scene, (updated || time));
}
void DEG_ids_clear_recalc(Main *bmain)
{
ListBase *lbarray[MAX_LIBARRAY];
bNodeTree *ntree;
int a;
/* TODO(sergey): Re-implement POST_UPDATE_HANDLER_WORKAROUND using entry_tags
* and id_tags storage from the new dependency graph.
*/
/* Loop over all ID types. */
a = set_listbasepointers(bmain, lbarray);
while (a--) {
ListBase *lb = lbarray[a];
ID *id = (ID *)lb->first;
if (id && bmain->id_tag_update[BKE_idcode_to_index(GS(id->name))]) {
for (; id; id = (ID *)id->next) {
id->recalc &= ~ID_RECALC_ALL;
/* Some ID's contain semi-datablock nodetree */
ntree = ntreeFromID(id);
if (ntree != NULL) {
ntree->id.recalc &= ~ID_RECALC_ALL;
}
}
}
}
memset(bmain->id_tag_update, 0, sizeof(bmain->id_tag_update));
}
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