Merge branch 'master' into blender2.8
authorSergey Sharybin <sergey.vfx@gmail.com>
Fri, 16 Mar 2018 10:17:45 +0000 (11:17 +0100)
committerSergey Sharybin <sergey.vfx@gmail.com>
Fri, 16 Mar 2018 10:24:41 +0000 (11:24 +0100)
14 files changed:
1  2 
source/blender/blenkernel/intern/anim_sys.c
source/blender/blenkernel/intern/armature_update.c
source/blender/blenkernel/intern/curve.c
source/blender/blenkernel/intern/group.c
source/blender/blenkernel/intern/layer.c
source/blender/blenkernel/intern/mask_evaluate.c
source/blender/blenkernel/intern/material.c
source/blender/blenkernel/intern/mesh.c
source/blender/blenkernel/intern/node.c
source/blender/blenkernel/intern/object_update.c
source/blender/blenkernel/intern/particle_system.c
source/blender/blenkernel/intern/rigidbody.c
source/blender/depsgraph/DEG_depsgraph.h
source/blender/depsgraph/intern/depsgraph.cc

index d1b26d9a2a01f114e121b303f88fcf43aee5ccb8,e2c371348e547958bb0d540f5bcad9ace80fd176..ecdb180d2ede39e2b8d5bc1aa6bb57eca6d39cba
@@@ -2879,9 -2920,7 +2881,7 @@@ void BKE_animsys_evaluate_all_animation
  /* ************** */
  /* Evaluation API */
  
- #define DEBUG_PRINT if (G.debug & G_DEBUG_DEPSGRAPH_EVAL) printf
 -void BKE_animsys_eval_animdata(EvaluationContext *eval_ctx, ID *id)
 +void BKE_animsys_eval_animdata(const EvaluationContext *eval_ctx, ID *id)
  {
        AnimData *adt = BKE_animdata_from_id(id);
        Scene *scene = NULL; /* XXX: this is only needed for flushing RNA updates,
@@@ -2918,13 -2939,8 +2918,10 @@@ void BKE_animsys_eval_driver(const Eval
        PointerRNA id_ptr;
        bool ok = false;
  
-       DEBUG_PRINT("%s on %s (%s[%d])\n",
-                   __func__,
-                   id->name,
-                   fcu->rna_path,
-                   fcu->array_index);
 +      fcu = find_driver_from_evaluated_id(id, fcu);
 +
+       DEG_debug_print_eval_subdata_index(
+               __func__, id->name, id, "fcu", fcu->rna_path, fcu, fcu->array_index);
  
        RNA_id_pointer_create(id, &id_ptr);
  
index 203dcbf247cbf0bf3a6e175cdae1258e64bd3a0b,e6bb0d6b7ce8b1bfeb33876d8d8a2eb74ecab4a4..bf065ef992c8931bf2cda5403ed33a3ad71f8183
@@@ -712,12 -710,14 +717,12 @@@ void BKE_pose_eval_flush(const struct E
  
        /* 6. release the IK tree */
        BIK_release_tree(scene, ob, ctime);
 -
 -      ob->recalc &= ~OB_RECALC_ALL;
  }
  
 -void BKE_pose_eval_proxy_copy(EvaluationContext *UNUSED(eval_ctx), Object *ob)
 +void BKE_pose_eval_proxy_copy(const struct EvaluationContext *UNUSED(eval_ctx), Object *ob)
  {
        BLI_assert(ID_IS_LINKED(ob) && ob->proxy_from != NULL);
-       DEBUG_PRINT("%s on %s\n", __func__, ob->id.name);
+       DEG_debug_print_eval(__func__, ob->id.name, ob);
        if (BKE_pose_copy_result(ob->pose, ob->proxy_from->pose) == false) {
                printf("Proxy copy error, lib Object: %s proxy Object: %s\n",
                       ob->id.name + 2, ob->proxy_from->id.name + 2);
index b5ad2bcef4e56fa1e12a86802dc2addb8c945153,943cab0a9fc96a615c6d85786220694168cd4980..0c4dbdf7763d76ed94059697c92976bcee27b8d7
@@@ -5255,12 -5252,10 +5255,10 @@@ void BKE_curve_rect_from_textbox(const 
  
  /* **** Depsgraph evaluation **** */
  
 -void BKE_curve_eval_geometry(EvaluationContext *UNUSED(eval_ctx),
 +void BKE_curve_eval_geometry(const EvaluationContext *UNUSED(eval_ctx),
                               Curve *curve)
  {
-       if (G.debug & G_DEBUG_DEPSGRAPH_EVAL) {
-               printf("%s on %s\n", __func__, curve->id.name);
-       }
+       DEG_debug_print_eval(__func__, curve->id.name, curve);
        if (curve->bb == NULL || (curve->bb->flag & BOUNDBOX_DIRTY)) {
                BKE_curve_texspace_calc(curve);
        }
index c3fe586bbbbab78a94d5b1add237832eae4aa599,6dc8cc5aff1c30ddfaa8049e276232ff3c6576bf..20da1e7b7ac3c34ee0aec82e36b5da9cd2d31935
  #include "BKE_library.h"
  #include "BKE_main.h"
  #include "BKE_object.h"
 -#include "BKE_scene.h" /* BKE_scene_base_find */
 +#include "BKE_scene.h"
  
- #define DEBUG_PRINT if (G.debug & G_DEBUG_DEPSGRAPH_EVAL) printf
 -static void free_group_object(GroupObject *go)
 -{
 -      MEM_freeN(go);
 -}
++#include "DEG_depsgraph.h"
  
  /** Free (or release) any data used by this group (does not free the group itself). */
  void BKE_group_free(Group *group)
@@@ -369,45 -367,12 +369,45 @@@ void BKE_group_handle_recalc_and_update
  #endif
        {
                /* only do existing tags, as set by regular depsgraph */
 -              for (go = group->gobject.first; go; go = go->next) {
 -                      if (go->ob) {
 -                              if (go->ob->recalc) {
 -                                      BKE_object_handle_update(eval_ctx, scene, go->ob);
 -                              }
 +              FOREACH_GROUP_OBJECT_BEGIN(group, object)
 +              {
 +                      if (object->id.recalc & ID_RECALC_ALL) {
 +                              BKE_object_handle_update(eval_ctx, scene, object);
                        }
                }
 +              FOREACH_GROUP_OBJECT_END;
 +      }
 +}
 +
 +/* ******** Dependency graph evaluation ******** */
 +
 +static void group_eval_layer_collections(
 +        const struct EvaluationContext *eval_ctx,
 +        Group *group,
 +        ListBase *layer_collections,
 +        LayerCollection *parent_layer_collection)
 +{
 +      LISTBASE_FOREACH (LayerCollection *, layer_collection, layer_collections) {
 +              /* Evaluate layer collection itself. */
 +              BKE_layer_eval_layer_collection(eval_ctx,
 +                                              layer_collection,
 +                                              parent_layer_collection);
 +              /* Evaluate nested collections. */
 +              group_eval_layer_collections(eval_ctx,
 +                                           group,
 +                                           &layer_collection->layer_collections,
 +                                           layer_collection);
        }
  }
-       DEBUG_PRINT("%s on %s (%p)\n", __func__, group->id.name, group);
 +
 +void BKE_group_eval_view_layers(const struct EvaluationContext *eval_ctx,
 +                                Group *group)
 +{
++      DEG_debug_print_eval(__func__, group->id.name, group);
 +      BKE_layer_eval_layer_collection_pre(eval_ctx, &group->id, group->view_layer);
 +      group_eval_layer_collections(eval_ctx,
 +                                   group,
 +                                   &group->view_layer->layer_collections,
 +                                   NULL);
 +      BKE_layer_eval_layer_collection_post(eval_ctx, group->view_layer);
 +}
index cde256a0f140e45c8d9ac5088c5e90e750cb9561,0000000000000000000000000000000000000000..78af18fa3622c1f1a72bc65746704a2308e61edb
mode 100644,000000..100644
--- /dev/null
@@@ -1,2363 -1,0 +1,2364 @@@
- #define DEBUG_PRINT if (G.debug & G_DEBUG_DEPSGRAPH_EVAL) printf
 +/*
 + * ***** 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.
 + *
 + * Contributor(s): Dalai Felinto
 + *
 + * ***** END GPL LICENSE BLOCK *****
 + */
 +
 +/** \file blender/blenkernel/intern/layer.c
 + *  \ingroup bke
 + */
 +
 +#include <string.h>
 +
 +#include "BLI_listbase.h"
 +#include "BLI_string.h"
 +#include "BLI_string_utf8.h"
 +#include "BLI_string_utils.h"
 +#include "BLT_translation.h"
 +
 +#include "BKE_collection.h"
 +#include "BKE_freestyle.h"
 +#include "BKE_global.h"
 +#include "BKE_group.h"
 +#include "BKE_idprop.h"
 +#include "BKE_layer.h"
 +#include "BKE_main.h"
 +#include "BKE_node.h"
 +#include "BKE_workspace.h"
 +
 +#include "DEG_depsgraph.h"
 +
 +#include "DNA_group_types.h"
 +#include "DNA_ID.h"
 +#include "DNA_layer_types.h"
 +#include "DNA_object_types.h"
 +#include "DNA_node_types.h"
 +#include "DNA_scene_types.h"
 +#include "DNA_windowmanager_types.h"
 +#include "DNA_workspace_types.h"
 +
 +#include "DRW_engine.h"
 +
 +#include "MEM_guardedalloc.h"
 +
-       DEBUG_PRINT("%s on %s (%p)\n", __func__, view_layer->name, view_layer);
 +/* prototype */
 +struct EngineSettingsCB_Type;
 +static void layer_collections_sync_flags(ListBase *layer_collections_dst, const ListBase *layer_collections_src);
 +static void layer_collection_free(ViewLayer *view_layer, LayerCollection *lc);
 +static void layer_collection_objects_populate(ViewLayer *view_layer, LayerCollection *lc, ListBase *objects);
 +static LayerCollection *layer_collection_add(ViewLayer *view_layer, LayerCollection *parent, SceneCollection *sc);
 +static LayerCollection *find_layer_collection_by_scene_collection(LayerCollection *lc, const SceneCollection *sc);
 +static IDProperty *collection_engine_settings_create(struct EngineSettingsCB_Type *ces_type, const bool populate);
 +static IDProperty *collection_engine_get(IDProperty *root, const int type, const char *engine_name);
 +static void collection_engine_settings_init(IDProperty *root, const bool populate);
 +static void layer_engine_settings_init(IDProperty *root, const bool populate);
 +static void object_bases_iterator_next(BLI_Iterator *iter, const int flag);
 +
 +/* RenderLayer */
 +
 +/**
 + * Returns the ViewLayer to be used for rendering
 + * Most of the time BKE_view_layer_from_workspace_get should be used instead
 + */
 +ViewLayer *BKE_view_layer_from_scene_get(const Scene *scene)
 +{
 +      ViewLayer *view_layer = BLI_findlink(&scene->view_layers, scene->active_view_layer);
 +      BLI_assert(view_layer);
 +      return view_layer;
 +}
 +
 +/**
 + * Returns the ViewLayer to be used for drawing, outliner, and other context related areas.
 + */
 +ViewLayer *BKE_view_layer_from_workspace_get(const struct Scene *scene, const struct WorkSpace *workspace)
 +{
 +      if (BKE_workspace_use_scene_settings_get(workspace)) {
 +              return BKE_view_layer_from_scene_get(scene);
 +      }
 +      else {
 +              return BKE_workspace_view_layer_get(workspace, scene);
 +      }
 +}
 +
 +/**
 + * This is a placeholder to know which areas of the code need to be addressed for the Workspace changes.
 + * Never use this, you should either use BKE_view_layer_from_workspace_get or get ViewLayer explicitly.
 + */
 +ViewLayer *BKE_view_layer_context_active_PLACEHOLDER(const Scene *scene)
 +{
 +      return BKE_view_layer_from_scene_get(scene);
 +}
 +
 +static ViewLayer *view_layer_add(const char *name, SceneCollection *master_scene_collection)
 +{
 +      if (!name) {
 +              name = DATA_("View Layer");
 +      }
 +
 +      IDPropertyTemplate val = {0};
 +      ViewLayer *view_layer = MEM_callocN(sizeof(ViewLayer), "View Layer");
 +      view_layer->flag = VIEW_LAYER_RENDER | VIEW_LAYER_FREESTYLE;
 +
 +      view_layer->properties = IDP_New(IDP_GROUP, &val, ROOT_PROP);
 +      layer_engine_settings_init(view_layer->properties, false);
 +      BLI_strncpy_utf8(view_layer->name, name, sizeof(view_layer->name));
 +
 +      /* Link the master collection by default. */
 +      layer_collection_add(view_layer, NULL, master_scene_collection);
 +
 +      /* Pure rendering pipeline settings. */
 +      view_layer->layflag = 0x7FFF;   /* solid ztra halo edge strand */
 +      view_layer->passflag = SCE_PASS_COMBINED | SCE_PASS_Z;
 +      view_layer->pass_alpha_threshold = 0.5f;
 +      BKE_freestyle_config_init(&view_layer->freestyle_config);
 +
 +      return view_layer;
 +}
 +
 +/**
 + * Add a new view layer
 + * by default, a view layer has the master collection
 + */
 +ViewLayer *BKE_view_layer_add(Scene *scene, const char *name)
 +{
 +      SceneCollection *sc = BKE_collection_master(&scene->id);
 +      ViewLayer *view_layer = view_layer_add(name, sc);
 +
 +      BLI_addtail(&scene->view_layers, view_layer);
 +
 +      /* unique name */
 +      BLI_uniquename(
 +              &scene->view_layers, view_layer, DATA_("ViewLayer"), '.',
 +              offsetof(ViewLayer, name), sizeof(view_layer->name));
 +
 +      return view_layer;
 +}
 +
 +/**
 + * Add a ViewLayer for a Group
 + * It should be added only once
 + */
 +ViewLayer *BKE_view_layer_group_add(Group *group)
 +{
 +      BLI_assert(group->view_layer == NULL);
 +      SceneCollection *sc = BKE_collection_master(&group->id);
 +      ViewLayer *view_layer = view_layer_add(group->id.name + 2, sc);
 +      return view_layer;
 +}
 +
 +void BKE_view_layer_free(ViewLayer *view_layer)
 +{
 +      BKE_view_layer_free_ex(view_layer, true);
 +}
 +
 +/**
 + * Free (or release) any data used by this ViewLayer.
 + */
 +void BKE_view_layer_free_ex(ViewLayer *view_layer, const bool do_id_user)
 +{
 +      view_layer->basact = NULL;
 +
 +      for (Base *base = view_layer->object_bases.first; base; base = base->next) {
 +              if (base->collection_properties) {
 +                      IDP_FreeProperty(base->collection_properties);
 +                      MEM_freeN(base->collection_properties);
 +              }
 +      }
 +      BLI_freelistN(&view_layer->object_bases);
 +
 +      for (LayerCollection *lc = view_layer->layer_collections.first; lc; lc = lc->next) {
 +              layer_collection_free(NULL, lc);
 +      }
 +      BLI_freelistN(&view_layer->layer_collections);
 +
 +      if (view_layer->properties) {
 +              IDP_FreeProperty(view_layer->properties);
 +              MEM_freeN(view_layer->properties);
 +      }
 +
 +      if (view_layer->properties_evaluated) {
 +              IDP_FreeProperty(view_layer->properties_evaluated);
 +              MEM_freeN(view_layer->properties_evaluated);
 +      }
 +
 +      for (ViewLayerEngineData *sled = view_layer->drawdata.first; sled; sled = sled->next) {
 +              if (sled->storage) {
 +                      if (sled->free) {
 +                              sled->free(sled->storage);
 +                      }
 +                      MEM_freeN(sled->storage);
 +              }
 +      }
 +      BLI_freelistN(&view_layer->drawdata);
 +
 +      MEM_SAFE_FREE(view_layer->stats);
 +
 +      BKE_freestyle_config_free(&view_layer->freestyle_config, do_id_user);
 +
 +      if (view_layer->id_properties) {
 +              IDP_FreeProperty(view_layer->id_properties);
 +              MEM_freeN(view_layer->id_properties);
 +      }
 +
 +      MEM_freeN(view_layer);
 +}
 +
 +/**
 + * Tag all the selected objects of a renderlayer
 + */
 +void BKE_view_layer_selected_objects_tag(ViewLayer *view_layer, const int tag)
 +{
 +      for (Base *base = view_layer->object_bases.first; base; base = base->next) {
 +              if ((base->flag & BASE_SELECTED) != 0) {
 +                      base->object->flag |= tag;
 +              }
 +              else {
 +                      base->object->flag &= ~tag;
 +              }
 +      }
 +}
 +
 +/**
 + * Return the first ViewLayer for a given id
 + */
 +ViewLayer *BKE_view_layer_first_from_id(const ID *owner_id)
 +{
 +      switch (GS(owner_id->name)) {
 +              case ID_SCE:
 +                      return ((Scene *)owner_id)->view_layers.first;
 +              case ID_GR:
 +                      return ((Group *)owner_id)->view_layer;
 +              default:
 +                      BLI_assert(!"ID doesn't support view layers");
 +                      return NULL;
 +      }
 +}
 +
 +static bool find_scene_collection_in_scene_collections(ListBase *lb, const LayerCollection *lc)
 +{
 +      for (LayerCollection *lcn = lb->first; lcn; lcn = lcn->next) {
 +              if (lcn == lc) {
 +                      return true;
 +              }
 +              if (find_scene_collection_in_scene_collections(&lcn->layer_collections, lc)) {
 +                      return true;
 +              }
 +      }
 +      return false;
 +}
 +
 +/**
 + * Fallback for when a Scene has no camera to use
 + *
 + * \param view_layer: in general you want to use the same ViewLayer that is used
 + * for depsgraph. If rendering you pass the scene active layer, when viewing in the viewport
 + * you want to get ViewLayer from context.
 + */
 +Object *BKE_view_layer_camera_find(ViewLayer *view_layer)
 +{
 +      for (Base *base = view_layer->object_bases.first; base; base = base->next) {
 +              if (base->object->type == OB_CAMERA) {
 +                      return base->object;
 +              }
 +      }
 +
 +      return NULL;
 +}
 +
 +/**
 + * Find the ViewLayer a LayerCollection belongs to
 + */
 +ViewLayer *BKE_view_layer_find_from_collection(const ID *owner_id, LayerCollection *lc)
 +{
 +      switch (GS(owner_id->name)) {
 +              case ID_GR:
 +                      return ((Group *)owner_id)->view_layer;
 +              case ID_SCE:
 +              {
 +                      Scene *scene = (Scene *)owner_id;
 +                      for (ViewLayer *view_layer = scene->view_layers.first; view_layer; view_layer = view_layer->next) {
 +                              if (find_scene_collection_in_scene_collections(&view_layer->layer_collections, lc)) {
 +                                      return view_layer;
 +                              }
 +                      }
 +                      return NULL;
 +              }
 +              default:
 +                      BLI_assert(!"ID doesn't support scene layers");
 +                      return NULL;
 +      }
 +}
 +
 +/* Base */
 +
 +Base *BKE_view_layer_base_find(ViewLayer *view_layer, Object *ob)
 +{
 +      return BLI_findptr(&view_layer->object_bases, ob, offsetof(Base, object));
 +}
 +
 +void BKE_view_layer_base_deselect_all(ViewLayer *view_layer)
 +{
 +      Base *base;
 +
 +      for (base = view_layer->object_bases.first; base; base = base->next) {
 +              base->flag &= ~BASE_SELECTED;
 +      }
 +}
 +
 +void BKE_view_layer_base_select(struct ViewLayer *view_layer, Base *selbase)
 +{
 +      view_layer->basact = selbase;
 +      if ((selbase->flag & BASE_SELECTABLED) != 0) {
 +              selbase->flag |= BASE_SELECTED;
 +      }
 +}
 +
 +/****************************************************************************/
 +/* Copying functions for datablocks that use ViewLayer/SceneCollection */
 +
 +/* Find the equivalent SceneCollection in the new tree */
 +static SceneCollection *scene_collection_from_new_tree(
 +        SceneCollection *sc_reference, SceneCollection *sc_dst, SceneCollection *sc_src)
 +{
 +      if (sc_src == sc_reference) {
 +              return sc_dst;
 +      }
 +
 +      for (SceneCollection *nsc_src = sc_src->scene_collections.first, *nsc_dst = sc_dst->scene_collections.first;
 +           nsc_src;
 +           nsc_src = nsc_src->next, nsc_dst = nsc_dst->next)
 +      {
 +              SceneCollection *found = scene_collection_from_new_tree(sc_reference, nsc_dst, nsc_src);
 +              if (found != NULL) {
 +                      return found;
 +              }
 +      }
 +      return NULL;
 +}
 +
 +static void layer_collection_sync_flags(
 +        LayerCollection *layer_collection_dst,
 +        const LayerCollection *layer_collection_src)
 +{
 +      layer_collection_dst->flag = layer_collection_src->flag;
 +
 +      if (layer_collection_dst->properties != NULL) {
 +              IDP_FreeProperty(layer_collection_dst->properties);
 +              MEM_SAFE_FREE(layer_collection_dst->properties);
 +      }
 +
 +      if (layer_collection_src->properties != NULL) {
 +              layer_collection_dst->properties = IDP_CopyProperty(layer_collection_src->properties);
 +      }
 +
 +      layer_collections_sync_flags(&layer_collection_dst->layer_collections,
 +                                   &layer_collection_src->layer_collections);
 +}
 +
 +static void layer_collections_sync_flags(ListBase *layer_collections_dst, const ListBase *layer_collections_src)
 +{
 +      BLI_assert(BLI_listbase_count(layer_collections_dst) == BLI_listbase_count(layer_collections_src));
 +      LayerCollection *layer_collection_dst = (LayerCollection *)layer_collections_dst->first;
 +      const LayerCollection *layer_collection_src = (const LayerCollection *)layer_collections_src->first;
 +      while (layer_collection_dst != NULL) {
 +              layer_collection_sync_flags(layer_collection_dst, layer_collection_src);
 +              layer_collection_dst = layer_collection_dst->next;
 +              layer_collection_src = layer_collection_src->next;
 +      }
 +}
 +
 +static bool layer_collection_sync_if_match(
 +        ListBase *lb,
 +        const SceneCollection *scene_collection_dst,
 +        const SceneCollection *scene_collection_src)
 +{
 +      for (LayerCollection *layer_collection = lb->first;
 +           layer_collection;
 +           layer_collection = layer_collection->next)
 +      {
 +              if (layer_collection->scene_collection == scene_collection_src) {
 +                      LayerCollection *layer_collection_dst =
 +                              BLI_findptr(
 +                                  lb,
 +                                  scene_collection_dst,
 +                                  offsetof(LayerCollection, scene_collection));
 +
 +                      if (layer_collection_dst != NULL) {
 +                              layer_collection_sync_flags(layer_collection_dst, layer_collection);
 +                      }
 +                      return true;
 +              }
 +              else {
 +                      if (layer_collection_sync_if_match(
 +                              &layer_collection->layer_collections,
 +                              scene_collection_dst,
 +                              scene_collection_src))
 +                      {
 +                              return true;
 +                      }
 +              }
 +      }
 +      return false;
 +}
 +
 +/**
 + * Sync sibling collections across all view layers
 + *
 + * Make sure every linked instance of \a scene_collection_dst has the same values
 + * (flags, overrides, ...) as the corresponding scene_collection_src.
 + *
 + * \note expect scene_collection_dst to be scene_collection_src->next, and it also
 + * expects both collections to have the same ammount of sub-collections.
 + */
 +void BKE_layer_collection_sync_flags(
 +        ID *owner_id,
 +        SceneCollection *scene_collection_dst,
 +        SceneCollection *scene_collection_src)
 +{
 +      for (ViewLayer *view_layer = BKE_view_layer_first_from_id(owner_id); view_layer; view_layer = view_layer->next) {
 +              for (LayerCollection *layer_collection = view_layer->layer_collections.first;
 +                   layer_collection;
 +                   layer_collection = layer_collection->next)
 +              {
 +                      layer_collection_sync_if_match(
 +                                  &layer_collection->layer_collections,
 +                                  scene_collection_dst,
 +                                  scene_collection_src);
 +              }
 +      }
 +}
 +
 +/* recreate the LayerCollection tree */
 +static void layer_collections_recreate(
 +        ViewLayer *view_layer_dst, ListBase *lb_src, SceneCollection *mc_dst, SceneCollection *mc_src)
 +{
 +      for (LayerCollection *lc_src = lb_src->first; lc_src; lc_src = lc_src->next) {
 +              SceneCollection *sc_dst = scene_collection_from_new_tree(lc_src->scene_collection, mc_dst, mc_src);
 +              BLI_assert(sc_dst);
 +
 +              /* instead of synchronizing both trees we simply re-create it */
 +              BKE_collection_link(view_layer_dst, sc_dst);
 +      }
 +}
 +
 +/**
 + * Only copy internal data of ViewLayer from source to already allocated/initialized destination.
 + *
 + * \param mc_src Master Collection the source ViewLayer links in.
 + * \param mc_dst Master Collection the destination ViewLayer links in.
 + * \param flag  Copying options (see BKE_library.h's LIB_ID_COPY_... flags for more).
 + */
 +void BKE_view_layer_copy_data(
 +        ViewLayer *view_layer_dst, ViewLayer *view_layer_src, SceneCollection *mc_dst, SceneCollection *mc_src,
 +        const int flag)
 +{
 +      IDPropertyTemplate val = {0};
 +
 +      if (view_layer_dst->id_properties != NULL) {
 +              view_layer_dst->id_properties = IDP_CopyProperty_ex(view_layer_dst->id_properties, flag);
 +      }
 +      BKE_freestyle_config_copy(&view_layer_dst->freestyle_config, &view_layer_src->freestyle_config, flag);
 +
 +      view_layer_dst->stats = NULL;
 +      view_layer_dst->properties_evaluated = NULL;
 +      view_layer_dst->properties = IDP_New(IDP_GROUP, &val, ROOT_PROP);
 +      IDP_MergeGroup_ex(view_layer_dst->properties, view_layer_src->properties, true, flag);
 +
 +      /* we start fresh with no overrides and no visibility flags set
 +       * instead of syncing both trees we simply unlink and relink the scene collection */
 +      BLI_listbase_clear(&view_layer_dst->layer_collections);
 +      BLI_listbase_clear(&view_layer_dst->object_bases);
 +      BLI_listbase_clear(&view_layer_dst->drawdata);
 +
 +      layer_collections_recreate(view_layer_dst, &view_layer_src->layer_collections, mc_dst, mc_src);
 +
 +      /* Now we handle the syncing for visibility, selectability, ... */
 +      layer_collections_sync_flags(&view_layer_dst->layer_collections, &view_layer_src->layer_collections);
 +
 +      Object *active_ob = OBACT(view_layer_src);
 +      for (Base *base_src = view_layer_src->object_bases.first, *base_dst = view_layer_dst->object_bases.first;
 +           base_src;
 +           base_src = base_src->next, base_dst = base_dst->next)
 +      {
 +              base_dst->flag = base_src->flag;
 +              base_dst->flag_legacy = base_src->flag_legacy;
 +
 +              if (base_dst->object == active_ob) {
 +                      view_layer_dst->basact = base_dst;
 +              }
 +      }
 +}
 +
 +/**
 + * Find and return the ListBase of LayerCollection that has \a lc_child as one of its directly
 + * nested LayerCollection.
 + *
 + * \param lb_parent Initial ListBase of LayerCollection to look into recursively
 + * usually the view layer's collection list
 + */
 +static ListBase *find_layer_collection_parent_list_base(ListBase *lb_parent, const LayerCollection *lc_child)
 +{
 +      for (LayerCollection *lc_nested = lb_parent->first; lc_nested; lc_nested = lc_nested->next) {
 +              if (lc_nested == lc_child) {
 +                      return lb_parent;
 +              }
 +
 +              ListBase *found = find_layer_collection_parent_list_base(&lc_nested->layer_collections, lc_child);
 +              if (found != NULL) {
 +                      return found;
 +              }
 +      }
 +
 +      return NULL;
 +}
 +
 +/**
 + * Makes a shallow copy of a LayerCollection
 + *
 + * Add a new collection in the same level as the old one (linking if necessary),
 + * and copy all the collection data across them.
 + */
 +struct LayerCollection *BKE_layer_collection_duplicate(struct ID *owner_id, struct LayerCollection *layer_collection)
 +{
 +      SceneCollection *scene_collection, *scene_collection_new;
 +
 +      scene_collection = layer_collection->scene_collection;
 +      scene_collection_new = BKE_collection_duplicate(owner_id, scene_collection);
 +
 +      LayerCollection *layer_collection_new = NULL;
 +
 +      /* If the original layer_collection was directly linked to the view layer
 +         we need to link the new scene collection here as well. */
 +      for (ViewLayer *view_layer = BKE_view_layer_first_from_id(owner_id); view_layer; view_layer = view_layer->next) {
 +              if (BLI_findindex(&view_layer->layer_collections, layer_collection) != -1) {
 +                      layer_collection_new = BKE_collection_link(view_layer, scene_collection_new);
 +                      layer_collection_sync_flags(layer_collection_new, layer_collection);
 +
 +                      if (layer_collection_new != layer_collection->next) {
 +                              BLI_remlink(&view_layer->layer_collections, layer_collection_new);
 +                              BLI_insertlinkafter(&view_layer->layer_collections, layer_collection, layer_collection_new);
 +                      }
 +                      break;
 +              }
 +      }
 +
 +      /* Otherwise just try to find the corresponding layer collection to return it back. */
 +      if (layer_collection_new == NULL) {
 +              for (ViewLayer *view_layer = BKE_view_layer_first_from_id(owner_id); view_layer; view_layer = view_layer->next) {
 +                      ListBase *layer_collections_parent;
 +                      layer_collections_parent = find_layer_collection_parent_list_base(
 +                                                     &view_layer->layer_collections,
 +                                                     layer_collection);
 +                      if (layer_collections_parent != NULL) {
 +                              layer_collection_new = BLI_findptr(
 +                                      layer_collections_parent,
 +                                      scene_collection_new,
 +                                      offsetof(LayerCollection, scene_collection));
 +                              break;
 +                      }
 +              }
 +      }
 +      return layer_collection_new;
 +}
 +
 +static void view_layer_object_base_unref(ViewLayer *view_layer, Base *base)
 +{
 +      base->refcount--;
 +
 +      /* It only exists in the RenderLayer */
 +      if (base->refcount == 0) {
 +              if (view_layer->basact == base) {
 +                      view_layer->basact = NULL;
 +              }
 +
 +              if (base->collection_properties) {
 +                      IDP_FreeProperty(base->collection_properties);
 +                      MEM_freeN(base->collection_properties);
 +              }
 +
 +              BLI_remlink(&view_layer->object_bases, base);
 +              MEM_freeN(base);
 +      }
 +}
 +
 +/**
 + * Return the base if existent, or create it if necessary
 + * Always bump the refcount
 + */
 +static Base *object_base_add(ViewLayer *view_layer, Object *ob)
 +{
 +      Base *base;
 +      base = BKE_view_layer_base_find(view_layer, ob);
 +
 +      if (base == NULL) {
 +              base = MEM_callocN(sizeof(Base), "Object Base");
 +
 +              /* Do not bump user count, leave it for SceneCollections. */
 +              base->object = ob;
 +              BLI_addtail(&view_layer->object_bases, base);
 +
 +              IDPropertyTemplate val = {0};
 +              base->collection_properties = IDP_New(IDP_GROUP, &val, ROOT_PROP);
 +      }
 +
 +      base->refcount++;
 +      return base;
 +}
 +
 +/* LayerCollection */
 +
 +static void layer_collection_objects_unpopulate(ViewLayer *view_layer, LayerCollection *lc)
 +{
 +      if (view_layer) {
 +              for (LinkData *link = lc->object_bases.first; link; link = link->next) {
 +                      view_layer_object_base_unref(view_layer, link->data);
 +              }
 +      }
 +
 +      BLI_freelistN(&lc->object_bases);
 +}
 +
 +/**
 + * When freeing the entire ViewLayer at once we don't bother with unref
 + * otherwise ViewLayer is passed to keep the syncing of the LayerCollection tree
 + */
 +static void layer_collection_free(ViewLayer *view_layer, LayerCollection *lc)
 +{
 +      layer_collection_objects_unpopulate(view_layer, lc);
 +      BLI_freelistN(&lc->overrides);
 +
 +      if (lc->properties) {
 +              IDP_FreeProperty(lc->properties);
 +              MEM_freeN(lc->properties);
 +      }
 +
 +      if (lc->properties_evaluated) {
 +              IDP_FreeProperty(lc->properties_evaluated);
 +              MEM_freeN(lc->properties_evaluated);
 +      }
 +
 +      for (LayerCollection *nlc = lc->layer_collections.first; nlc; nlc = nlc->next) {
 +              layer_collection_free(view_layer, nlc);
 +      }
 +
 +      BLI_freelistN(&lc->layer_collections);
 +}
 +
 +/**
 + * Free (or release) LayerCollection from ViewLayer
 + * (does not free the LayerCollection itself).
 + */
 +void BKE_layer_collection_free(ViewLayer *view_layer, LayerCollection *lc)
 +{
 +      layer_collection_free(view_layer, lc);
 +}
 +
 +/* LayerCollection */
 +
 +/**
 + * Recursively get the collection for a given index
 + */
 +static LayerCollection *collection_from_index(ListBase *lb, const int number, int *i)
 +{
 +      for (LayerCollection *lc = lb->first; lc; lc = lc->next) {
 +              if (*i == number) {
 +                      return lc;
 +              }
 +
 +              (*i)++;
 +
 +              LayerCollection *lc_nested = collection_from_index(&lc->layer_collections, number, i);
 +              if (lc_nested) {
 +                      return lc_nested;
 +              }
 +      }
 +      return NULL;
 +}
 +
 +/**
 + * Get the collection for a given index
 + */
 +LayerCollection *BKE_layer_collection_from_index(ViewLayer *view_layer, const int index)
 +{
 +      int i = 0;
 +      return collection_from_index(&view_layer->layer_collections, index, &i);
 +}
 +
 +/**
 + * Get the active collection
 + */
 +LayerCollection *BKE_layer_collection_get_active(ViewLayer *view_layer)
 +{
 +      int i = 0;
 +      return collection_from_index(&view_layer->layer_collections, view_layer->active_collection, &i);
 +}
 +
 +
 +/**
 + * Return layer collection to add new object(s).
 + * Create one if none exists.
 + */
 +LayerCollection *BKE_layer_collection_get_active_ensure(Scene *scene, ViewLayer *view_layer)
 +{
 +      LayerCollection *lc = BKE_layer_collection_get_active(view_layer);
 +
 +      if (lc == NULL) {
 +              BLI_assert(BLI_listbase_is_empty(&view_layer->layer_collections));
 +              /* When there is no collection linked to this ViewLayer, create one. */
 +              SceneCollection *sc = BKE_collection_add(&scene->id, NULL, COLLECTION_TYPE_NONE, NULL);
 +              lc = BKE_collection_link(view_layer, sc);
 +              /* New collection has to be the active one. */
 +              BLI_assert(lc == BKE_layer_collection_get_active(view_layer));
 +      }
 +
 +      return lc;
 +}
 +
 +/**
 + * Recursively get the count of collections
 + */
 +static int collection_count(ListBase *lb)
 +{
 +      int i = 0;
 +      for (LayerCollection *lc = lb->first; lc; lc = lc->next) {
 +              i += collection_count(&lc->layer_collections) + 1;
 +      }
 +      return i;
 +}
 +
 +/**
 + * Get the total number of collections
 + * (including all the nested collections)
 + */
 +int BKE_layer_collection_count(ViewLayer *view_layer)
 +{
 +      return collection_count(&view_layer->layer_collections);
 +}
 +
 +/**
 + * Recursively get the index for a given collection
 + */
 +static int index_from_collection(ListBase *lb, const LayerCollection *lc, int *i)
 +{
 +      for (LayerCollection *lcol = lb->first; lcol; lcol = lcol->next) {
 +              if (lcol == lc) {
 +                      return *i;
 +              }
 +
 +              (*i)++;
 +
 +              int i_nested = index_from_collection(&lcol->layer_collections, lc, i);
 +              if (i_nested != -1) {
 +                      return i_nested;
 +              }
 +      }
 +      return -1;
 +}
 +
 +/**
 + * Return -1 if not found
 + */
 +int BKE_layer_collection_findindex(ViewLayer *view_layer, const LayerCollection *lc)
 +{
 +      int i = 0;
 +      return index_from_collection(&view_layer->layer_collections, lc, &i);
 +}
 +
 +/**
 + * Lookup the listbase that contains \a lc.
 + */
 +static ListBase *layer_collection_listbase_find(ListBase *lb, LayerCollection *lc)
 +{
 +      for (LayerCollection *lc_iter = lb->first; lc_iter; lc_iter = lc_iter->next) {
 +              if (lc_iter == lc) {
 +                      return lb;
 +              }
 +
 +              ListBase *lb_child_result;
 +              if ((lb_child_result = layer_collection_listbase_find(&lc_iter->layer_collections, lc))) {
 +                      return lb_child_result;
 +              }
 +      }
 +
 +      return NULL;
 +}
 +
 +#if 0
 +/**
 + * Lookup the listbase that contains \a sc.
 + */
 +static ListBase *scene_collection_listbase_find(ListBase *lb, SceneCollection *sc)
 +{
 +      for (SceneCollection *sc_iter = lb->first; sc_iter; sc_iter = sc_iter->next) {
 +              if (sc_iter == sc) {
 +                      return lb;
 +              }
 +
 +              ListBase *lb_child_result;
 +              if ((lb_child_result = scene_collection_listbase_find(&sc_iter->scene_collections, sc))) {
 +                      return lb_child_result;
 +              }
 +      }
 +
 +      return NULL;
 +}
 +#endif
 +
 +/* ---------------------------------------------------------------------- */
 +/* Outliner drag and drop */
 +
 +/**
 + * Nest a LayerCollection into another one
 + * Both collections must be from the same ViewLayer, return true if succeded.
 + *
 + * The LayerCollection will effectively be moved into the
 + * new (nested) position. So all the settings, overrides, ... go with it, and
 + * if the collection was directly linked to the ViewLayer it's then unlinked.
 + *
 + * For the other ViewLayers we simply resync the tree, without changing directly
 + * linked collections (even if they link to the same SceneCollection)
 + *
 + * \param lc_src LayerCollection to nest into \a lc_dst
 + * \param lc_dst LayerCollection to have \a lc_src inserted into
 + */
 +
 +static void layer_collection_swap(
 +        ViewLayer *view_layer, ListBase *lb_a, ListBase *lb_b,
 +        LayerCollection *lc_a, LayerCollection *lc_b)
 +{
 +      if (lb_a == NULL) {
 +              lb_a = layer_collection_listbase_find(&view_layer->layer_collections, lc_a);
 +      }
 +
 +      if (lb_b == NULL) {
 +              lb_b = layer_collection_listbase_find(&view_layer->layer_collections, lc_b);
 +      }
 +
 +      BLI_assert(lb_a);
 +      BLI_assert(lb_b);
 +
 +      BLI_listbases_swaplinks(lb_a, lb_b, lc_a, lc_b);
 +}
 +
 +/**
 + * Move \a lc_src into \a lc_dst. Both have to be stored in \a view_layer.
 + * If \a lc_src is directly linked to the ViewLayer it's unlinked
 + */
 +bool BKE_layer_collection_move_into(const ID *owner_id, LayerCollection *lc_dst, LayerCollection *lc_src)
 +{
 +      ViewLayer *view_layer = BKE_view_layer_find_from_collection(owner_id, lc_src);
 +      bool is_directly_linked = false;
 +
 +      if ((!view_layer) || (view_layer != BKE_view_layer_find_from_collection(owner_id, lc_dst))) {
 +              return false;
 +      }
 +
 +      /* We can't nest the collection into itself */
 +      if (lc_src->scene_collection == lc_dst->scene_collection) {
 +              return false;
 +      }
 +
 +      /* Collection is already where we wanted it to be */
 +      if (lc_dst->layer_collections.last == lc_src) {
 +              return false;
 +      }
 +
 +      /* Collection is already where we want it to be in the scene tree
 +       * but we want to swap it in the layer tree still */
 +      if (lc_dst->scene_collection->scene_collections.last == lc_src->scene_collection) {
 +              LayerCollection *lc_swap = lc_dst->layer_collections.last;
 +              layer_collection_swap(view_layer, &lc_dst->layer_collections, NULL, lc_dst->layer_collections.last, lc_src);
 +
 +              if (BLI_findindex(&view_layer->layer_collections, lc_swap) != -1) {
 +                      BKE_collection_unlink(view_layer, lc_swap);
 +              }
 +              return true;
 +      }
 +      else {
 +              LayerCollection *lc_temp;
 +              is_directly_linked = BLI_findindex(&view_layer->layer_collections, lc_src) != -1;
 +
 +              if (!is_directly_linked) {
 +                      /* lc_src will be invalid after BKE_collection_move_into!
 +                       * so we swap it with lc_temp to preserve its settings */
 +                      lc_temp = BKE_collection_link(view_layer, lc_src->scene_collection);
 +                      layer_collection_swap(view_layer, &view_layer->layer_collections, NULL, lc_temp, lc_src);
 +              }
 +
 +              if (!BKE_collection_move_into(owner_id, lc_dst->scene_collection, lc_src->scene_collection)) {
 +                      if (!is_directly_linked) {
 +                              /* Swap back and remove */
 +                              layer_collection_swap(view_layer, NULL, NULL, lc_temp, lc_src);
 +                              BKE_collection_unlink(view_layer, lc_temp);
 +                      }
 +                      return false;
 +              }
 +      }
 +
 +      LayerCollection *lc_new = BLI_findptr(
 +              &lc_dst->layer_collections, lc_src->scene_collection, offsetof(LayerCollection, scene_collection));
 +      BLI_assert(lc_new);
 +      layer_collection_swap(view_layer, &lc_dst->layer_collections, NULL, lc_new, lc_src);
 +
 +      /* If it's directly linked, unlink it after the swap */
 +      if (BLI_findindex(&view_layer->layer_collections, lc_new) != -1) {
 +              BKE_collection_unlink(view_layer, lc_new);
 +      }
 +
 +      return true;
 +}
 +
 +/**
 + * Move \a lc_src above \a lc_dst. Both have to be stored in \a view_layer.
 + * If \a lc_src is directly linked to the ViewLayer it's unlinked
 + */
 +bool BKE_layer_collection_move_above(const ID *owner_id, LayerCollection *lc_dst, LayerCollection *lc_src)
 +{
 +      ViewLayer *view_layer = BKE_view_layer_find_from_collection(owner_id, lc_src);
 +      const bool is_directly_linked_src = BLI_findindex(&view_layer->layer_collections, lc_src) != -1;
 +      const bool is_directly_linked_dst = BLI_findindex(&view_layer->layer_collections, lc_dst) != -1;
 +
 +      if ((!view_layer) || (view_layer != BKE_view_layer_find_from_collection(owner_id, lc_dst))) {
 +              return false;
 +      }
 +
 +      /* Collection is already where we wanted it to be */
 +      if (lc_dst->prev == lc_src) {
 +              return false;
 +      }
 +
 +      /* Collection is already where we want it to be in the scene tree
 +       * but we want to swap it in the layer tree still */
 +      if (lc_dst->prev && lc_dst->prev->scene_collection == lc_src->scene_collection) {
 +              LayerCollection *lc_swap = lc_dst->prev;
 +              layer_collection_swap(view_layer, NULL, NULL, lc_dst->prev, lc_src);
 +
 +              if (BLI_findindex(&view_layer->layer_collections, lc_swap) != -1) {
 +                      BKE_collection_unlink(view_layer, lc_swap);
 +              }
 +              return true;
 +      }
 +      /* We don't allow to move above/below a directly linked collection
 +       * unless the source collection is also directly linked */
 +      else if (is_directly_linked_dst) {
 +              /* Both directly linked to the ViewLayer, just need to swap */
 +              if (is_directly_linked_src) {
 +                      BLI_remlink(&view_layer->layer_collections, lc_src);
 +                      BLI_insertlinkbefore(&view_layer->layer_collections, lc_dst, lc_src);
 +                      return true;
 +              }
 +              else {
 +                      return false;
 +              }
 +      }
 +      else {
 +              LayerCollection *lc_temp;
 +
 +              if (!is_directly_linked_src) {
 +                      /* lc_src will be invalid after BKE_collection_move_into!
 +                       * so we swap it with lc_temp to preserve its settings */
 +                      lc_temp = BKE_collection_link(view_layer, lc_src->scene_collection);
 +                      layer_collection_swap(view_layer, &view_layer->layer_collections, NULL, lc_temp, lc_src);
 +              }
 +
 +              if (!BKE_collection_move_above(owner_id, lc_dst->scene_collection, lc_src->scene_collection)) {
 +                      if (!is_directly_linked_src) {
 +                              /* Swap back and remove */
 +                              layer_collection_swap(view_layer, NULL, NULL, lc_temp, lc_src);
 +                              BKE_collection_unlink(view_layer, lc_temp);
 +                      }
 +                      return false;
 +              }
 +      }
 +
 +      LayerCollection *lc_new = lc_dst->prev;
 +      BLI_assert(lc_new);
 +      layer_collection_swap(view_layer, NULL, NULL, lc_new, lc_src);
 +
 +      /* If it's directly linked, unlink it after the swap */
 +      if (BLI_findindex(&view_layer->layer_collections, lc_new) != -1) {
 +              BKE_collection_unlink(view_layer, lc_new);
 +      }
 +
 +      return true;
 +}
 +
 +/**
 + * Move \a lc_src below \a lc_dst. Both have to be stored in \a view_layer.
 + * If \a lc_src is directly linked to the ViewLayer it's unlinked
 + */
 +bool BKE_layer_collection_move_below(const ID *owner_id, LayerCollection *lc_dst, LayerCollection *lc_src)
 +{
 +      ViewLayer *view_layer = BKE_view_layer_find_from_collection(owner_id, lc_src);
 +      const bool is_directly_linked_src = BLI_findindex(&view_layer->layer_collections, lc_src) != -1;
 +      const bool is_directly_linked_dst = BLI_findindex(&view_layer->layer_collections, lc_dst) != -1;
 +
 +      if ((!view_layer) || (view_layer != BKE_view_layer_find_from_collection(owner_id, lc_dst))) {
 +              return false;
 +      }
 +
 +      /* Collection is already where we wanted it to be */
 +      if (lc_dst->next == lc_src) {
 +              return false;
 +      }
 +
 +      /* Collection is already where we want it to be in the scene tree
 +       * but we want to swap it in the layer tree still */
 +      if (lc_dst->next && lc_dst->next->scene_collection == lc_src->scene_collection) {
 +              LayerCollection *lc_swap = lc_dst->next;
 +              layer_collection_swap(view_layer, NULL, NULL, lc_dst->next, lc_src);
 +
 +              if (BLI_findindex(&view_layer->layer_collections, lc_swap) != -1) {
 +                      BKE_collection_unlink(view_layer, lc_swap);
 +              }
 +              return true;
 +      }
 +      /* We don't allow to move above/below a directly linked collection
 +       * unless the source collection is also directly linked */
 +      else if (is_directly_linked_dst) {
 +              /* Both directly linked to the ViewLayer, just need to swap */
 +              if (is_directly_linked_src) {
 +                      BLI_remlink(&view_layer->layer_collections, lc_src);
 +                      BLI_insertlinkafter(&view_layer->layer_collections, lc_dst, lc_src);
 +                      return true;
 +              }
 +              else {
 +                      return false;
 +              }
 +      }
 +      else {
 +              LayerCollection *lc_temp;
 +
 +              if (!is_directly_linked_src) {
 +                      /* lc_src will be invalid after BKE_collection_move_into!
 +                       * so we swap it with lc_temp to preserve its settings */
 +                      lc_temp = BKE_collection_link(view_layer, lc_src->scene_collection);
 +                      layer_collection_swap(view_layer, &view_layer->layer_collections, NULL, lc_temp, lc_src);
 +              }
 +
 +              if (!BKE_collection_move_below(owner_id, lc_dst->scene_collection, lc_src->scene_collection)) {
 +                      if (!is_directly_linked_src) {
 +                              /* Swap back and remove */
 +                              layer_collection_swap(view_layer, NULL, NULL, lc_temp, lc_src);
 +                              BKE_collection_unlink(view_layer, lc_temp);
 +                      }
 +                      return false;
 +              }
 +      }
 +
 +      LayerCollection *lc_new = lc_dst->next;
 +      BLI_assert(lc_new);
 +      layer_collection_swap(view_layer, NULL, NULL, lc_new, lc_src);
 +
 +      /* If it's directly linked, unlink it after the swap */
 +      if (BLI_findindex(&view_layer->layer_collections, lc_new) != -1) {
 +              BKE_collection_unlink(view_layer, lc_new);
 +      }
 +
 +      return true;
 +}
 +
 +static bool layer_collection_resync(ViewLayer *view_layer, LayerCollection *lc, const SceneCollection *sc)
 +{
 +      if (lc->scene_collection == sc) {
 +              ListBase collections = {NULL};
 +              BLI_movelisttolist(&collections, &lc->layer_collections);
 +
 +              for (SceneCollection *sc_nested = sc->scene_collections.first; sc_nested; sc_nested = sc_nested->next) {
 +                      LayerCollection *lc_nested = BLI_findptr(&collections, sc_nested, offsetof(LayerCollection, scene_collection));
 +                      if (lc_nested) {
 +                              BLI_remlink(&collections, lc_nested);
 +                              BLI_addtail(&lc->layer_collections, lc_nested);
 +                      }
 +                      else {
 +                              layer_collection_add(view_layer, lc, sc_nested);
 +                      }
 +              }
 +
 +              for (LayerCollection *lc_nested = collections.first; lc_nested; lc_nested = lc_nested->next) {
 +                      layer_collection_free(view_layer, lc_nested);
 +              }
 +              BLI_freelistN(&collections);
 +
 +              BLI_assert(BLI_listbase_count(&lc->layer_collections) ==
 +                         BLI_listbase_count(&sc->scene_collections));
 +
 +              return true;
 +      }
 +
 +      for (LayerCollection *lc_nested = lc->layer_collections.first; lc_nested; lc_nested = lc_nested->next) {
 +              if (layer_collection_resync(view_layer, lc_nested, sc)) {
 +                      return true;
 +              }
 +      }
 +
 +      return false;
 +}
 +
 +/**
 + * Update the scene layers so that any LayerCollection that points
 + * to \a sc is re-synced again
 + */
 +void BKE_layer_collection_resync(const ID *owner_id, const SceneCollection *sc)
 +{
 +      for (ViewLayer *view_layer = BKE_view_layer_first_from_id(owner_id); view_layer; view_layer = view_layer->next) {
 +              for (LayerCollection *lc = view_layer->layer_collections.first; lc; lc = lc->next) {
 +                      layer_collection_resync(view_layer, lc, sc);
 +              }
 +      }
 +}
 +
 +/* ---------------------------------------------------------------------- */
 +
 +/**
 + * Select all the objects of this layer collection
 + *
 + * It also select the objects that are in nested collections.
 + * \note Recursive
 + */
 +void BKE_layer_collection_objects_select(struct LayerCollection *layer_collection)
 +{
 +      if ((layer_collection->flag & COLLECTION_DISABLED) ||
 +          ((layer_collection->flag & COLLECTION_SELECTABLE) == 0))
 +      {
 +              return;
 +      }
 +
 +      for (LinkData *link = layer_collection->object_bases.first; link; link = link->next) {
 +              Base *base = link->data;
 +              if (base->flag & BASE_SELECTABLED) {
 +                      base->flag |= BASE_SELECTED;
 +              }
 +      }
 +
 +      for (LayerCollection *iter = layer_collection->layer_collections.first; iter; iter = iter->next) {
 +              BKE_layer_collection_objects_select(iter);
 +      }
 +}
 +
 +/* ---------------------------------------------------------------------- */
 +
 +/**
 + * Link a collection to a renderlayer
 + * The collection needs to be created separately
 + */
 +LayerCollection *BKE_collection_link(ViewLayer *view_layer, SceneCollection *sc)
 +{
 +      LayerCollection *lc = layer_collection_add(view_layer, NULL, sc);
 +      view_layer->active_collection = BKE_layer_collection_findindex(view_layer, lc);
 +      return lc;
 +}
 +
 +/**
 + * Unlink a collection base from a renderlayer
 + * The corresponding collection is not removed from the master collection
 + */
 +void BKE_collection_unlink(ViewLayer *view_layer, LayerCollection *lc)
 +{
 +      BKE_layer_collection_free(view_layer, lc);
 +      BLI_remlink(&view_layer->layer_collections, lc);
 +      MEM_freeN(lc);
 +      view_layer->active_collection = 0;
 +}
 +
 +/**
 + * Recursively enable nested collections
 + */
 +static void layer_collection_enable(ViewLayer *view_layer, LayerCollection *lc)
 +{
 +      layer_collection_objects_populate(view_layer, lc, &lc->scene_collection->objects);
 +
 +      for (LayerCollection *nlc = lc->layer_collections.first; nlc; nlc = nlc->next) {
 +              layer_collection_enable(view_layer, nlc);
 +      }
 +}
 +
 +/**
 + * Enable collection
 + * Add its objects bases to ViewLayer
 + *
 + * Only around for doversion.
 + */
 +void BKE_collection_enable(ViewLayer *view_layer, LayerCollection *lc)
 +{
 +      if ((lc->flag & COLLECTION_DISABLED) == 0) {
 +              return;
 +      }
 +
 +      lc->flag &= ~COLLECTION_DISABLED;
 +      layer_collection_enable(view_layer, lc);
 +}
 +
 +static void layer_collection_object_add(ViewLayer *view_layer, LayerCollection *lc, Object *ob)
 +{
 +      Base *base = object_base_add(view_layer, ob);
 +
 +      /* Only add an object once. */
 +      if (BLI_findptr(&lc->object_bases, base, offsetof(LinkData, data))) {
 +              return;
 +      }
 +
 +      bool is_visible = ((lc->flag & COLLECTION_VIEWPORT) != 0) && ((lc->flag & COLLECTION_DISABLED) == 0);
 +      bool is_selectable = is_visible && ((lc->flag & COLLECTION_SELECTABLE) != 0);
 +
 +      if (is_visible) {
 +              base->flag |= BASE_VISIBLED;
 +      }
 +
 +      if (is_selectable) {
 +              base->flag |= BASE_SELECTABLED;
 +      }
 +
 +      BLI_addtail(&lc->object_bases, BLI_genericNodeN(base));
 +}
 +
 +static void layer_collection_object_remove(ViewLayer *view_layer, LayerCollection *lc, Object *ob)
 +{
 +      Base *base;
 +      base = BKE_view_layer_base_find(view_layer, ob);
 +
 +      LinkData *link = BLI_findptr(&lc->object_bases, base, offsetof(LinkData, data));
 +      BLI_remlink(&lc->object_bases, link);
 +      MEM_freeN(link);
 +
 +      view_layer_object_base_unref(view_layer, base);
 +}
 +
 +static void layer_collection_objects_populate(ViewLayer *view_layer, LayerCollection *lc, ListBase *objects)
 +{
 +      for (LinkData *link = objects->first; link; link = link->next) {
 +              layer_collection_object_add(view_layer, lc, link->data);
 +      }
 +}
 +
 +static void layer_collection_populate(ViewLayer *view_layer, LayerCollection *lc, SceneCollection *sc)
 +{
 +      layer_collection_objects_populate(view_layer, lc, &sc->objects);
 +
 +      for (SceneCollection *nsc = sc->scene_collections.first; nsc; nsc = nsc->next) {
 +              layer_collection_add(view_layer, lc, nsc);
 +      }
 +}
 +
 +static LayerCollection *layer_collection_add(ViewLayer *view_layer, LayerCollection *parent, SceneCollection *sc)
 +{
 +      IDPropertyTemplate val = {0};
 +      LayerCollection *lc = MEM_callocN(sizeof(LayerCollection), "Collection Base");
 +
 +      lc->scene_collection = sc;
 +      lc->flag = COLLECTION_SELECTABLE | COLLECTION_VIEWPORT | COLLECTION_RENDER;
 +
 +      lc->properties = IDP_New(IDP_GROUP, &val, ROOT_PROP);
 +      collection_engine_settings_init(lc->properties, false);
 +
 +      if (parent != NULL) {
 +              BLI_addtail(&parent->layer_collections, lc);
 +      }
 +      else {
 +              BLI_addtail(&view_layer->layer_collections, lc);
 +      }
 +
 +      layer_collection_populate(view_layer, lc, sc);
 +
 +      return lc;
 +}
 +
 +/* ---------------------------------------------------------------------- */
 +
 +/**
 + * See if render layer has the scene collection linked directly, or indirectly (nested)
 + */
 +bool BKE_view_layer_has_collection(ViewLayer *view_layer, const SceneCollection *sc)
 +{
 +      for (LayerCollection *lc = view_layer->layer_collections.first; lc; lc = lc->next) {
 +              if (find_layer_collection_by_scene_collection(lc, sc) != NULL) {
 +                      return true;
 +              }
 +      }
 +      return false;
 +}
 +
 +/**
 + * See if the object is in any of the scene layers of the scene
 + */
 +bool BKE_scene_has_object(Scene *scene, Object *ob)
 +{
 +      for (ViewLayer *view_layer = scene->view_layers.first; view_layer; view_layer = view_layer->next) {
 +              Base *base = BKE_view_layer_base_find(view_layer, ob);
 +              if (base) {
 +                      return true;
 +              }
 +      }
 +      return false;
 +}
 +
 +
 +/* ---------------------------------------------------------------------- */
 +/* Syncing */
 +
 +static LayerCollection *find_layer_collection_by_scene_collection(LayerCollection *lc, const SceneCollection *sc)
 +{
 +      if (lc->scene_collection == sc) {
 +              return lc;
 +      }
 +
 +      for (LayerCollection *nlc = lc->layer_collections.first; nlc; nlc = nlc->next) {
 +              LayerCollection *found = find_layer_collection_by_scene_collection(nlc, sc);
 +              if (found) {
 +                      return found;
 +              }
 +      }
 +      return NULL;
 +}
 +
 +/**
 + * Add a new LayerCollection for all the ViewLayers that have sc_parent
 + */
 +void BKE_layer_sync_new_scene_collection(ID *owner_id, const SceneCollection *sc_parent, SceneCollection *sc)
 +{
 +      for (ViewLayer *view_layer = BKE_view_layer_first_from_id(owner_id); view_layer; view_layer = view_layer->next) {
 +              for (LayerCollection *lc = view_layer->layer_collections.first; lc; lc = lc->next) {
 +                      LayerCollection *lc_parent = find_layer_collection_by_scene_collection(lc, sc_parent);
 +                      if (lc_parent) {
 +                              layer_collection_add(view_layer, lc_parent, sc);
 +                      }
 +              }
 +      }
 +}
 +
 +/**
 + * Add a corresponding ObjectBase to all the equivalent LayerCollection
 + */
 +void BKE_layer_sync_object_link(const ID *owner_id, SceneCollection *sc, Object *ob)
 +{
 +      for (ViewLayer *view_layer = BKE_view_layer_first_from_id(owner_id); view_layer; view_layer = view_layer->next) {
 +              for (LayerCollection *lc = view_layer->layer_collections.first; lc; lc = lc->next) {
 +                      LayerCollection *found = find_layer_collection_by_scene_collection(lc, sc);
 +                      if (found) {
 +                              layer_collection_object_add(view_layer, found, ob);
 +                      }
 +              }
 +      }
 +}
 +
 +/**
 + * Remove the equivalent object base to all layers that have this collection
 + */
 +void BKE_layer_sync_object_unlink(const ID *owner_id, SceneCollection *sc, Object *ob)
 +{
 +      for (ViewLayer *view_layer = BKE_view_layer_first_from_id(owner_id); view_layer; view_layer = view_layer->next) {
 +              for (LayerCollection *lc = view_layer->layer_collections.first; lc; lc = lc->next) {
 +                      LayerCollection *found = find_layer_collection_by_scene_collection(lc, sc);
 +                      if (found) {
 +                              layer_collection_object_remove(view_layer, found, ob);
 +                      }
 +              }
 +      }
 +}
 +
 +/* ---------------------------------------------------------------------- */
 +/* Override */
 +
 +/**
 + * Add a new datablock override
 + */
 +void BKE_override_view_layer_datablock_add(ViewLayer *view_layer, int id_type, const char *data_path, const ID *owner_id)
 +{
 +      UNUSED_VARS(view_layer, id_type, data_path, owner_id);
 +      TODO_LAYER_OVERRIDE;
 +}
 +
 +/**
 + * Add a new int override
 + */
 +void BKE_override_view_layer_int_add(ViewLayer *view_layer, int id_type, const char *data_path, const int value)
 +{
 +      UNUSED_VARS(view_layer, id_type, data_path, value);
 +      TODO_LAYER_OVERRIDE;
 +}
 +
 +/**
 + * Add a new boolean override
 + */
 +void BKE_override_layer_collection_boolean_add(struct LayerCollection *layer_collection, int id_type, const char *data_path, const bool value)
 +{
 +      UNUSED_VARS(layer_collection, id_type, data_path, value);
 +      TODO_LAYER_OVERRIDE;
 +}
 +
 +/* ---------------------------------------------------------------------- */
 +/* Engine Settings */
 +
 +ListBase R_layer_collection_engines_settings_callbacks = {NULL, NULL};
 +ListBase R_view_layer_engines_settings_callbacks = {NULL, NULL};
 +
 +typedef struct EngineSettingsCB_Type {
 +      struct EngineSettingsCB_Type *next, *prev;
 +
 +      char name[MAX_NAME]; /* engine name */
 +
 +      EngineSettingsCB callback;
 +
 +} EngineSettingsCB_Type;
 +
 +static void create_engine_settings_scene(IDProperty *root, EngineSettingsCB_Type *es_type)
 +{
 +      if (collection_engine_get(root, COLLECTION_MODE_NONE, es_type->name)) {
 +              return;
 +      }
 +
 +      IDProperty *props = collection_engine_settings_create(es_type, true);
 +      IDP_AddToGroup(root, props);
 +}
 +
 +static void create_layer_collection_engine_settings_scene(Scene *scene, EngineSettingsCB_Type *es_type)
 +{
 +      create_engine_settings_scene(scene->collection_properties, es_type);
 +}
 +
 +static void create_view_layer_engine_settings_scene(Scene *scene, EngineSettingsCB_Type *es_type)
 +{
 +      create_engine_settings_scene(scene->layer_properties, es_type);
 +}
 +
 +static void create_layer_collection_engine_settings_collection(LayerCollection *lc, EngineSettingsCB_Type *es_type)
 +{
 +      if (BKE_layer_collection_engine_collection_get(lc, COLLECTION_MODE_NONE, es_type->name)) {
 +              return;
 +      }
 +
 +      IDProperty *props = collection_engine_settings_create(es_type, false);
 +      IDP_AddToGroup(lc->properties, props);
 +
 +      for (LayerCollection *lcn = lc->layer_collections.first; lcn; lcn = lcn->next) {
 +              create_layer_collection_engine_settings_collection(lcn, es_type);
 +      }
 +}
 +
 +static void create_layer_collection_engines_settings_scene(Scene *scene, EngineSettingsCB_Type *es_type)
 +{
 +      /* Populate the scene with the new settings. */
 +      create_layer_collection_engine_settings_scene(scene, es_type);
 +
 +      for (ViewLayer *view_layer = scene->view_layers.first; view_layer; view_layer = view_layer->next) {
 +              for (LayerCollection *lc = view_layer->layer_collections.first; lc; lc = lc->next) {
 +                      create_layer_collection_engine_settings_collection(lc, es_type);
 +              }
 +      }
 +}
 +
 +static void create_view_layer_engines_settings_scene(Scene *scene, EngineSettingsCB_Type *es_type)
 +{
 +      /* Populate the scene with the new settings. */
 +      create_view_layer_engine_settings_scene(scene, es_type);
 +}
 +
 +static void create_view_layer_engines_settings_layer(ViewLayer *view_layer, EngineSettingsCB_Type *es_type)
 +{
 +      if (BKE_view_layer_engine_layer_get(view_layer, COLLECTION_MODE_NONE, es_type->name)) {
 +              return;
 +      }
 +
 +      IDProperty *props = collection_engine_settings_create(es_type, false);
 +      IDP_AddToGroup(view_layer->properties, props);
 +}
 +
 +static EngineSettingsCB_Type *engine_settings_callback_register(const char *engine_name, EngineSettingsCB func, ListBase *lb)
 +{
 +      EngineSettingsCB_Type *es_type;
 +
 +      /* Cleanup in case it existed. */
 +      es_type = BLI_findstring(lb, engine_name, offsetof(EngineSettingsCB_Type, name));
 +
 +      if (es_type) {
 +              BLI_remlink(lb, es_type);
 +              MEM_freeN(es_type);
 +      }
 +
 +      es_type = MEM_callocN(sizeof(EngineSettingsCB_Type), __func__);
 +      BLI_strncpy_utf8(es_type->name, engine_name, sizeof(es_type->name));
 +      es_type->callback = func;
 +      BLI_addtail(lb, es_type);
 +
 +      return es_type;
 +}
 +
 +void BKE_layer_collection_engine_settings_callback_register(
 +        Main *bmain, const char *engine_name, EngineSettingsCB func)
 +{
 +      EngineSettingsCB_Type *es_type =
 +              engine_settings_callback_register(engine_name, func, &R_layer_collection_engines_settings_callbacks);
 +
 +      if (bmain) {
 +              /* Populate all of the collections of the scene with those settings. */
 +              for (Scene *scene = bmain->scene.first; scene; scene = scene->id.next) {
 +                      create_layer_collection_engines_settings_scene(scene, es_type);
 +              }
 +      }
 +}
 +
 +void BKE_view_layer_engine_settings_callback_register(
 +        Main *bmain, const char *engine_name, EngineSettingsCB func)
 +{
 +      EngineSettingsCB_Type *es_type =
 +              engine_settings_callback_register(engine_name, func, &R_view_layer_engines_settings_callbacks);
 +
 +      if (bmain) {
 +              /* Populate all of the collections of the scene with those settings. */
 +              for (Scene *scene = bmain->scene.first; scene; scene = scene->id.next) {
 +                      create_view_layer_engines_settings_scene(scene, es_type);
 +
 +                      for (ViewLayer *view_layer = scene->view_layers.first; view_layer; view_layer = view_layer->next) {
 +                              create_view_layer_engines_settings_layer(view_layer, es_type);
 +                      }
 +              }
 +      }
 +}
 +
 +void BKE_layer_collection_engine_settings_callback_free(void)
 +{
 +      BLI_freelistN(&R_layer_collection_engines_settings_callbacks);
 +}
 +
 +void BKE_view_layer_engine_settings_callback_free(void)
 +{
 +      BLI_freelistN(&R_view_layer_engines_settings_callbacks);
 +}
 +
 +/**
 + * Create a root IDProperty for this engine
 + *
 + * \param populate whether we want to pre-fill the collection with the default properties
 + */
 +static IDProperty *collection_engine_settings_create(EngineSettingsCB_Type *es_type, const bool populate)
 +{
 +      IDProperty *props;
 +      IDPropertyTemplate val = {0};
 +
 +      props = IDP_New(IDP_GROUP, &val, es_type->name);
 +      props->subtype = IDP_GROUP_SUB_ENGINE_RENDER;
 +
 +      /* properties */
 +      if (populate) {
 +              es_type->callback(NULL, props);
 +      }
 +
 +      return props;
 +}
 +
 +static void layer_collection_create_mode_settings_object(IDProperty *root, const bool populate)
 +{
 +      IDProperty *props;
 +      IDPropertyTemplate val = {0};
 +
 +      props = IDP_New(IDP_GROUP, &val, "ObjectMode");
 +      props->subtype = IDP_GROUP_SUB_MODE_OBJECT;
 +
 +      /* properties */
 +      if (populate) {
 +              OBJECT_collection_settings_create(props);
 +      }
 +
 +      IDP_AddToGroup(root, props);
 +}
 +
 +static void layer_collection_create_mode_settings_edit(IDProperty *root, const bool populate)
 +{
 +      IDProperty *props;
 +      IDPropertyTemplate val = {0};
 +
 +      props = IDP_New(IDP_GROUP, &val, "EditMode");
 +      props->subtype = IDP_GROUP_SUB_MODE_EDIT;
 +
 +      /* properties */
 +      if (populate) {
 +              EDIT_MESH_collection_settings_create(props);
 +      }
 +
 +      IDP_AddToGroup(root, props);
 +}
 +
 +static void layer_collection_create_mode_settings_paint_weight(IDProperty *root, const bool populate)
 +{
 +      IDProperty *props;
 +      IDPropertyTemplate val = {0};
 +
 +      props = IDP_New(IDP_GROUP, &val, "WeightPaintMode");
 +      props->subtype = IDP_GROUP_SUB_MODE_PAINT_WEIGHT;
 +
 +      /* properties */
 +      if (populate) {
 +              PAINT_WEIGHT_collection_settings_create(props);
 +      }
 +
 +      IDP_AddToGroup(root, props);
 +}
 +
 +static void layer_collection_create_mode_settings_paint_vertex(IDProperty *root, const bool populate)
 +{
 +      IDProperty *props;
 +      IDPropertyTemplate val = {0};
 +
 +      props = IDP_New(IDP_GROUP, &val, "VertexPaintMode");
 +      props->subtype = IDP_GROUP_SUB_MODE_PAINT_VERTEX;
 +
 +      /* properties */
 +      if (populate) {
 +              PAINT_VERTEX_collection_settings_create(props);
 +      }
 +
 +      IDP_AddToGroup(root, props);
 +}
 +
 +static void layer_collection_create_render_settings(IDProperty *root, const bool populate)
 +{
 +      EngineSettingsCB_Type *es_type;
 +      for (es_type = R_layer_collection_engines_settings_callbacks.first; es_type; es_type = es_type->next) {
 +              IDProperty *props = collection_engine_settings_create(es_type, populate);
 +              IDP_AddToGroup(root, props);
 +      }
 +}
 +
 +static void view_layer_create_render_settings(IDProperty *root, const bool populate)
 +{
 +      EngineSettingsCB_Type *es_type;
 +      for (es_type = R_view_layer_engines_settings_callbacks.first; es_type; es_type = es_type->next) {
 +              IDProperty *props = collection_engine_settings_create(es_type, populate);
 +              IDP_AddToGroup(root, props);
 +      }
 +}
 +
 +static void collection_create_mode_settings(IDProperty *root, const bool populate)
 +{
 +      /* XXX TODO: put all those engines in the R_engines_settings_callbacks
 +       * and have IDP_AddToGroup outside the callbacks */
 +      layer_collection_create_mode_settings_object(root, populate);
 +      layer_collection_create_mode_settings_edit(root, populate);
 +      layer_collection_create_mode_settings_paint_weight(root, populate);
 +      layer_collection_create_mode_settings_paint_vertex(root, populate);
 +}
 +
 +static void layer_create_mode_settings(IDProperty *root, const bool populate)
 +{
 +      TODO_LAYER; /* XXX like collection_create_mode_settings */
 +      UNUSED_VARS(root, populate);
 +}
 +
 +static int idproperty_group_subtype(const int mode_type)
 +{
 +      int idgroup_type;
 +
 +      switch (mode_type) {
 +              case COLLECTION_MODE_OBJECT:
 +                      idgroup_type = IDP_GROUP_SUB_MODE_OBJECT;
 +                      break;
 +              case COLLECTION_MODE_EDIT:
 +                      idgroup_type = IDP_GROUP_SUB_MODE_EDIT;
 +                      break;
 +              case COLLECTION_MODE_PAINT_WEIGHT:
 +                      idgroup_type = IDP_GROUP_SUB_MODE_PAINT_WEIGHT;
 +                      break;
 +              case COLLECTION_MODE_PAINT_VERTEX:
 +                      idgroup_type = IDP_GROUP_SUB_MODE_PAINT_VERTEX;
 +                      break;
 +              default:
 +              case COLLECTION_MODE_NONE:
 +                      return IDP_GROUP_SUB_ENGINE_RENDER;
 +                      break;
 +      }
 +
 +      return idgroup_type;
 +}
 +
 +/**
 + * Return collection enginne settings for either Object s of LayerCollection s
 + */
 +static IDProperty *collection_engine_get(
 +        IDProperty *root, const int type, const char *engine_name)
 +{
 +      const int subtype = idproperty_group_subtype(type);
 +
 +      if (subtype == IDP_GROUP_SUB_ENGINE_RENDER) {
 +              return IDP_GetPropertyFromGroup(root, engine_name);
 +      }
 +      else {
 +              IDProperty *prop;
 +              for (prop = root->data.group.first; prop; prop = prop->next) {
 +                      if (prop->subtype == subtype) {
 +                              return prop;
 +                      }
 +              }
 +      }
 +
 +      BLI_assert(false);
 +      return NULL;
 +}
 +
 +/**
 + * Return collection engine settings from Object for specified engine of mode
 + */
 +IDProperty *BKE_layer_collection_engine_evaluated_get(Object *ob, const int type, const char *engine_name)
 +{
 +      return collection_engine_get(ob->base_collection_properties, type, engine_name);
 +}
 +/**
 + * Return layer collection engine settings for specified engine
 + */
 +IDProperty *BKE_layer_collection_engine_collection_get(LayerCollection *lc, const int type, const char *engine_name)
 +{
 +      return collection_engine_get(lc->properties, type, engine_name);
 +}
 +
 +/**
 + * Return layer collection engine settings for specified engine in the scene
 + */
 +IDProperty *BKE_layer_collection_engine_scene_get(Scene *scene, const int type, const char *engine_name)
 +{
 +      return collection_engine_get(scene->collection_properties, type, engine_name);
 +}
 +
 +/**
 + * Return scene layer engine settings for specified engine in the scene
 + */
 +IDProperty *BKE_view_layer_engine_scene_get(Scene *scene, const int type, const char *engine_name)
 +{
 +      return collection_engine_get(scene->layer_properties, type, engine_name);
 +}
 +
 +/**
 + * Return scene layer engine settings for specified engine
 + */
 +IDProperty *BKE_view_layer_engine_layer_get(ViewLayer *view_layer, const int type, const char *engine_name)
 +{
 +      return collection_engine_get(view_layer->properties, type, engine_name);
 +}
 +
 +/**
 + * Return scene layer evaluated engine settings for specified engine
 + */
 +IDProperty *BKE_view_layer_engine_evaluated_get(ViewLayer *view_layer, const int type, const char *engine_name)
 +{
 +      return collection_engine_get(view_layer->properties_evaluated, type, engine_name);
 +}
 +
 +/* ---------------------------------------------------------------------- */
 +/* Engine Settings Properties */
 +
 +void BKE_collection_engine_property_add_float(IDProperty *props, const char *name, float value)
 +{
 +      IDPropertyTemplate val = {0};
 +      val.f = value;
 +      IDP_AddToGroup(props, IDP_New(IDP_FLOAT, &val, name));
 +}
 +
 +void BKE_collection_engine_property_add_float_array(
 +        IDProperty *props, const char *name, const float *values, const int array_length)
 +{
 +      IDPropertyTemplate val = {0};
 +      val.array.len = array_length;
 +      val.array.type = IDP_FLOAT;
 +
 +      IDProperty *idprop = IDP_New(IDP_ARRAY, &val, name);
 +      memcpy(IDP_Array(idprop), values, sizeof(float) * idprop->len);
 +      IDP_AddToGroup(props, idprop);
 +}
 +
 +void BKE_collection_engine_property_add_int(IDProperty *props, const char *name, int value)
 +{
 +      IDPropertyTemplate val = {0};
 +      val.i = value;
 +      IDP_AddToGroup(props, IDP_New(IDP_INT, &val, name));
 +}
 +
 +void BKE_collection_engine_property_add_bool(IDProperty *props, const char *name, bool value)
 +{
 +      IDPropertyTemplate val = {0};
 +      val.i = value;
 +      IDP_AddToGroup(props, IDP_New(IDP_INT, &val, name));
 +}
 +
 +int BKE_collection_engine_property_value_get_int(IDProperty *props, const char *name)
 +{
 +      IDProperty *idprop = IDP_GetPropertyFromGroup(props, name);
 +      return idprop ? IDP_Int(idprop) : 0;
 +}
 +
 +float BKE_collection_engine_property_value_get_float(IDProperty *props, const char *name)
 +{
 +      IDProperty *idprop = IDP_GetPropertyFromGroup(props, name);
 +      return idprop ? IDP_Float(idprop) : 0.0f;
 +}
 +
 +const float *BKE_collection_engine_property_value_get_float_array(IDProperty *props, const char *name)
 +{
 +      IDProperty *idprop = IDP_GetPropertyFromGroup(props, name);
 +      return idprop ? IDP_Array(idprop) : NULL;
 +}
 +
 +bool BKE_collection_engine_property_value_get_bool(IDProperty *props, const char *name)
 +{
 +      IDProperty *idprop = IDP_GetPropertyFromGroup(props, name);
 +      return idprop ? IDP_Int(idprop) : 0;
 +}
 +
 +void BKE_collection_engine_property_value_set_int(IDProperty *props, const char *name, int value)
 +{
 +      IDProperty *idprop = IDP_GetPropertyFromGroup(props, name);
 +      IDP_Int(idprop) = value;
 +}
 +
 +void BKE_collection_engine_property_value_set_float(IDProperty *props, const char *name, float value)
 +{
 +      IDProperty *idprop = IDP_GetPropertyFromGroup(props, name);
 +      IDP_Float(idprop) = value;
 +}
 +
 +void BKE_collection_engine_property_value_set_float_array(IDProperty *props, const char *name, const float *values)
 +{
 +      IDProperty *idprop = IDP_GetPropertyFromGroup(props, name);
 +      memcpy(IDP_Array(idprop), values, sizeof(float) * idprop->len);
 +}
 +
 +void BKE_collection_engine_property_value_set_bool(IDProperty *props, const char *name, bool value)
 +{
 +      IDProperty *idprop = IDP_GetPropertyFromGroup(props, name);
 +      IDP_Int(idprop) = value;
 +}
 +
 +/* Engine Settings recalculate  */
 +
 +/* get all the default settings defined in scene and merge them here */
 +static void collection_engine_settings_init(IDProperty *root, const bool populate)
 +{
 +      /* render engines */
 +      layer_collection_create_render_settings(root, populate);
 +
 +      /* mode engines */
 +      collection_create_mode_settings(root, populate);
 +}
 +
 +/* get all the default settings defined in scene and merge them here */
 +static void layer_engine_settings_init(IDProperty *root, const bool populate)
 +{
 +      /* render engines */
 +      view_layer_create_render_settings(root, populate);
 +
 +      /* mode engines */
 +      layer_create_mode_settings(root, populate);
 +}
 +
 +/**
 + * Initialize the layer collection render setings
 + * It's used mainly for scenes
 + */
 +void BKE_layer_collection_engine_settings_create(IDProperty *root)
 +{
 +      collection_engine_settings_init(root, true);
 +}
 +
 +/**
 + * Initialize the render setings
 + * It's used mainly for scenes
 + */
 +void BKE_view_layer_engine_settings_create(IDProperty *root)
 +{
 +      layer_engine_settings_init(root, true);
 +}
 +
 +/**
 + * Reference of IDProperty group scene collection settings
 + * Used when reading blendfiles, to see if there is any missing settings.
 + */
 +static struct {
 +      struct {
 +              IDProperty *collection_properties;
 +              IDProperty *render_settings;
 +      } scene;
 +      IDProperty *view_layer;
 +      IDProperty *layer_collection;
 +} root_reference = {
 +      .scene = {NULL, NULL},
 +      .view_layer = NULL,
 +      .layer_collection = NULL,
 +};
 +
 +/**
 + * Free the reference scene collection settings IDProperty group.
 + */
 +static void engine_settings_validate_init(void)
 +{
 +      IDPropertyTemplate val = {0};
 +
 +      /* LayerCollection engine settings. */
 +      if (root_reference.scene.collection_properties == NULL) {
 +              root_reference.scene.collection_properties = IDP_New(IDP_GROUP, &val, ROOT_PROP);
 +              collection_engine_settings_init(root_reference.scene.collection_properties, true);
 +      }
 +
 +      if (root_reference.layer_collection == NULL) {
 +              root_reference.layer_collection = IDP_New(IDP_GROUP, &val, ROOT_PROP);
 +              collection_engine_settings_init(root_reference.layer_collection, false);
 +      }
 +
 +      /* Render engine setting. */
 +      if (root_reference.scene.render_settings == NULL) {
 +              root_reference.scene.render_settings = IDP_New(IDP_GROUP, &val, ROOT_PROP);
 +              layer_engine_settings_init(root_reference.scene.render_settings, true);
 +      }
 +
 +      if (root_reference.view_layer == NULL) {
 +              root_reference.view_layer = IDP_New(IDP_GROUP, &val, ROOT_PROP);
 +              layer_engine_settings_init(root_reference.view_layer, false);
 +      }
 +}
 +
 +/**
 + * Free the reference scene collection settings IDProperty group.
 + */
 +static void layer_collection_engine_settings_validate_free(void)
 +{
 +      IDProperty *idprops[] = {
 +          root_reference.scene.render_settings,
 +          root_reference.scene.collection_properties,
 +          root_reference.view_layer,
 +          root_reference.layer_collection,
 +          NULL,
 +      };
 +
 +      IDProperty **idprop = &idprops[0];
 +      while (*idprop) {
 +              if (*idprop) {
 +                      IDP_FreeProperty(*idprop);
 +                      MEM_freeN(*idprop);
 +                      *idprop = NULL;
 +                      idprop++;
 +              }
 +      }
 +}
 +
 +/**
 + * Make sure Scene has all required collection settings.
 + */
 +void BKE_layer_collection_engine_settings_validate_scene(Scene *scene)
 +{
 +      if (root_reference.scene.collection_properties == NULL) {
 +              engine_settings_validate_init();
 +      }
 +
 +      if (scene->collection_properties == NULL) {
 +              IDPropertyTemplate val = {0};
 +              scene->collection_properties = IDP_New(IDP_GROUP, &val, ROOT_PROP);
 +              BKE_layer_collection_engine_settings_create(scene->collection_properties);
 +      }
 +      else {
 +              IDP_MergeGroup(scene->collection_properties, root_reference.scene.collection_properties, false);
 +      }
 +}
 +
 +/**
 + * Maker sure LayerCollection has all required collection settings.
 + */
 +void BKE_layer_collection_engine_settings_validate_collection(LayerCollection *lc)
 +{
 +      if (root_reference.layer_collection == NULL) {
 +              engine_settings_validate_init();
 +      }
 +
 +      BLI_assert(lc->properties != NULL);
 +      IDP_MergeGroup(lc->properties, root_reference.layer_collection, false);
 +}
 +
 +/**
 + * Make sure Scene has all required collection settings.
 + */
 +void BKE_view_layer_engine_settings_validate_scene(Scene *scene)
 +{
 +      if (root_reference.scene.render_settings == NULL) {
 +              engine_settings_validate_init();
 +      }
 +
 +      if (scene->layer_properties == NULL) {
 +              IDPropertyTemplate val = {0};
 +              scene->layer_properties = IDP_New(IDP_GROUP, &val, ROOT_PROP);
 +              BKE_view_layer_engine_settings_create(scene->layer_properties);
 +      }
 +      else {
 +              IDP_MergeGroup(scene->layer_properties, root_reference.scene.render_settings, false);
 +      }
 +}
 +
 +/**
 + * Make sure Scene has all required collection settings.
 + */
 +void BKE_view_layer_engine_settings_validate_layer(ViewLayer *view_layer)
 +{
 +      if (root_reference.view_layer == NULL) {
 +              engine_settings_validate_init();
 +      }
 +
 +      IDP_MergeGroup(view_layer->properties, root_reference.view_layer, false);
 +}
 +
 +/* ---------------------------------------------------------------------- */
 +/* Iterators */
 +
 +static void object_bases_iterator_begin(BLI_Iterator *iter, void *data_in, const int flag)
 +{
 +      ViewLayer *view_layer = data_in;
 +      Base *base = view_layer->object_bases.first;
 +
 +      /* when there are no objects */
 +      if (base ==  NULL) {
 +              iter->valid = false;
 +              return;
 +      }
 +
 +      iter->data = base;
 +
 +      if ((base->flag & flag) == 0) {
 +              object_bases_iterator_next(iter, flag);
 +      }
 +      else {
 +              iter->current = base;
 +      }
 +}
 +
 +static void object_bases_iterator_next(BLI_Iterator *iter, const int flag)
 +{
 +      Base *base = ((Base *)iter->data)->next;
 +
 +      while (base) {
 +              if ((base->flag & flag) != 0) {
 +                      iter->current = base;
 +                      iter->data = base;
 +                      return;
 +              }
 +              base = base->next;
 +      }
 +
 +      iter->valid = false;
 +}
 +
 +static void objects_iterator_begin(BLI_Iterator *iter, void *data_in, const int flag)
 +{
 +      object_bases_iterator_begin(iter, data_in, flag);
 +
 +      if (iter->valid) {
 +              iter->current = ((Base *)iter->current)->object;
 +      }
 +}
 +
 +static void objects_iterator_next(BLI_Iterator *iter, const int flag)
 +{
 +      object_bases_iterator_next(iter, flag);
 +
 +      if (iter->valid) {
 +              iter->current = ((Base *)iter->current)->object;
 +      }
 +}
 +
 +void BKE_selected_objects_iterator_begin(BLI_Iterator *iter, void *data_in)
 +{
 +      objects_iterator_begin(iter, data_in, BASE_SELECTED);
 +}
 +
 +void BKE_selected_objects_iterator_next(BLI_Iterator *iter)
 +{
 +      objects_iterator_next(iter, BASE_SELECTED);
 +}
 +
 +void BKE_selected_objects_iterator_end(BLI_Iterator *UNUSED(iter))
 +{
 +      /* do nothing */
 +}
 +
 +void BKE_visible_objects_iterator_begin(BLI_Iterator *iter, void *data_in)
 +{
 +      objects_iterator_begin(iter, data_in, BASE_VISIBLED);
 +}
 +
 +void BKE_visible_objects_iterator_next(BLI_Iterator *iter)
 +{
 +      objects_iterator_next(iter, BASE_VISIBLED);
 +}
 +
 +void BKE_visible_objects_iterator_end(BLI_Iterator *UNUSED(iter))
 +{
 +      /* do nothing */
 +}
 +
 +void BKE_selected_bases_iterator_begin(BLI_Iterator *iter, void *data_in)
 +{
 +      object_bases_iterator_begin(iter, data_in, BASE_SELECTED);
 +}
 +
 +void BKE_selected_bases_iterator_next(BLI_Iterator *iter)
 +{
 +      object_bases_iterator_next(iter, BASE_SELECTED);
 +}
 +
 +void BKE_selected_bases_iterator_end(BLI_Iterator *UNUSED(iter))
 +{
 +      /* do nothing */
 +}
 +
 +void BKE_visible_bases_iterator_begin(BLI_Iterator *iter, void *data_in)
 +{
 +      object_bases_iterator_begin(iter, data_in, BASE_VISIBLED);
 +}
 +
 +void BKE_visible_bases_iterator_next(BLI_Iterator *iter)
 +{
 +      object_bases_iterator_next(iter, BASE_VISIBLED);
 +}
 +
 +void BKE_visible_bases_iterator_end(BLI_Iterator *UNUSED(iter))
 +{
 +      /* do nothing */
 +}
 +
 +void BKE_renderable_objects_iterator_begin(BLI_Iterator *iter, void *data_in)
 +{
 +      struct ObjectsRenderableIteratorData *data = data_in;
 +
 +      /* Tag objects to prevent going over the same object twice. */
 +      for (Scene *scene = data->scene; scene; scene = scene->set) {
 +              for (ViewLayer *view_layer = scene->view_layers.first; view_layer; view_layer = view_layer->next) {
 +                      for (Base *base = view_layer->object_bases.first; base; base = base->next) {
 +                               base->object->id.flag |= LIB_TAG_DOIT;
 +                      }
 +              }
 +      }
 +
 +      ViewLayer *view_layer = data->scene->view_layers.first;
 +      data->iter.view_layer = view_layer;
 +
 +      data->base_temp.next = view_layer->object_bases.first;
 +      data->iter.base = &data->base_temp;
 +
 +      data->iter.set = NULL;
 +
 +      iter->data = data_in;
 +      BKE_renderable_objects_iterator_next(iter);
 +}
 +
 +void BKE_renderable_objects_iterator_next(BLI_Iterator *iter)
 +{
 +      /* Set it early in case we need to exit and we are running from within a loop. */
 +      iter->skip = true;
 +
 +      struct ObjectsRenderableIteratorData *data = iter->data;
 +      Base *base = data->iter.base->next;
 +
 +      /* There is still a base in the current scene layer. */
 +      if (base != NULL) {
 +              Object *ob = base->object;
 +
 +              /* We need to set the iter.base even if the rest fail otherwise
 +               * we keep checking the exactly same base over and over again. */
 +              data->iter.base = base;
 +
 +              if (ob->id.flag & LIB_TAG_DOIT) {
 +                      ob->id.flag &= ~LIB_TAG_DOIT;
 +
 +                      if ((base->flag & BASE_VISIBLED) != 0) {
 +                              iter->skip = false;
 +                              iter->current = ob;
 +                      }
 +              }
 +              return;
 +      }
 +
 +      /* Time to go to the next scene layer. */
 +      if (data->iter.set == NULL) {
 +              while ((data->iter.view_layer = data->iter.view_layer->next)) {
 +                      ViewLayer *view_layer = data->iter.view_layer;
 +                      if (view_layer->flag & VIEW_LAYER_RENDER) {
 +                              data->base_temp.next = view_layer->object_bases.first;
 +                              data->iter.base = &data->base_temp;
 +                              return;
 +                      }
 +              }
 +
 +              /* Setup the "set" for the next iteration. */
 +              data->scene_temp.set = data->scene;
 +              data->iter.set = &data->scene_temp;
 +              return;
 +      }
 +
 +      /* Look for an object in the next set. */
 +      while ((data->iter.set = data->iter.set->set)) {
 +              ViewLayer *view_layer = BKE_view_layer_from_scene_get(data->iter.set);
 +              data->base_temp.next = view_layer->object_bases.first;
 +              data->iter.base = &data->base_temp;
 +              return;
 +      }
 +
 +      iter->valid = false;
 +}
 +
 +void BKE_renderable_objects_iterator_end(BLI_Iterator *UNUSED(iter))
 +{
 +      /* Do nothing - iter->data was static allocated, we can't free it. */
 +}
 +
 +/* Evaluation  */
 +
 +/**
 + * Reset props
 + *
 + * If props_ref is pasted, copy props from it
 + */
 +static void idproperty_reset(IDProperty **props, IDProperty *props_ref)
 +{
 +      IDPropertyTemplate val = {0};
 +
 +      if (*props) {
 +              IDP_FreeProperty(*props);
 +              MEM_freeN(*props);
 +      }
 +      *props = IDP_New(IDP_GROUP, &val, ROOT_PROP);
 +
 +      if (props_ref) {
 +              IDP_MergeGroup(*props, props_ref, true);
 +      }
 +}
 +
 +void BKE_layer_eval_layer_collection_pre(const struct EvaluationContext *UNUSED(eval_ctx),
 +                                         ID *owner_id, ViewLayer *view_layer)
 +{
-       DEBUG_PRINT("%s on %s (%p) [%s], parent %s (%p) [%s]\n",
-                   __func__,
-                   layer_collection->scene_collection->name,
-                   layer_collection->scene_collection,
-                   collection_type_lookup[layer_collection->scene_collection->type],
-                   (parent_layer_collection != NULL) ? parent_layer_collection->scene_collection->name : "NONE",
-                   (parent_layer_collection != NULL) ? parent_layer_collection->scene_collection : NULL,
-                   (parent_layer_collection != NULL) ? collection_type_lookup[parent_layer_collection->scene_collection->type] : "");
++      DEG_debug_print_eval(__func__, view_layer->name, view_layer);
 +      Scene *scene = (GS(owner_id->name) == ID_SCE) ? (Scene *)owner_id : NULL;
 +
 +      for (Base *base = view_layer->object_bases.first; base != NULL; base = base->next) {
 +              base->flag &= ~(BASE_VISIBLED | BASE_SELECTABLED);
 +              idproperty_reset(&base->collection_properties, scene ? scene->collection_properties : NULL);
 +      }
 +
 +      /* Sync properties from scene to scene layer. */
 +      idproperty_reset(&view_layer->properties_evaluated, scene ? scene->layer_properties : NULL);
 +      IDP_MergeGroup(view_layer->properties_evaluated, view_layer->properties, true);
 +
 +      /* TODO(sergey): Is it always required? */
 +      view_layer->flag |= VIEW_LAYER_ENGINE_DIRTY;
 +}
 +
 +static const char *collection_type_lookup[] =
 +{
 +    "None", /* COLLECTION_TYPE_NONE */
 +    "Group Internal", /* COLLECTION_TYPE_GROUP_INTERNAL */
 +};
 +
 +/**
 + * \note We can't use layer_collection->flag because of 3 level nesting (where parent is visible, but not grand-parent)
 + * So layer_collection->flag_evaluated is expected to be up to date with layer_collection->flag.
 + */
 +static bool layer_collection_visible_get(const EvaluationContext *eval_ctx, LayerCollection *layer_collection)
 +{
 +      if (layer_collection->flag_evaluated & COLLECTION_DISABLED) {
 +              return false;
 +      }
 +
 +      if (eval_ctx->mode == DAG_EVAL_VIEWPORT) {
 +              return (layer_collection->flag_evaluated & COLLECTION_VIEWPORT) != 0;
 +      }
 +      else {
 +              return (layer_collection->flag_evaluated & COLLECTION_RENDER) != 0;
 +      }
 +}
 +
 +void BKE_layer_eval_layer_collection(const EvaluationContext *eval_ctx,
 +                                     LayerCollection *layer_collection,
 +                                     LayerCollection *parent_layer_collection)
 +{
-       DEBUG_PRINT("%s on %s (%p)\n", __func__, view_layer->name, view_layer);
++      if (G.debug & G_DEBUG_DEPSGRAPH_EVAL) {
++              /* TODO)sergey): Try to make it more generic and handled by depsgraph messaging. */
++              printf("%s on %s (%p) [%s], parent %s (%p) [%s]\n",
++                     __func__,
++                     layer_collection->scene_collection->name,
++                     layer_collection->scene_collection,
++                     collection_type_lookup[layer_collection->scene_collection->type],
++                     (parent_layer_collection != NULL) ? parent_layer_collection->scene_collection->name : "NONE",
++                     (parent_layer_collection != NULL) ? parent_layer_collection->scene_collection : NULL,
++                     (parent_layer_collection != NULL) ? collection_type_lookup[parent_layer_collection->scene_collection->type] : "");
++      }
 +      BLI_assert(layer_collection != parent_layer_collection);
 +
 +      /* visibility */
 +      layer_collection->flag_evaluated = layer_collection->flag;
 +
 +      if (parent_layer_collection != NULL) {
 +              if (layer_collection_visible_get(eval_ctx, parent_layer_collection) == false) {
 +                      layer_collection->flag_evaluated |= COLLECTION_DISABLED;
 +              }
 +
 +              if ((parent_layer_collection->flag_evaluated & COLLECTION_DISABLED) ||
 +                  (parent_layer_collection->flag_evaluated & COLLECTION_SELECTABLE) == 0)
 +              {
 +                      layer_collection->flag_evaluated &= ~COLLECTION_SELECTABLE;
 +              }
 +      }
 +
 +      const bool is_visible = layer_collection_visible_get(eval_ctx, layer_collection);
 +      const bool is_selectable = is_visible && ((layer_collection->flag_evaluated & COLLECTION_SELECTABLE) != 0);
 +
 +      /* overrides */
 +      if (is_visible) {
 +              if (parent_layer_collection == NULL) {
 +                      idproperty_reset(&layer_collection->properties_evaluated, layer_collection->properties);
 +              }
 +              else {
 +                      idproperty_reset(&layer_collection->properties_evaluated, parent_layer_collection->properties_evaluated);
 +                      IDP_MergeGroup(layer_collection->properties_evaluated, layer_collection->properties, true);
 +              }
 +      }
 +
 +      for (LinkData *link = layer_collection->object_bases.first; link != NULL; link = link->next) {
 +              Base *base = link->data;
 +
 +              if (is_visible) {
 +                      IDP_MergeGroup(base->collection_properties, layer_collection->properties_evaluated, true);
 +                      base->flag |= BASE_VISIBLED;
 +              }
 +
 +              if (is_selectable) {
 +                      base->flag |= BASE_SELECTABLED;
 +              }
 +      }
 +}
 +
 +void BKE_layer_eval_layer_collection_post(const struct EvaluationContext *UNUSED(eval_ctx),
 +                                          ViewLayer *view_layer)
 +{
++      DEG_debug_print_eval(__func__, view_layer->name, view_layer);
 +      /* if base is not selectabled, clear select */
 +      for (Base *base = view_layer->object_bases.first; base; base = base->next) {
 +              if ((base->flag & BASE_SELECTABLED) == 0) {
 +                      base->flag &= ~BASE_SELECTED;
 +              }
 +      }
 +}
 +
 +/**
 + * Free any static allocated memory.
 + */
 +void BKE_layer_exit(void)
 +{
 +      layer_collection_engine_settings_validate_free();
 +}
index 87a57e2973ac024813b80aee91993efb516833fa,0dd7047a376f355efcbf21de113b00ae3d208688..a0059a99473f246b80f60f23423dbc487d1d08e8
@@@ -72,8 -73,6 +72,9 @@@
  #include "BKE_editmesh.h"
  #include "BKE_font.h"
  
++#include "DEG_depsgraph.h"
 +#include "DEG_depsgraph_build.h"
 +
  #include "GPU_material.h"
  
  /* used in UI and render */
@@@ -1744,40 -1781,501 +1745,38 @@@ void paste_matcopybuf(Material *ma
        ma->nodetree = ntreeCopyTree_ex(matcopybuf.nodetree, G.main, false);
  }
  
 -
 -/*********************** texface to material convert functions **********************/
 -/* encode all the TF information into a single int */
 -static int encode_tfaceflag(MTFace *tf, int convertall)
 +struct Image *BKE_object_material_edit_image_get(Object *ob, short mat_nr)
  {
 -      /* calculate the flag */
 -      int flag = tf->mode;
 -
 -      /* options that change the material offline render */
 -      if (!convertall) {
 -              flag &= ~TF_OBCOL;
 -      }
 -
 -      /* clean flags that are not being converted */
 -      flag &= ~TF_TEX;
 -      flag &= ~TF_SHAREDVERT;
 -      flag &= ~TF_SHAREDCOL;
 -      flag &= ~TF_CONVERTED;
 -
 -      /* light tface flag is ignored in GLSL mode */
 -      flag &= ~TF_LIGHT;
 -      
 -      /* 15 is how big the flag can be - hardcoded here and in decode_tfaceflag() */
 -      flag |= tf->transp << 15;
 -      
 -      /* increase 1 so flag 0 is different than no flag yet */
 -      return flag + 1;
 -}
 -
 -/* set the material options based in the tface flag */
 -static void decode_tfaceflag(Material *ma, int flag, int convertall)
 -{
 -      int alphablend;
 -      GameSettings *game = &ma->game;
 -
 -      /* flag is shifted in 1 to make 0 != no flag yet (see encode_tfaceflag) */
 -      flag -= 1;
 -
 -      alphablend = flag >> 15;  /* encoded in the encode_tfaceflag function */
 -      (*game).flag = 0;
 -      
 -      /* General Material Options */
 -      if ((flag & TF_DYNAMIC) == 0) (*game).flag    |= GEMAT_NOPHYSICS;
 -      
 -      /* Material Offline Rendering Properties */
 -      if (convertall) {
 -              if (flag & TF_OBCOL) ma->shade_flag |= MA_OBCOLOR;
 -      }
 -      
 -      /* Special Face Properties */
 -      if ((flag & TF_TWOSIDE) == 0) (*game).flag |= GEMAT_BACKCULL;
 -      if (flag & TF_INVISIBLE) (*game).flag |= GEMAT_INVISIBLE;
 -      if (flag & TF_BMFONT) (*game).flag |= GEMAT_TEXT;
 -      
 -      /* Face Orientation */
 -      if (flag & TF_BILLBOARD) (*game).face_orientation |= GEMAT_HALO;
 -      else if (flag & TF_BILLBOARD2) (*game).face_orientation |= GEMAT_BILLBOARD;
 -      else if (flag & TF_SHADOW) (*game).face_orientation |= GEMAT_SHADOW;
 -      
 -      /* Alpha Blend */
 -      if (flag & TF_ALPHASORT && ELEM(alphablend, TF_ALPHA, TF_ADD)) (*game).alpha_blend = GEMAT_ALPHA_SORT;
 -      else if (alphablend & TF_ALPHA) (*game).alpha_blend = GEMAT_ALPHA;
 -      else if (alphablend & TF_ADD) (*game).alpha_blend = GEMAT_ADD;
 -      else if (alphablend & TF_CLIP) (*game).alpha_blend = GEMAT_CLIP;
 -}
 -
 -/* boolean check to see if the mesh needs a material */
 -static int check_tfaceneedmaterial(int flag)
 -{
 -      /* check if the flags we have are not deprecated != than default material options
 -       * also if only flags are visible and collision see if all objects using this mesh have this option in physics */
 -
 -      /* flag is shifted in 1 to make 0 != no flag yet (see encode_tfaceflag) */
 -      flag -= 1;
 -
 -      /* deprecated flags */
 -      flag &= ~TF_OBCOL;
 -      flag &= ~TF_SHAREDVERT;
 -      flag &= ~TF_SHAREDCOL;
 -
 -      /* light tface flag is ignored in GLSL mode */
 -      flag &= ~TF_LIGHT;
 -      
 -      /* automatic detected if tex image has alpha */
 -      flag &= ~(TF_ALPHA << 15);
 -      /* automatic detected if using texture */
 -      flag &= ~TF_TEX;
 -
 -      /* settings for the default NoMaterial */
 -      if (flag == TF_DYNAMIC)
 -              return 0;
 -
 -      else
 -              return 1;
 -}
 -
 -/* return number of digits of an integer */
 -/* XXX to be optmized or replaced by an equivalent blender internal function */
 -static int integer_getdigits(int number)
 -{
 -      int i = 0;
 -      if (number == 0) return 1;
 -
 -      while (number != 0) {
 -              number = (int)(number / 10);
 -              i++;
 -      }
 -      return i;
 -}
 -
 -static void calculate_tface_materialname(char *matname, char *newname, int flag)
 -{
 -      /* if flag has only light and collision and material matches those values
 -       * you can do strcpy(name, mat_name);
 -       * otherwise do: */
 -      int digits = integer_getdigits(flag);
 -      /* clamp the old name, remove the MA prefix and add the .TF.flag suffix
 -       * e.g. matname = "MALoooooooooooooongName"; newname = "Loooooooooooooon.TF.2" */
 -      BLI_snprintf(newname, MAX_ID_NAME, "%.*s.TF.%0*d", MAX_ID_NAME - (digits + 5), matname, digits, flag);
 -}
 -
 -/* returns -1 if no match */
 -static short mesh_getmaterialnumber(Mesh *me, Material *ma)
 -{
 -      short a;
 -
 -      for (a = 0; a < me->totcol; a++) {
 -              if (me->mat[a] == ma) {
 -                      return a;
 -              }
 -      }
 -
 -      return -1;
 -}
 -
 -/* append material */
 -static short mesh_addmaterial(Mesh *me, Material *ma)
 -{
 -      BKE_material_append_id(G.main, &me->id, NULL);
 -      me->mat[me->totcol - 1] = ma;
 -
 -      id_us_plus(&ma->id);
 -
 -      return me->totcol - 1;
 +      Material *ma = give_current_material(ob, mat_nr + 1);
 +      return ma ? ma->edit_image : NULL;
  }
  
 -static void set_facetexture_flags(Material *ma, Image *image)
 +struct Image **BKE_object_material_edit_image_get_array(Object *ob)
  {
 -      if (image) {
 -              ma->mode |= MA_FACETEXTURE;
 -              /* we could check if the texture has alpha, but then more meshes sharing the same
 -               * material may need it. Let's make it simple. */
 -              if (BKE_image_has_alpha(image))
 -                      ma->mode |= MA_FACETEXTURE_ALPHA;
 -      }
 -}
 -
 -/* returns material number */
 -static short convert_tfacenomaterial(Main *main, Mesh *me, MTFace *tf, int flag)
 -{
 -      Material *ma;
 -      char idname[MAX_ID_NAME];
 -      short mat_nr = -1;
 -      
 -      /* new material, the name uses the flag*/
 -      BLI_snprintf(idname, sizeof(idname), "MAMaterial.TF.%0*d", integer_getdigits(flag), flag);
 -
 -      if ((ma = BLI_findstring(&main->mat, idname + 2, offsetof(ID, name) + 2))) {
 -              mat_nr = mesh_getmaterialnumber(me, ma);
 -              /* assign the material to the mesh */
 -              if (mat_nr == -1) mat_nr = mesh_addmaterial(me, ma);
 -
 -              /* if needed set "Face Textures [Alpha]" Material options */
 -              set_facetexture_flags(ma, tf->tpage);
 +      Image **image_array = MEM_mallocN(sizeof(Material *) * ob->totcol, __func__);
 +      for (int i = 0; i < ob->totcol; i++) {
 +              image_array[i] = BKE_object_material_edit_image_get(ob, i);
        }
 -      /* create a new material */
 -      else {
 -              ma = BKE_material_add(main, idname + 2);
 -
 -              if (ma) {
 -                      printf("TexFace Convert: Material \"%s\" created.\n", idname + 2);
 -                      mat_nr = mesh_addmaterial(me, ma);
 -                      
 -                      /* if needed set "Face Textures [Alpha]" Material options */
 -                      set_facetexture_flags(ma, tf->tpage);
 -
 -                      decode_tfaceflag(ma, flag, 1);
 -                      /* the final decoding will happen after, outside the main loop
 -                       * for now store the flag into the material and change light/tex/collision
 -                       * store the flag as a negative number */
 -                      ma->game.flag = -flag;
 -                      id_us_min((ID *)ma);
 -              }
 -              else {
 -                      printf("Error: Unable to create Material \"%s\" for Mesh \"%s\".", idname + 2, me->id.name + 2);
 -              }
 -      }
 -
 -      /* set as converted, no need to go bad to this face */
 -      tf->mode |= TF_CONVERTED;
 -      return mat_nr;
 +      return image_array;
  }
  
 -/* Function to fully convert materials */
 -static void convert_tfacematerial(Main *main, Material *ma)
 +bool BKE_object_material_edit_image_set(Object *ob, short mat_nr, Image *image)
  {
 -      Mesh *me;
 -      Material *mat_new;
 -      MFace *mf;
 -      MTFace *tf;
 -      int flag, index;
 -      int a;
 -      short mat_nr;
 -      CustomDataLayer *cdl;
 -      char idname[MAX_ID_NAME];
 -
 -      for (me = main->mesh.first; me; me = me->id.next) {
 -              /* check if this mesh uses this material */
 -              for (a = 0; a < me->totcol; a++)
 -                      if (me->mat[a] == ma) break;
 -                      
 -              /* no material found */
 -              if (a == me->totcol) continue;
 -
 -              /* get the active tface layer */
 -              index = CustomData_get_active_layer_index(&me->fdata, CD_MTFACE);
 -              cdl = (index == -1) ? NULL : &me->fdata.layers[index];
 -              if (!cdl) continue;
 -
 -              /* loop over all the faces and stop at the ones that use the material*/
 -              for (a = 0, mf = me->mface; a < me->totface; a++, mf++) {
 -                      if (me->mat[mf->mat_nr] != ma) continue;
 -
 -                      /* texface data for this face */
 -                      tf = ((MTFace *)cdl->data) + a;
 -                      flag = encode_tfaceflag(tf, 1);
 -
 -                      /* the name of the new material */
 -                      calculate_tface_materialname(ma->id.name, (char *)&idname, flag);
 -
 -                      if ((mat_new = BLI_findstring(&main->mat, idname + 2, offsetof(ID, name) + 2))) {
 -                              /* material already existent, see if the mesh has it */
 -                              mat_nr = mesh_getmaterialnumber(me, mat_new);
 -                              /* material is not in the mesh, add it */
 -                              if (mat_nr == -1) mat_nr = mesh_addmaterial(me, mat_new);
 -                      }
 -                      /* create a new material */
 -                      else {
 -                              mat_new = BKE_material_copy(main, ma);
 -                              if (mat_new) {
 -                                      /* rename the material*/
 -                                      BLI_strncpy(mat_new->id.name, idname, sizeof(mat_new->id.name));
 -                                      id_us_min((ID *)mat_new);
 -
 -                                      mat_nr = mesh_addmaterial(me, mat_new);
 -                                      decode_tfaceflag(mat_new, flag, 1);
 -                              }
 -                              else {
 -                                      printf("Error: Unable to create Material \"%s\" for Mesh \"%s.", idname + 2, me->id.name + 2);
 -                                      mat_nr = mf->mat_nr;
 -                                      continue;
 -                              }
 -                      }
 -                      
 -                      /* if the material has a texture but no texture channel
 -                       * set "Face Textures [Alpha]" Material options 
 -                       * actually we need to run it always, because of old behavior
 -                       * of using face texture if any texture channel was present (multitex) */
 -                      //if ((!mat_new->mtex[0]) && (!mat_new->mtex[0]->tex))
 -                      set_facetexture_flags(mat_new, tf->tpage);
 -
 -                      /* set the material number to the face*/
 -                      mf->mat_nr = mat_nr;
 -              }
 -              /* remove material from mesh */
 -              for (a = 0; a < me->totcol; ) {
 -                      if (me->mat[a] == ma) {
 -                              BKE_material_pop_id(main, &me->id, a, true);
 -                      }
 -                      else {
 -                              a++;
 -                      }
 -              }
 +      Material *ma = give_current_material(ob, mat_nr + 1);
 +      if (ma) {
 +              /* both may be NULL */
 +              id_us_min((ID *)ma->edit_image);
 +              ma->edit_image = image;
 +              id_us_plus((ID *)ma->edit_image);
 +              return true;
        }
 +      return false;
  }
  
 -
 -#define MAT_BGE_DISPUTED -99999
 -
 -int do_version_tface(Main *main)
 +void BKE_material_eval(const struct EvaluationContext *UNUSED(eval_ctx), Material *material)
  {
-       if (G.debug & G_DEBUG_DEPSGRAPH_EVAL) {
-               printf("%s on %s (%p)\n", __func__, material->id.name, material);
 -      Mesh *me;
 -      Material *ma;
 -      MFace *mf;
 -      MTFace *tf;
 -      CustomDataLayer *cdl;
 -      int a;
 -      int flag;
 -      int index;
 -      
 -      /* Operator in help menu has been removed for 2.7x */
 -      int fileload = 1;
 -
 -      /* sometimes mesh has no materials but will need a new one. In those
 -       * cases we need to ignore the mf->mat_nr and only look at the face
 -       * mode because it can be zero as uninitialized or the 1st created material
 -       */
 -      int nomaterialslots;
 -
 -      /* alert to user to check the console */
 -      int nowarning = 1;
 -
 -      /* mark all the materials to conversion with a flag
 -       * if there is tface create a complete flag for that storing in flag
 -       * if there is tface and flag > 0: creates a new flag based on this face
 -       * if flags are different set flag to -1  
 -       */
 -      
 -      /* 1st part: marking mesh materials to update */
 -      for (me = main->mesh.first; me; me = me->id.next) {
 -              if (ID_IS_LINKED(me)) continue;
 -
 -              /* get the active tface layer */
 -              index = CustomData_get_active_layer_index(&me->fdata, CD_MTFACE);
 -              cdl = (index == -1) ? NULL : &me->fdata.layers[index];
 -              if (!cdl) continue;
 -
 -              nomaterialslots = (me->totcol == 0 ? 1 : 0);
 -              
 -              /* loop over all the faces*/
 -              for (a = 0, mf = me->mface; a < me->totface; a++, mf++) {
 -                      /* texface data for this face */
 -                      tf = ((MTFace *)cdl->data) + a;
 -
 -                      /* conversion should happen only once */
 -                      if (fileload)
 -                              tf->mode &= ~TF_CONVERTED;
 -                      else {
 -                              if ((tf->mode & TF_CONVERTED)) continue;
 -                              else tf->mode |= TF_CONVERTED;
 -                      }
 -                      
 -                      /* no material slots */
 -                      if (nomaterialslots) {
 -                              flag = encode_tfaceflag(tf, 1);
 -                              
 -                              /* create/find a new material and assign to the face */
 -                              if (check_tfaceneedmaterial(flag)) {
 -                                      mf->mat_nr = convert_tfacenomaterial(main, me, tf, flag);
 -                              }
 -                              /* else mark them as no-material to be reverted to 0 later */
 -                              else {
 -                                      mf->mat_nr = -1;
 -                              }
 -                      }
 -                      else if (mf->mat_nr < me->totcol) {
 -                              ma = me->mat[mf->mat_nr];
 -                              
 -                              /* no material create one if necessary */
 -                              if (!ma) {
 -                                      /* find a new material and assign to the face */
 -                                      flag = encode_tfaceflag(tf, 1);
 -
 -                                      /* create/find a new material and assign to the face */
 -                                      if (check_tfaceneedmaterial(flag))
 -                                              mf->mat_nr = convert_tfacenomaterial(main, me, tf, flag);
 -
 -                                      continue;
 -                              }
 -
 -                              /* we can't read from this if it comes from a library,
 -                               * at doversion time: direct_link might not have happened on it,
 -                               * so ma->mtex is not pointing to valid memory yet.
 -                               * later we could, but it's better not */
 -                              else if (ID_IS_LINKED(ma))
 -                                      continue;
 -                              
 -                              /* material already marked as disputed */
 -                              else if (ma->game.flag == MAT_BGE_DISPUTED)
 -                                      continue;
 -
 -                              /* found a material */
 -                              else {
 -                                      flag = encode_tfaceflag(tf, ((fileload) ? 0 : 1));
 -
 -                                      /* first time changing this material */
 -                                      if (ma->game.flag == 0)
 -                                              ma->game.flag = -flag;
 -                      
 -                                      /* mark material as disputed */
 -                                      else if (ma->game.flag != -flag) {
 -                                              ma->game.flag = MAT_BGE_DISPUTED;
 -                                              continue;
 -                                      }
 -                      
 -                                      /* material ok so far */
 -                                      else {
 -                                              ma->game.flag = -flag;
 -                                              
 -                                              /* some people uses multitexture with TexFace by creating a texture
 -                                               * channel which not necessarily the tf->tpage image. But the game engine
 -                                               * was enabling it. Now it's required to set "Face Texture [Alpha] in the
 -                                               * material settings. */
 -                                              if (!fileload)
 -                                                      set_facetexture_flags(ma, tf->tpage);
 -                                      }
 -                              }
 -                      }
 -                      else {
 -                              continue;
 -                      }
 -              }
 -
 -              /* if we didn't have material slot and now we do, we need to
 -               * make sure the materials are correct */
 -              if (nomaterialslots) {
 -                      if (me->totcol > 0) {
 -                              for (a = 0, mf = me->mface; a < me->totface; a++, mf++) {
 -                                      if (mf->mat_nr == -1) {
 -                                              /* texface data for this face */
 -                                              tf = ((MTFace *)cdl->data) + a;
 -                                              mf->mat_nr = convert_tfacenomaterial(main, me, tf, encode_tfaceflag(tf, 1));
 -                                      }
 -                              }
 -                      }
 -                      else {
 -                              for (a = 0, mf = me->mface; a < me->totface; a++, mf++) {
 -                                      mf->mat_nr = 0;
 -                              }
 -                      }
 -              }
 -
--      }
 -      
 -      /* 2nd part - conversion */
 -      /* skip library files */
 -
 -      /* we shouldn't loop through the materials created in the loop. make the loop stop at its original length) */
 -      for (ma = main->mat.first, a = 0; ma; ma = ma->id.next, a++) {
 -              if (ID_IS_LINKED(ma)) continue;
 -
 -              /* disputed material */
 -              if (ma->game.flag == MAT_BGE_DISPUTED) {
 -                      ma->game.flag = 0;
 -                      if (fileload) {
 -                              printf("Warning: material \"%s\" skipped.\n", ma->id.name + 2);
 -                              nowarning = 0;
 -                      }
 -                      else {
 -                              convert_tfacematerial(main, ma);
 -                      }
 -                      continue;
 -              }
 -      
 -              /* no conflicts in this material - 90% of cases
 -               * convert from tface system to material */
 -              else if (ma->game.flag < 0) {
 -                      decode_tfaceflag(ma, -(ma->game.flag), 1);
 -
 -                      /* material is good make sure all faces using
 -                       * this material are set to converted */
 -                      if (fileload) {
 -                              for (me = main->mesh.first; me; me = me->id.next) {
 -                                      /* check if this mesh uses this material */
 -                                      for (a = 0; a < me->totcol; a++)
 -                                              if (me->mat[a] == ma) break;
 -                                              
 -                                      /* no material found */
 -                                      if (a == me->totcol) continue;
 -                      
 -                                      /* get the active tface layer */
 -                                      index = CustomData_get_active_layer_index(&me->fdata, CD_MTFACE);
 -                                      cdl = (index == -1) ? NULL : &me->fdata.layers[index];
 -                                      if (!cdl) continue;
 -                      
 -                                      /* loop over all the faces and stop at the ones that use the material*/
 -                                      for (a = 0, mf = me->mface; a < me->totface; a++, mf++) {
 -                                              if (me->mat[mf->mat_nr] == ma) {
 -                                                      /* texface data for this face */
 -                                                      tf = ((MTFace *)cdl->data) + a;
 -                                                      tf->mode |= TF_CONVERTED;
 -                                              }
 -                                      }
 -                              }
 -                      }
 -              }
 -              /* material is not used by faces with texface
 -               * set the default flag - do it only once */
 -              else {
 -                      if (fileload) {
 -                              ma->game.flag = GEMAT_BACKCULL;
 -                      }
 -              }
++      DEG_debug_print_eval(__func__, material->id.name, material);
 +      if ((BLI_listbase_is_empty(&material->gpumaterial) == false)) {
 +              GPU_material_uniform_buffer_tag_dirty(&material->gpumaterial);
        }
 -
 -      return nowarning;
  }
 -
index 9f346d10272f52364e53779ca742c68114744276,c8b44511edd2871b7d62252b32a805ac966e09ec..abbf073f6463d3be3085e7e3476bcb55000c6553
@@@ -2667,12 -2633,10 +2667,10 @@@ Mesh *BKE_mesh_new_from_object
  
  /* **** Depsgraph evaluation **** */
  
 -void BKE_mesh_eval_geometry(EvaluationContext *UNUSED(eval_ctx),
 +void BKE_mesh_eval_geometry(const EvaluationContext *UNUSED(eval_ctx),
                              Mesh *mesh)
  {
-       if (G.debug & G_DEBUG_DEPSGRAPH_EVAL) {
-               printf("%s on %s\n", __func__, mesh->id.name);
-       }
+       DEG_debug_print_eval(__func__, mesh->id.name, mesh);
        if (mesh->bb == NULL || (mesh->bb->flag & BOUNDBOX_DIRTY)) {
                BKE_mesh_texspace_calc(mesh);
        }
index 1e41c276de4a99f4dbcf700abfcef6525c3ed889,5d4b1ae817093213bd2f4e645108ce7f7a3f177c..41b7cd1f48e8feaefbffae0b3a32a26f487c90b2
@@@ -75,6 -75,6 +75,8 @@@
  #include "NOD_shader.h"
  #include "NOD_texture.h"
  
++#include "DEG_depsgraph.h"
++
  #define NODE_DEFAULT_MAX_WIDTH 700
  
  /* Fallback types for undefined tree, nodes, sockets */
@@@ -3815,64 -3814,3 +3817,62 @@@ bool BKE_node_tree_iter_step(struct Nod
  
        return true;
  }
-       if (G.debug & G_DEBUG_DEPSGRAPH_EVAL) {
-               printf("%s on %s (%p)\n", __func__, ntree_src->id.name, ntree_dst);
-       }
 +
 +/* -------------------------------------------------------------------- */
 +/* NodeTree kernel functions */
 +
 +void BKE_nodetree_remove_layer_n(bNodeTree *ntree, Scene *scene, const int layer_index)
 +{
 +      BLI_assert(layer_index != -1);
 +      for (bNode *node = ntree->nodes.first; node; node = node->next) {
 +              if (node->type == CMP_NODE_R_LAYERS && (Scene *)node->id == scene) {
 +                      if (node->custom1 == layer_index) {
 +                              node->custom1 = 0;
 +                      }
 +                      else if (node->custom1 > layer_index) {
 +                              node->custom1--;
 +                      }
 +              }
 +      }
 +}
 +
 +static void node_copy_default_values_list(ListBase *sockets_dst,
 +                                          const ListBase *sockets_src)
 +{
 +      bNodeSocket *sock_dst = sockets_dst->first;
 +      const bNodeSocket *sock_src = sockets_src->first;
 +      while (sock_dst != NULL) {
 +              node_socket_copy_default_value(sock_dst, sock_src);
 +              sock_dst = sock_dst->next;
 +              sock_src = sock_src->next;
 +      }
 +}
 +
 +static void node_copy_default_values(bNode *node_dst, const bNode *node_src)
 +{
 +      node_copy_default_values_list(&node_dst->inputs, &node_src->inputs);
 +      node_copy_default_values_list(&node_dst->outputs, &node_src->outputs);
 +}
 +
 +void BKE_nodetree_copy_default_values(bNodeTree *ntree_dst,
 +                                      const bNodeTree *ntree_src)
 +{
 +      if (ntree_dst == ntree_src) {
 +              return;
 +      }
 +      bNode *node_dst = ntree_dst->nodes.first;
 +      const bNode *node_src = ntree_src->nodes.first;
 +      while (node_dst != NULL) {
 +              node_copy_default_values(node_dst, node_src);
 +              node_dst = node_dst->next;
 +              node_src = node_src->next;
 +      }
 +}
 +
 +void BKE_nodetree_shading_params_eval(const struct EvaluationContext *UNUSED(eval_ctx),
 +                                      bNodeTree *ntree_dst,
 +                                      const bNodeTree *ntree_src)
 +{
++      DEG_debug_print_eval(__func__, ntree_src->id.name, ntree_dst);
 +      BKE_nodetree_copy_default_values(ntree_dst, ntree_src);
 +}
index ada3838830e3dbce09bdababbe1c943429ac9c2a,e2e28d4b251ded1169ed6e4886990edff9ec82ae..2a33937e6edd10d3768404d5f839f15da15963ae
  #include "BKE_pointcache.h"
  #include "BKE_scene.h"
  #include "BKE_material.h"
 +#include "BKE_mball.h"
 +#include "BKE_mesh.h"
  #include "BKE_image.h"
  
 +#include "MEM_guardedalloc.h"
  #include "DEG_depsgraph.h"
  
- #define DEBUG_PRINT if (G.debug & G_DEBUG_DEPSGRAPH_EVAL) printf
 -static ThreadMutex material_lock = BLI_MUTEX_INITIALIZER;
  
 -void BKE_object_eval_local_transform(EvaluationContext *UNUSED(eval_ctx),
 +void BKE_object_eval_local_transform(const EvaluationContext *UNUSED(eval_ctx),
                                       Object *ob)
  {
-       DEBUG_PRINT("%s on %s (%p)\n", __func__, ob->id.name, ob);
+       DEG_debug_print_eval(__func__, ob->id.name, ob);
  
        /* calculate local matrix */
        BKE_object_to_mat4(ob, ob->obmat);
@@@ -133,9 -129,9 +132,9 @@@ void BKE_object_eval_constraints(const 
        BKE_constraints_clear_evalob(cob);
  }
  
 -void BKE_object_eval_done(EvaluationContext *UNUSED(eval_ctx), Object *ob)
 +void BKE_object_eval_done(const EvaluationContext *UNUSED(eval_ctx), Object *ob)
  {
-       DEBUG_PRINT("%s on %s (%p)\n", __func__, ob->id.name, ob);
+       DEG_debug_print_eval(__func__, ob->id.name, ob);
  
        /* Set negative scale flag in object. */
        if (is_negative_m4(ob->obmat)) ob->transflag |= OB_NEG_SCALE;
@@@ -402,55 -356,3 +401,55 @@@ void BKE_object_eval_transform_all(cons
        BKE_object_eval_uber_transform(eval_ctx, object);
        BKE_object_eval_done(eval_ctx, object);
  }
-       DEBUG_PRINT("%s on %s (%p)\n", __func__, object->id.name, object);
 +
 +void BKE_object_eval_update_shading(const EvaluationContext *UNUSED(eval_ctx),
 +                                    Object *object)
 +{
-       DEBUG_PRINT("%s on %s (%p)\n", __func__, object_data->name, object_data);
++      DEG_debug_print_eval(__func__, object->id.name, object);
 +      if (object->type == OB_MESH) {
 +              BKE_mesh_batch_cache_dirty(object->data, BKE_MESH_BATCH_DIRTY_SHADING);
 +      }
 +}
 +
 +void BKE_object_data_select_update(const EvaluationContext *UNUSED(eval_ctx),
 +                                   struct ID *object_data)
 +{
-       DEBUG_PRINT("%s on %s (%p)\n", __func__, object->id.name, object);
++      DEG_debug_print_eval(__func__, object_data->name, object_data);
 +      switch (GS(object_data->name)) {
 +              case ID_ME:
 +                      BKE_mesh_batch_cache_dirty((Mesh *)object_data,
 +                                                 BKE_CURVE_BATCH_DIRTY_SELECT);
 +                      break;
 +              case ID_CU:
 +                      BKE_curve_batch_cache_dirty((Curve *)object_data,
 +                                                  BKE_CURVE_BATCH_DIRTY_SELECT);
 +                      break;
 +              case ID_LT:
 +                      BKE_lattice_batch_cache_dirty((struct Lattice *)object_data,
 +                                                    BKE_CURVE_BATCH_DIRTY_SELECT);
 +                      break;
 +              default:
 +                      break;
 +      }
 +}
 +
 +void BKE_object_eval_flush_base_flags(const EvaluationContext *UNUSED(eval_ctx),
 +                                      Object *object, Base *base, bool is_from_set)
 +{
++      DEG_debug_print_eval(__func__, object->id.name, object);
 +
 +      /* Make sure we have the base collection settings is already populated.
 +       * This will fail when BKE_layer_eval_layer_collection_pre hasn't run yet.
 +       *
 +       * Which usually means a missing call to DEG_id_tag_update(id, DEG_TAG_BASE_FLAGS_UPDATE).
 +       * Either of the entire scene, or of the newly added objects.*/
 +      BLI_assert(!BLI_listbase_is_empty(&base->collection_properties->data.group));
 +
 +      /* Copy flags and settings from base. */
 +      object->base_flag = base->flag;
 +      if (is_from_set) {
 +              object->base_flag |= BASE_FROM_SET;
 +              object->base_flag &= ~(BASE_SELECTED | BASE_SELECTABLED);
 +      }
 +      object->base_collection_properties = base->collection_properties;
 +}
index 4cf8533d843e767d7e8395d2b2b42d86aa18c928,1a18528ba846671bc9240352b3d6ff6f9f1ac239..f27a570ca29e4bd73573f244b4865d651e0ef8a9
@@@ -4416,25 -4402,7 +4417,21 @@@ void BKE_particlesystem_id_loop(Particl
  
  /* **** Depsgraph evaluation **** */
  
 -void BKE_particle_system_eval_init(EvaluationContext *UNUSED(eval_ctx),
 +void BKE_particle_system_settings_eval(const struct EvaluationContext *UNUSED(eval_ctx),
 +                                       ParticleSystem *psys)
 +{
-       if (G.debug & G_DEBUG_DEPSGRAPH_EVAL) {
-               printf("%s on %s (%p)\n", __func__, psys->name, psys);
-       }
++      DEG_debug_print_eval(__func__, psys->name, psys);
 +      psys->recalc |= psys->part->recalc;
 +}
 +
 +void BKE_particle_system_settings_recalc_clear(struct EvaluationContext *UNUSED(eval_ctx),
 +                                               ParticleSettings *particle_settings)
 +{
-       if (G.debug & G_DEBUG_DEPSGRAPH_EVAL) {
-               printf("%s on %s (%p)\n", __func__, particle_settings->id.name, particle_settings);
-       }
++      DEG_debug_print_eval(__func__, particle_settings->id.name, particle_settings);
 +      particle_settings->recalc = 0;
 +}
 +
 +void BKE_particle_system_eval_init(const struct EvaluationContext *UNUSED(eval_ctx),
                                     Scene *scene,
                                     Object *ob)
  {
index 12a53f5f3e5a1f798ba958e5d4193a96c52e86fd,c10f54a99eb970b5f3fa49232fbfc121e16df950..69e36f66dad05af30dc4ae938931df2723569682
@@@ -1688,14 -1691,10 +1690,10 @@@ void BKE_rigidbody_rebuild_sim(const st
                                 Scene *scene)
  {
        float ctime = BKE_scene_frame_get(scene);
-       if (G.debug & G_DEBUG_DEPSGRAPH_EVAL) {
-               printf("%s at %f\n", __func__, ctime);
-       }
+       DEG_debug_print_eval_time(__func__, scene->id.name, scene, ctime);
        /* rebuild sim data (i.e. after resetting to start of timeline) */
        if (BKE_scene_check_rigidbody_active(scene)) {
 -              BKE_rigidbody_rebuild_world(scene, ctime);
 +              BKE_rigidbody_rebuild_world(eval_ctx, scene, ctime);
        }
  }
  
@@@ -1703,14 -1702,10 +1701,10 @@@ void BKE_rigidbody_eval_simulation(cons
                                     Scene *scene)
  {
        float ctime = BKE_scene_frame_get(scene);
-       if (G.debug & G_DEBUG_DEPSGRAPH_EVAL) {
-               printf("%s at %f\n", __func__, ctime);
-       }
+       DEG_debug_print_eval_time(__func__, scene->id.name, scene, ctime);
        /* evaluate rigidbody sim */
        if (BKE_scene_check_rigidbody_active(scene)) {
 -              BKE_rigidbody_do_simulation(scene, ctime);
 +              BKE_rigidbody_do_simulation(eval_ctx, scene, ctime);
        }
  }
  
index 477c0dd36ea2570ed1b0075e288c59234f30e843,72e90f49748c65789f34893a4c6ace6407176c4e..5cd1b48e80e332bf7477fd3661ad215bf1f3ec0f
@@@ -278,8 -203,37 +278,34 @@@ typedef void (*DEG_EditorUpdateSceneCb)
  
  /* Set callbacks which are being called when depsgraph changes. */
  void DEG_editors_set_update_cb(DEG_EditorUpdateIDCb id_func,
 -                               DEG_EditorUpdateSceneCb scene_func,
 -                               DEG_EditorUpdateScenePreCb scene_pre_func);
 -
 -void DEG_editors_update_pre(struct Main *bmain, struct Scene *scene, bool time);
 +                               DEG_EditorUpdateSceneCb scene_func);
  
+ /* Evaluation Debug ------------------------------ */
+ void DEG_debug_print_eval(const char* function_name,
+                           const char* object_name,
+                           const void* object_address);
+ void DEG_debug_print_eval_subdata(const char *function_name,
+                                   const char *object_name,
+                                   const void *object_address,
+                                   const char *subdata_comment,
+                                   const char *subdata_name,
+                                   const void *subdata_address);
+ void DEG_debug_print_eval_subdata_index(const char *function_name,
+                                         const char *object_name,
+                                         const void *object_address,
+                                         const char *subdata_comment,
+                                         const char *subdata_name,
+                                         const void *subdata_address,
+                                         const int subdata_index);
+ void DEG_debug_print_eval_time(const char* function_name,
+                                const char* object_name,
+                                const void* object_address,
+                                float time);
  #ifdef __cplusplus
  } /* extern "C" */
  #endif
index ee4ffee772e6daa415f81969633c195868c84293,f8e12ef45c32e643e40715fd14c49cd599c34f99..a05e422d6022459533339efe3d4962a68d530d1f
@@@ -552,4 -485,69 +552,61 @@@ void DEG_editors_set_update_cb(DEG_Edit
  {
        DEG::deg_editor_update_id_cb = id_func;
        DEG::deg_editor_update_scene_cb = scene_func;
 -      DEG::deg_editor_update_scene_pre_cb = scene_pre_func;
 -}
 -
 -void DEG_editors_update_pre(Main *bmain, Scene *scene, bool time)
 -{
 -      if (DEG::deg_editor_update_scene_pre_cb != NULL) {
 -              DEG::deg_editor_update_scene_pre_cb(bmain, scene, time);
 -      }
  }
+ void DEG_debug_print_eval(const char *function_name,
+                           const char *object_name,
+                           const void *object_address)
+ {
+       if ((G.debug & G_DEBUG_DEPSGRAPH_EVAL) == 0) {
+               return;
+       }
+       printf("%s on %s (%p)\n", function_name, object_name, object_address);
+ }
+ void DEG_debug_print_eval_subdata(const char *function_name,
+                                   const char *object_name,
+                                   const void *object_address,
+                                   const char *subdata_comment,
+                                   const char *subdata_name,
+                                   const void *subdata_address)
+ {
+       if ((G.debug & G_DEBUG_DEPSGRAPH_EVAL) == 0) {
+               return;
+       }
+       printf("%s on %s (%p) %s %s (%p)\n",
+              function_name,
+              object_name, object_address,
+              subdata_comment,
+              subdata_name, subdata_address);
+ }
+ void DEG_debug_print_eval_subdata_index(const char *function_name,
+                                         const char *object_name,
+                                         const void *object_address,
+                                         const char *subdata_comment,
+                                         const char *subdata_name,
+                                         const void *subdata_address,
+                                         const int subdata_index)
+ {
+       if ((G.debug & G_DEBUG_DEPSGRAPH_EVAL) == 0) {
+               return;
+       }
+       printf("%s on %s (%p) %s %s[%d] (%p)\n",
+              function_name,
+              object_name, object_address,
+              subdata_comment,
+              subdata_name, subdata_index, subdata_address);
+ }
+ void DEG_debug_print_eval_time(const char *function_name,
+                                const char *object_name,
+                                const void *object_address,
+                                float time)
+ {
+       if ((G.debug & G_DEBUG_DEPSGRAPH_EVAL) == 0) {
+               return;
+       }
+       printf("%s on %s (%p) at time %f\n",
+              function_name, object_name, object_address, time);
+ }