#include "DNA_node_types.h"
#include "DNA_particle_types.h"
#include "DNA_object_types.h"
+#include "DNA_lightprobe_types.h"
#include "DNA_rigidbody_types.h"
#include "DNA_scene_types.h"
#include "DNA_texture_types.h"
#include "BKE_animsys.h"
#include "BKE_constraint.h"
#include "BKE_curve.h"
-#include "BKE_depsgraph.h"
#include "BKE_effect.h"
#include "BKE_fcurve.h"
#include "BKE_idcode.h"
#include "BKE_mesh.h"
#include "BKE_mball.h"
#include "BKE_modifier.h"
+ #include "BKE_movieclip.h"
#include "BKE_node.h"
#include "BKE_object.h"
#include "BKE_particle.h"
#include "DEG_depsgraph_build.h"
#include "intern/builder/deg_builder.h"
+#include "intern/eval/deg_eval_copy_on_write.h"
#include "intern/nodes/deg_node.h"
#include "intern/nodes/deg_node_component.h"
#include "intern/nodes/deg_node_operation.h"
{
BuilderWalkUserData *data = (BuilderWalkUserData *)user_data;
if (*obpoin) {
- data->builder->build_object(data->scene, NULL, *obpoin);
+ data->builder->build_object(data->scene, *obpoin);
}
}
if (*idpoin) {
ID *id = *idpoin;
if (GS(id->name) == ID_OB) {
- data->builder->build_object(data->scene, NULL, (Object *)id);
+ data->builder->build_object(data->scene, (Object *)id);
}
}
}
+void free_copy_on_write_datablock(void *id_v)
+{
+ ID *id = (ID *)id_v;
+ deg_free_copy_on_write_datablock(id);
+}
+
} /* namespace */
/* ************ */
DepsgraphNodeBuilder::DepsgraphNodeBuilder(Main *bmain, Depsgraph *graph) :
m_bmain(bmain),
- m_graph(graph)
+ m_graph(graph),
+ m_cow_id_hash(NULL)
{
}
DepsgraphNodeBuilder::~DepsgraphNodeBuilder()
{
+ if (m_cow_id_hash != NULL) {
+ BLI_ghash_free(m_cow_id_hash, NULL, free_copy_on_write_datablock);
+ }
}
-IDDepsNode *DepsgraphNodeBuilder::add_id_node(ID *id)
+IDDepsNode *DepsgraphNodeBuilder::add_id_node(ID *id, bool do_tag)
{
- return m_graph->add_id_node(id, id->name);
+ if (!DEG_depsgraph_use_copy_on_write()) {
+ return m_graph->add_id_node(id);
+ }
+ IDDepsNode *id_node = NULL;
+ ID *id_cow = (ID *)BLI_ghash_lookup(m_cow_id_hash, id);
+ if (id_cow != NULL) {
+ /* TODO(sergey): Is it possible to lookup and pop element from GHash
+ * at the same time?
+ */
+ BLI_ghash_remove(m_cow_id_hash, id, NULL, NULL);
+ }
+ id_node = m_graph->add_id_node(id, do_tag, id_cow);
+ /* Currently all ID nodes are supposed to have copy-on-write logic.
+ *
+ * NOTE: Zero number of components indicates that ID node was just created.
+ */
+ if (BLI_ghash_size(id_node->components) == 0) {
+ ComponentDepsNode *comp_cow =
+ id_node->add_component(DEG_NODE_TYPE_COPY_ON_WRITE);
+ OperationDepsNode *op_cow = comp_cow->add_operation(
+ function_bind(deg_evaluate_copy_on_write, _1, m_graph, id_node),
+ DEG_OPCODE_COPY_ON_WRITE,
+ "", -1);
+ m_graph->operations.push_back(op_cow);
+ }
+ return id_node;
}
TimeSourceDepsNode *DepsgraphNodeBuilder::add_time_source()
return find_operation_node(id, comp_type, "", opcode, name, name_tag);
}
+ID *DepsgraphNodeBuilder::get_cow_id(const ID *id_orig) const
+{
+ return m_graph->get_cow_id(id_orig);
+}
+
+ID *DepsgraphNodeBuilder::ensure_cow_id(ID *id_orig)
+{
+ if (id_orig->tag & LIB_TAG_COPY_ON_WRITE) {
+ /* ID is already remapped to copy-on-write. */
+ return id_orig;
+ }
+ IDDepsNode *id_node = add_id_node(id_orig, false);
+ return id_node->id_cow;
+}
+
+ID *DepsgraphNodeBuilder::expand_cow_id(IDDepsNode *id_node)
+{
+ return deg_expand_copy_on_write_datablock(m_graph, id_node, this, true);
+}
+
+ID *DepsgraphNodeBuilder::expand_cow_id(ID *id_orig)
+{
+ IDDepsNode *id_node = add_id_node(id_orig);
+ return expand_cow_id(id_node);
+}
+
/* **** Build functions for entity nodes **** */
void DepsgraphNodeBuilder::begin_build(Main *bmain) {
}
}
FOREACH_NODETREE_END;
+
+ if (DEG_depsgraph_use_copy_on_write()) {
+ /* Store existing copy-on-write versions of datablock, so we can re-use
+ * them for new ID nodes.
+ */
+ m_cow_id_hash = BLI_ghash_ptr_new("Depsgraph id hash");
+ GHASH_FOREACH_BEGIN(IDDepsNode *, id_node, m_graph->id_hash)
+ {
+ if (GS(id_node->id_orig->name) != ID_SCE) {
+ continue;
+ }
+ if (deg_copy_on_write_is_expanded(id_node->id_cow)) {
+ BLI_ghash_insert(m_cow_id_hash,
+ id_node->id_orig,
+ id_node->id_cow);
+ id_node->id_cow = NULL;
+ }
+ }
+ GHASH_FOREACH_END();
+ }
+
+ /* Make sure graph has no nodes left from previous state. */
+ m_graph->clear_all_nodes();
+ m_graph->operations.clear();
+ BLI_gset_clear(m_graph->entry_tags, NULL);
}
-void DepsgraphNodeBuilder::build_group(Scene *scene,
- Base *base,
- Group *group)
+void DepsgraphNodeBuilder::build_group(Scene *scene, Group *group)
{
ID *group_id = &group->id;
if (group_id->tag & LIB_TAG_DOIT) {
group_id->tag |= LIB_TAG_DOIT;
LINKLIST_FOREACH (GroupObject *, go, &group->gobject) {
- build_object(scene, base, go->ob);
+ build_object(scene, go->ob);
}
}
-void DepsgraphNodeBuilder::build_object(Scene *scene, Base *base, Object *ob)
+void DepsgraphNodeBuilder::build_object(Scene *scene, Object *ob)
{
- const bool has_object = (ob->id.tag & LIB_TAG_DOIT);
- IDDepsNode *id_node = (has_object)
- ? m_graph->find_id_node(&ob->id)
- : add_id_node(&ob->id);
- /* Update node layers.
- * Do it for both new and existing ID nodes. This is so because several
- * bases might be sharing same object.
- */
- if (base != NULL) {
- id_node->layers |= base->lay;
- }
- if (ob->type == OB_CAMERA) {
- /* Camera should always be updated, it used directly by viewport.
- *
- * TODO(sergey): Make it only for active scene camera.
- */
- id_node->layers |= (unsigned int)(-1);
- }
/* Skip rest of components if the ID node was already there. */
- if (has_object) {
+ if (ob->id.tag & LIB_TAG_DOIT) {
return;
}
ob->id.tag |= LIB_TAG_DOIT;
+
+ /* Create ID node for obejct and begin init. */
+ IDDepsNode *id_node = add_id_node(&ob->id);
ob->customdata_mask = 0;
/* Standard components. */
build_object_transform(scene, ob);
if (ob->parent != NULL) {
- build_object(scene, NULL, ob->parent);
+ build_object(scene, ob->parent);
}
if (ob->modifiers.first != NULL) {
BuilderWalkUserData data;
build_camera(ob);
break;
+ case OB_LIGHTPROBE:
+ build_lightprobe(ob);
+ break;
+
default:
{
ID *obdata = (ID *)ob->data;
/* Object that this is a proxy for. */
if (ob->proxy) {
ob->proxy->proxy_from = ob;
- build_object(scene, base, ob->proxy);
+ build_object(scene, ob->proxy);
}
/* Object dupligroup. */
if (ob->dup_group != NULL) {
- build_group(scene, base, ob->dup_group);
+ build_group(scene, ob->dup_group);
}
}
void DepsgraphNodeBuilder::build_object_transform(Scene *scene, Object *ob)
{
OperationDepsNode *op_node;
+ Scene *scene_cow = get_cow_datablock(scene);
+ Object *ob_cow = get_cow_datablock(ob);
/* local transforms (from transform channels - loc/rot/scale + deltas) */
op_node = add_operation_node(&ob->id, DEG_NODE_TYPE_TRANSFORM,
- function_bind(BKE_object_eval_local_transform, _1, scene, ob),
+ function_bind(BKE_object_eval_local_transform,
+ _1,
+ scene_cow, ob_cow),
DEG_OPCODE_TRANSFORM_LOCAL);
op_node->set_as_entry();
/* object parent */
- if (ob->parent) {
+ if (ob->parent != NULL) {
add_operation_node(&ob->id, DEG_NODE_TYPE_TRANSFORM,
- function_bind(BKE_object_eval_parent, _1, scene, ob),
+ function_bind(BKE_object_eval_parent,
+ _1,
+ scene_cow, ob_cow),
DEG_OPCODE_TRANSFORM_PARENT);
}
/* object constraints */
- if (ob->constraints.first) {
+ if (ob->constraints.first != NULL) {
build_object_constraints(scene, ob);
}
- /* Temporary uber-update node, which does everything.
- * It is for the being we're porting old dependencies into the new system.
- * We'll get rid of this node as soon as all the granular update functions
- * are filled in.
- *
- * TODO(sergey): Get rid of this node.
- */
+ /* Rest of transformation update. */
add_operation_node(&ob->id, DEG_NODE_TYPE_TRANSFORM,
- function_bind(BKE_object_eval_uber_transform, _1, scene, ob),
+ function_bind(BKE_object_eval_uber_transform,
+ _1,
+ scene_cow, ob_cow),
DEG_OPCODE_TRANSFORM_OBJECT_UBEREVAL);
/* object transform is done */
op_node = add_operation_node(&ob->id, DEG_NODE_TYPE_TRANSFORM,
- function_bind(BKE_object_eval_done, _1, ob),
+ function_bind(BKE_object_eval_done, _1, ob_cow),
DEG_OPCODE_TRANSFORM_FINAL);
op_node->set_as_exit();
}
{
/* create node for constraint stack */
add_operation_node(&ob->id, DEG_NODE_TYPE_TRANSFORM,
- function_bind(BKE_object_eval_constraints, _1, scene, ob),
+ function_bind(BKE_object_eval_constraints, _1,
+ get_cow_datablock(scene),
+ get_cow_datablock(ob)),
DEG_OPCODE_TRANSFORM_CONSTRAINTS);
}
void DepsgraphNodeBuilder::build_animdata(ID *id)
{
AnimData *adt = BKE_animdata_from_id(id);
-
- if (adt == NULL)
+ if (adt == NULL) {
return;
+ }
/* animation */
if (adt->action || adt->nla_tracks.first || adt->drivers.first) {
- // XXX: Hook up specific update callbacks for special properties which may need it...
+ (void) add_id_node(id);
+ ID *id_cow = get_cow_id(id);
- /* actions and NLA - as a single unit for now, as it gets complicated to schedule otherwise */
+ // XXX: Hook up specific update callbacks for special properties which
+ // may need it...
+
+ /* actions and NLA - as a single unit for now, as it gets complicated to
+ * schedule otherwise.
+ */
if ((adt->action) || (adt->nla_tracks.first)) {
/* create the node */
add_operation_node(id, DEG_NODE_TYPE_ANIMATION,
- function_bind(BKE_animsys_eval_animdata, _1, id),
+ function_bind(BKE_animsys_eval_animdata, _1, id_cow),
DEG_OPCODE_ANIMATION, id->name);
- // TODO: for each channel affected, we might also want to add some support for running RNA update callbacks on them
- // (which will be needed for proper handling of drivers later)
+ /* TODO: for each channel affected, we might also want to add some
+ * support for running RNA update callbacks on them
+ * (which will be needed for proper handling of drivers later)
+ */
}
/* drivers */
*/
OperationDepsNode *DepsgraphNodeBuilder::build_driver(ID *id, FCurve *fcu)
{
+ ID *id_cow = get_cow_id(id);
+
/* Create data node for this driver */
/* TODO(sergey): Avoid creating same operation multiple times,
* in the future we need to avoid lookup of the operation as well
fcu->array_index);
if (driver_op == NULL) {
+ /* TODO(sergey): Shall we use COW of fcu itself here? */
driver_op = add_operation_node(id,
DEG_NODE_TYPE_PARAMETERS,
- function_bind(BKE_animsys_eval_driver, _1, id, fcu),
+ function_bind(BKE_animsys_eval_driver, _1, id_cow, fcu),
DEG_OPCODE_DRIVER,
fcu->rna_path ? fcu->rna_path : "",
fcu->array_index);
build_animdata(world_id);
/* world itself */
- add_component_node(world_id, DEG_NODE_TYPE_PARAMETERS);
add_operation_node(world_id,
- DEG_NODE_TYPE_PARAMETERS,
- NULL,
- DEG_OPCODE_PARAMETERS_EVAL);
+ DEG_NODE_TYPE_SHADING,
+ function_bind(BKE_world_eval, _1, world),
+ DEG_OPCODE_WORLD_UPDATE);
/* textures */
build_texture_stack(world->mtex);
void DepsgraphNodeBuilder::build_rigidbody(Scene *scene)
{
RigidBodyWorld *rbw = scene->rigidbody_world;
+ Scene *scene_cow = get_cow_datablock(scene);
/**
* Rigidbody Simulation Nodes
* ==========================
*
* There are 3 nodes related to Rigidbody Simulation:
- * 1) "Initialize/Rebuild World" - this is called sparingly, only when the simulation
- * needs to be rebuilt (mainly after file reload, or moving back to start frame)
- * 2) "Do Simulation" - perform a simulation step - interleaved between the evaluation
- * steps for clusters of objects (i.e. between those affected and/or not affected by
- * the sim for instance)
+ * 1) "Initialize/Rebuild World" - this is called sparingly, only when the
+ * simulation needs to be rebuilt (mainly after file reload, or moving
+ * back to start frame)
+ * 2) "Do Simulation" - perform a simulation step - interleaved between the
+ * evaluation steps for clusters of objects (i.e. between those affected
+ * and/or not affected by the sim for instance).
*
- * 3) "Pull Results" - grab the specific transforms applied for a specific object -
- * performed as part of object's transform-stack building
+ * 3) "Pull Results" - grab the specific transforms applied for a specific
+ * object - performed as part of object's transform-stack building.
*/
- /* create nodes ------------------------------------------------------------------------ */
- /* XXX: is this the right component, or do we want to use another one instead? */
+ /* Create nodes --------------------------------------------------------- */
+
+ /* XXX: is this the right component, or do we want to use another one
+ * instead?
+ */
/* init/rebuild operation */
- /*OperationDepsNode *init_node =*/ add_operation_node(&scene->id, DEG_NODE_TYPE_TRANSFORM,
- function_bind(BKE_rigidbody_rebuild_sim, _1, scene),
- DEG_OPCODE_RIGIDBODY_REBUILD);
+ /*OperationDepsNode *init_node =*/ add_operation_node(
+ &scene->id, DEG_NODE_TYPE_TRANSFORM,
+ function_bind(BKE_rigidbody_rebuild_sim, _1, scene_cow),
+ DEG_OPCODE_RIGIDBODY_REBUILD);
/* do-sim operation */
// XXX: what happens if we need to split into several groups?
- OperationDepsNode *sim_node = add_operation_node(&scene->id, DEG_NODE_TYPE_TRANSFORM,
- function_bind(BKE_rigidbody_eval_simulation, _1, scene),
- DEG_OPCODE_RIGIDBODY_SIM);
+ OperationDepsNode *sim_node = add_operation_node(
+ &scene->id, DEG_NODE_TYPE_TRANSFORM,
+ function_bind(BKE_rigidbody_eval_simulation, _1, scene_cow),
+ DEG_OPCODE_RIGIDBODY_SIM);
- /* XXX: For now, the sim node is the only one that really matters here. If any other
- * sims get added later, we may have to remove these hacks...
+ /* XXX: For now, the sim node is the only one that really matters here.
+ * If any other sims get added later, we may have to remove these hacks...
*/
sim_node->owner->entry_operation = sim_node;
sim_node->owner->exit_operation = sim_node;
-
/* objects - simulation participants */
if (rbw->group) {
LINKLIST_FOREACH (GroupObject *, go, &rbw->group->gobject) {
continue;
/* 2) create operation for flushing results */
- /* object's transform component - where the rigidbody operation lives */
+ /* object's transform component - where the rigidbody operation
+ * lives. */
add_operation_node(&ob->id, DEG_NODE_TYPE_TRANSFORM,
- function_bind(BKE_rigidbody_object_sync_transforms, _1, scene, ob),
+ function_bind(BKE_rigidbody_object_sync_transforms,
+ _1,
+ scene_cow,
+ get_cow_datablock(ob)),
DEG_OPCODE_RIGIDBODY_TRANSFORM_COPY);
}
}
ComponentDepsNode *psys_comp =
add_component_node(&ob->id, DEG_NODE_TYPE_EVAL_PARTICLES);
+ /* TODO(sergey): Need to get COW of PSYS. */
+ Scene *scene_cow = get_cow_datablock(scene);
+ Object *ob_cow = get_cow_datablock(ob);
+
add_operation_node(psys_comp,
function_bind(BKE_particle_system_eval_init,
_1,
- scene,
- ob),
+ scene_cow,
+ ob_cow),
DEG_OPCODE_PARTICLE_SYSTEM_EVAL_INIT);
/* particle systems */
LINKLIST_FOREACH (ParticleSystem *, psys, &ob->particlesystem) {
ParticleSettings *part = psys->part;
- /* particle settings */
- // XXX: what if this is used more than once!
- build_animdata(&part->id);
+ /* Build particle settings operations.
+ *
+ * NOTE: The call itself ensures settings are only build once.
+ */
+ build_particle_settings(part);
+
+ /* Update on particle settings change. */
+ add_operation_node(psys_comp,
+ function_bind(BKE_particle_system_settings_eval,
+ _1,
+ psys),
+ DEG_OPCODE_PARTICLE_SETTINGS_EVAL,
+ psys->name);
- /* this particle system */
- // TODO: for now, this will just be a placeholder "ubereval" node
+ /* Particle system evaluation. */
add_operation_node(psys_comp,
NULL,
DEG_OPCODE_PARTICLE_SYSTEM_EVAL,
psys->name);
}
- /* pointcache */
- // TODO...
+ /* TODO(sergey): Do we need a point cache operations here? */
+}
+
+void DepsgraphNodeBuilder::build_particle_settings(ParticleSettings *part) {
+ ID *part_id = &part->id;
+ if (part_id->tag & LIB_TAG_DOIT) {
+ return;
+ }
+ part_id->tag |= LIB_TAG_DOIT;
+ /* Animation data. */
+ build_animdata(part_id);
+ /* Parameters change. */
+ add_operation_node(part_id,
+ DEG_NODE_TYPE_PARAMETERS,
+ NULL,
+ DEG_OPCODE_PARTICLE_SETTINGS_EVAL);
+ add_operation_node(part_id,
+ DEG_NODE_TYPE_PARAMETERS,
+ function_bind(BKE_particle_system_settings_recalc_clear,
+ _1,
+ part),
+ DEG_OPCODE_PARTICLE_SETTINGS_RECALC_CLEAR);
}
void DepsgraphNodeBuilder::build_cloth(Scene *scene, Object *object)
{
+ Scene *scene_cow = get_cow_datablock(scene);
+ Object *object_cow = get_cow_datablock(object);
+
ComponentDepsNode *cache_comp = add_component_node(&object->id,
DEG_NODE_TYPE_CACHE);
add_operation_node(cache_comp,
function_bind(BKE_object_eval_cloth,
_1,
- scene,
- object),
+ scene_cow,
+ object_cow),
- DEG_OPCODE_PLACEHOLDER,
- "Cloth Modifier");
+ DEG_OPCODE_GEOMETRY_CLOTH_MODIFIER);
}
/* Shapekeys */
void DepsgraphNodeBuilder::build_shapekeys(Key *key)
{
build_animdata(&key->id);
-
- add_operation_node(&key->id, DEG_NODE_TYPE_GEOMETRY, NULL,
- DEG_OPCODE_PLACEHOLDER, "Shapekey Eval");
+ add_operation_node(&key->id,
+ DEG_NODE_TYPE_GEOMETRY,
+ NULL,
+ DEG_OPCODE_GEOMETRY_SHAPEKEY);
}
/* ObData Geometry Evaluation */
// XXX: what happens if the datablock is shared!
void DepsgraphNodeBuilder::build_obdata_geom(Scene *scene, Object *ob)
{
- ID *obdata = (ID *)ob->data;
OperationDepsNode *op_node;
+ Scene *scene_cow = get_cow_datablock(scene);
+ Object *object_cow = get_cow_datablock(ob);
/* TODO(sergey): This way using this object's properties as driver target
* works fine.
*/
op_node = add_operation_node(&ob->id,
DEG_NODE_TYPE_GEOMETRY,
- function_bind(BKE_object_eval_uber_data, _1, scene, ob),
+ function_bind(BKE_object_eval_uber_data,
+ _1,
+ scene_cow,
+ object_cow),
DEG_OPCODE_GEOMETRY_UBEREVAL);
op_node->set_as_exit();
}
/* materials */
- for (int a = 1; a <= ob->totcol; a++) {
- Material *ma = give_current_material(ob, a);
- if (ma != NULL) {
- build_material(ma);
+ if (ob->totcol != 0) {
+ if (ob->type == OB_MESH) {
+ add_operation_node(&ob->id,
+ DEG_NODE_TYPE_SHADING,
+ function_bind(BKE_object_eval_update_shading, _1,
+ object_cow),
+ DEG_OPCODE_SHADING);
+ }
+
+ for (int a = 1; a <= ob->totcol; a++) {
+ Material *ma = give_current_material(ob, a);
+ if (ma != NULL) {
+ build_material(ma);
+ }
}
}
// add geometry collider relations
}
+ ID *obdata = (ID *)ob->data;
if (obdata->tag & LIB_TAG_DOIT) {
return;
}
+ obdata->tag |= LIB_TAG_DOIT;
+ /* Make sure we've got an ID node before requesting CoW pointer. */
+ (void) add_id_node((ID *)obdata);
+ ID *obdata_cow = get_cow_id(obdata);
/* ShapeKeys */
Key *key = BKE_key_from_object(ob);
DEG_NODE_TYPE_GEOMETRY,
function_bind(BKE_mesh_eval_geometry,
_1,
- (Mesh *)obdata),
+ (Mesh *)obdata_cow),
DEG_OPCODE_PLACEHOLDER,
"Geometry Eval");
op_node->set_as_entry();
DEG_NODE_TYPE_GEOMETRY,
function_bind(BKE_mball_eval_geometry,
_1,
- (MetaBall *)obdata),
+ (MetaBall *)obdata_cow),
DEG_OPCODE_PLACEHOLDER,
"Geometry Eval");
op_node->set_as_entry();
DEG_NODE_TYPE_GEOMETRY,
function_bind(BKE_curve_eval_geometry,
_1,
- (Curve *)obdata),
+ (Curve *)obdata_cow),
DEG_OPCODE_PLACEHOLDER,
"Geometry Eval");
op_node->set_as_entry();
-
/* Make sure objects used for bevel.taper are in the graph.
* NOTE: This objects might be not linked to the scene.
*/
Curve *cu = (Curve *)obdata;
if (cu->bevobj != NULL) {
- build_object(scene, NULL, cu->bevobj);
+ build_object(scene, cu->bevobj);
}
if (cu->taperobj != NULL) {
- build_object(scene, NULL, cu->taperobj);
+ build_object(scene, cu->taperobj);
}
if (ob->type == OB_FONT && cu->textoncurve != NULL) {
- build_object(scene, NULL, cu->textoncurve);
+ build_object(scene, cu->textoncurve);
}
break;
}
DEG_NODE_TYPE_GEOMETRY,
function_bind(BKE_lattice_eval_geometry,
_1,
- (Lattice *)obdata),
+ (Lattice *)obdata_cow),
DEG_OPCODE_PLACEHOLDER,
"Geometry Eval");
op_node->set_as_entry();
/* Cameras */
void DepsgraphNodeBuilder::build_camera(Object *ob)
{
- /* TODO: Link scene-camera links in somehow... */
+ /* Object itself. */
+ add_operation_node(&ob->id,
+ DEG_NODE_TYPE_PARAMETERS,
+ NULL,
+ DEG_OPCODE_PARAMETERS_EVAL,
+ "Camera Parameters");
+
+ /* Object data. */
+ /* TODO: Link scene-camera links in somehow. */
Camera *cam = (Camera *)ob->data;
ID *camera_id = &cam->id;
if (camera_id->tag & LIB_TAG_DOIT) {
DEG_NODE_TYPE_PARAMETERS,
NULL,
DEG_OPCODE_PARAMETERS_EVAL);
-
- if (cam->dof_ob != NULL) {
- /* TODO(sergey): For now parametrs are on object level. */
- add_operation_node(&ob->id, DEG_NODE_TYPE_PARAMETERS, NULL,
- DEG_OPCODE_PLACEHOLDER, "Camera DOF");
- }
}
/* Lamps */
void DepsgraphNodeBuilder::build_lamp(Object *ob)
{
+ /* Object itself. */
+ add_operation_node(&ob->id,
+ DEG_NODE_TYPE_PARAMETERS,
+ NULL,
+ DEG_OPCODE_PARAMETERS_EVAL,
+ "Lamp Parameters");
+
+ /* Object data. */
Lamp *la = (Lamp *)ob->data;
ID *lamp_id = &la->id;
if (lamp_id->tag & LIB_TAG_DOIT) {
build_animdata(&la->id);
/* node for obdata */
- add_component_node(lamp_id, DEG_NODE_TYPE_PARAMETERS);
-
- /* TODO(sergey): Is it really how we're supposed to work with drivers? */
add_operation_node(lamp_id,
DEG_NODE_TYPE_PARAMETERS,
NULL,
void DepsgraphNodeBuilder::build_nodetree(bNodeTree *ntree)
{
- if (!ntree)
+ if (ntree == NULL) {
return;
-
+ }
/* nodetree itself */
ID *ntree_id = &ntree->id;
- OperationDepsNode *op_node;
-
+ add_id_node(ntree_id);
+ bNodeTree *ntree_cow = get_cow_datablock(ntree);
+ /* Animation, */
build_animdata(ntree_id);
-
- /* Parameters for drivers. */
- op_node = add_operation_node(ntree_id,
- DEG_NODE_TYPE_PARAMETERS,
- NULL,
- DEG_OPCODE_PARAMETERS_EVAL);
- op_node->set_as_exit();
-
+ /* Shading update. */
+ add_operation_node(ntree_id,
+ DEG_NODE_TYPE_SHADING,
+ NULL,
+ DEG_OPCODE_MATERIAL_UPDATE);
+ add_operation_node(ntree_id,
+ DEG_NODE_TYPE_SHADING_PARAMETERS,
+ function_bind(BKE_nodetree_shading_params_eval,
+ _1, ntree_cow, ntree),
+ DEG_OPCODE_MATERIAL_UPDATE);
/* nodetree's nodes... */
LINKLIST_FOREACH (bNode *, bnode, &ntree->nodes) {
ID *id = bnode->id;
}
/* Recursively build graph for material */
-void DepsgraphNodeBuilder::build_material(Material *ma)
+void DepsgraphNodeBuilder::build_material(Material *material)
{
- ID *ma_id = &ma->id;
- if (ma_id->tag & LIB_TAG_DOIT) {
+ ID *material_id = &material->id;
+ if (material_id->tag & LIB_TAG_DOIT) {
return;
}
-
- add_operation_node(ma_id, DEG_NODE_TYPE_SHADING, NULL,
- DEG_OPCODE_PLACEHOLDER, "Material Update");
-
- /* material animation */
- build_animdata(ma_id);
-
- /* textures */
- build_texture_stack(ma->mtex);
-
- /* material's nodetree */
- build_nodetree(ma->nodetree);
+ material_id->tag |= LIB_TAG_DOIT;
+ /* Material itself. */
+ add_id_node(material_id);
+ Material *material_cow = get_cow_datablock(material);
+ /* Shading update. */
+ add_operation_node(material_id,
+ DEG_NODE_TYPE_SHADING,
+ function_bind(BKE_material_eval, _1, material_cow),
+ DEG_OPCODE_MATERIAL_UPDATE);
+ /* Material animation. */
+ build_animdata(material_id);
+ /* Textures. */
+ build_texture_stack(material->mtex);
+ /* Material's nodetree. */
+ build_nodetree(material->nodetree);
}
/* Texture-stack attached to some shading datablock */
return;
}
image_id->tag |= LIB_TAG_DOIT;
- /* Image ID node itself. */
- add_id_node(image_id);
/* Placeholder so we can add relations and tag ID node for update. */
add_operation_node(image_id,
DEG_NODE_TYPE_PARAMETERS,
{
ID *gpd_id = &gpd->id;
- /* gpencil itself */
- // XXX: what about multiple users of same datablock? This should only get added once
- add_id_node(gpd_id);
+ /* TODO(sergey): what about multiple users of same datablock? This should
+ * only get added once.
+ */
- /* The main reason Grease Pencil is included here is because the animation (and drivers)
- * need to be hosted somewhere...
+ /* The main reason Grease Pencil is included here is because the animation
+ * (and drivers) need to be hosted somewhere.
*/
build_animdata(gpd_id);
}
void DepsgraphNodeBuilder::build_cachefile(CacheFile *cache_file)
{
ID *cache_file_id = &cache_file->id;
-
+ /* Animation, */
+ build_animdata(cache_file_id);
+ /* Cache evaluation itself. */
add_component_node(cache_file_id, DEG_NODE_TYPE_CACHE);
add_operation_node(cache_file_id, DEG_NODE_TYPE_CACHE, NULL,
DEG_OPCODE_PLACEHOLDER, "Cache File Update");
-
- add_id_node(cache_file_id);
- build_animdata(cache_file_id);
}
void DepsgraphNodeBuilder::build_mask(Mask *mask)
{
ID *mask_id = &mask->id;
- add_id_node(mask_id);
- /* F-Curve based animation/ */
+ /* F-Curve based animation. */
build_animdata(mask_id);
/* Animation based on mask's shapes. */
add_operation_node(mask_id,
DEG_OPCODE_MASK_EVAL);
}
-void DepsgraphNodeBuilder::build_movieclip(MovieClip *clip) {
+void DepsgraphNodeBuilder::build_movieclip(MovieClip *clip)
+{
ID *clip_id = &clip->id;
- add_id_node(clip_id);
+ /* Animation. */
build_animdata(clip_id);
+ /* Movie clip evaluation. */
+ add_operation_node(clip_id,
+ DEG_NODE_TYPE_PARAMETERS,
+ function_bind(BKE_movieclip_eval_update, _1, clip),
+ DEG_OPCODE_MOVIECLIP_EVAL);
}
+void DepsgraphNodeBuilder::build_lightprobe(Object *object)
+{
+ LightProbe *probe = (LightProbe *)object->data;
+ ID *probe_id = &probe->id;
+ if (probe_id->tag & LIB_TAG_DOIT) {
+ return;
+ }
+ probe_id->tag |= LIB_TAG_DOIT;
+ /* Placeholder so we can add relations and tag ID node for update. */
+ add_operation_node(probe_id,
+ DEG_NODE_TYPE_PARAMETERS,
+ NULL,
+ DEG_OPCODE_PLACEHOLDER,
+ "LightProbe Eval");
+
+ add_operation_node(&object->id,
+ DEG_NODE_TYPE_PARAMETERS,
+ NULL,
+ DEG_OPCODE_PLACEHOLDER,
+ "LightProbe Eval");
+
+ build_animdata(probe_id);
+}
+
} // namespace DEG
#include "DNA_movieclip_types.h"
#include "DNA_node_types.h"
#include "DNA_particle_types.h"
+#include "DNA_lightprobe_types.h"
#include "DNA_object_types.h"
#include "DNA_rigidbody_types.h"
#include "DNA_scene_types.h"
}
}
-void DepsgraphRelationBuilder::add_collision_relations(const OperationKey &key, Scene *scene, Object *ob, Group *group, int layer, bool dupli, const char *name)
+void DepsgraphRelationBuilder::add_collision_relations(const OperationKey &key, Scene *scene, Object *ob, Group *group, bool dupli, const char *name)
{
unsigned int numcollobj;
- Object **collobjs = get_collisionobjects_ext(scene, ob, group, layer, &numcollobj, eModifierType_Collision, dupli);
+ Object **collobjs = get_collisionobjects_ext(scene, ob, group, &numcollobj, eModifierType_Collision, dupli);
for (unsigned int i = 0; i < numcollobj; i++)
{
void DepsgraphRelationBuilder::add_forcefield_relations(const OperationKey &key, Scene *scene, Object *ob, ParticleSystem *psys, EffectorWeights *eff, bool add_absorption, const char *name)
{
- ListBase *effectors = pdInitEffectors(scene, ob, psys, eff, false);
+ ListBase *effectors = pdInitEffectors(NULL, scene, ob, psys, eff, false);
if (effectors) {
for (EffectorCache *eff = (EffectorCache *)effectors->first; eff; eff = eff->next) {
}
if (add_absorption && (eff->pd->flag & PFIELD_VISIBILITY)) {
- add_collision_relations(key, scene, ob, NULL, eff->ob->lay, true, "Force Absorption");
+ add_collision_relations(key, scene, ob, NULL, true, "Force Absorption");
}
}
}
/* XXX nested node trees are notr included in tag-clearing above,
* so we need to do this manually.
*/
- FOREACH_NODETREE(bmain, nodetree, id)
- {
+ FOREACH_NODETREE(bmain, nodetree, id) {
if (id != (ID *)nodetree) {
nodetree->id.tag &= ~LIB_TAG_DOIT;
}
- }
- FOREACH_NODETREE_END;
+ } FOREACH_NODETREE_END
}
void DepsgraphRelationBuilder::build_group(Main *bmain,
build_proxy_rig(ob);
}
else {
- build_rig(scene, ob);
+ build_rig(bmain, scene, ob);
}
break;
case OB_CAMERA: /* Camera */
build_camera(ob);
break;
+
+ case OB_LIGHTPROBE:
+ build_lightprobe(ob);
+ break;
}
Key *key = BKE_key_from_object(ob);
fcu->rna_path ? fcu->rna_path : "",
fcu->array_index);
bPoseChannel *pchan = NULL;
-
const char *rna_path = fcu->rna_path ? fcu->rna_path : "";
+ const ID_Type id_type = GS(id->name);
/* Create dependency between driver and data affected by it. */
/* - direct property relationship... */
* constraint.
*/
Object *ob = (Object *)id;
- char *bone_name;
-
- bone_name = BLI_str_quoted_substrN(rna_path, "pose.bones[");
+ char *bone_name = BLI_str_quoted_substrN(rna_path, "pose.bones[");
pchan = BKE_pose_channel_find_name(ob->pose, bone_name);
-
- if (bone_name) {
+ if (bone_name != NULL) {
MEM_freeN(bone_name);
bone_name = NULL;
}
-
- if (pchan) {
+ if (pchan != NULL) {
OperationKey bone_key(id,
DEG_NODE_TYPE_BONE,
pchan->name,
rna_path);
}
}
- else if (GS(id->name) == ID_AR && strstr(rna_path, "bones[")) {
+ else if (id_type == ID_AR && strstr(rna_path, "bones[")) {
/* Drivers on armature-level bone settings (i.e. bbone stuff),
* which will affect the evaluation of corresponding pose bones.
*/
IDDepsNode *arm_node = m_graph->find_id_node(id);
char *bone_name = BLI_str_quoted_substrN(rna_path, "bones[");
-
- if (arm_node && bone_name) {
+ if (arm_node != NULL && bone_name != NULL) {
/* Find objects which use this, and make their eval callbacks
* depend on this.
*/
foreach (DepsRelation *rel, arm_node->outlinks) {
IDDepsNode *to_node = (IDDepsNode *)rel->to;
/* We only care about objects with pose data which use this. */
- if (GS(to_node->id->name) == ID_OB) {
- Object *ob = (Object *)to_node->id;
- /* NOTE: ob->pose may be NULL. */
- bPoseChannel *pchan = BKE_pose_channel_find_name(
- ob->pose, bone_name);
+ if (GS(to_node->id_orig->name) == ID_OB) {
+ Object *ob = (Object *)to_node->id_orig;
+ // NOTE: ob->pose may be NULL
+ bPoseChannel *pchan = BKE_pose_channel_find_name(ob->pose,
+ bone_name);
if (pchan != NULL) {
OperationKey bone_key(&ob->id,
DEG_NODE_TYPE_BONE,
rna_path);
}
}
- else if (GS(id->name) == ID_OB && strstr(rna_path, "modifiers[")) {
+ else if (id_type == ID_OB && strstr(rna_path, "modifiers[")) {
OperationKey modifier_key(id,
DEG_NODE_TYPE_GEOMETRY,
DEG_OPCODE_GEOMETRY_UBEREVAL);
printf("Unexisting driver RNA path: %s\n", rna_path);
}
}
- else if (GS(id->name) == ID_KE && strstr(rna_path, "key_blocks[")) {
+ else if (id_type == ID_KE && strstr(rna_path, "key_blocks[")) {
/* Shape key driver - hook into the base geometry operation. */
// XXX: double check where this points
Key *shape_key = (Key *)id;
-
ComponentKey geometry_key(shape_key->from, DEG_NODE_TYPE_GEOMETRY);
add_relation(driver_key, geometry_key, "[Driver -> ShapeKey Geom]");
}
add_relation(driver_key, geometry_key, "[Driver -> ShapeKey Geom]");
}
else {
- if (GS(id->name) == ID_OB) {
- /* assume that driver affects a transform... */
- OperationKey local_transform_key(id,
- DEG_NODE_TYPE_TRANSFORM,
- DEG_OPCODE_TRANSFORM_LOCAL);
- add_relation(driver_key,
- local_transform_key,
- "[Driver -> Transform]");
- }
- else if (GS(id->name) == ID_KE) {
- ComponentKey geometry_key(id, DEG_NODE_TYPE_GEOMETRY);
- add_relation(driver_key,
- geometry_key,
- "[Driver -> Shapekey Geometry]");
+ switch (id_type) {
+ case ID_OB:
+ {
+ /* Assume that driver affects a transform. */
+ OperationKey local_transform_key(id,
+ DEG_NODE_TYPE_TRANSFORM,
+ DEG_OPCODE_TRANSFORM_LOCAL);
+ add_relation(driver_key,
+ local_transform_key,
+ "[Driver -> Transform]");
+ break;
+ }
+ case ID_KE:
+ {
+ ComponentKey geometry_key(id, DEG_NODE_TYPE_GEOMETRY);
+ add_relation(driver_key,
+ geometry_key,
+ "[Driver -> Shapekey Geometry]");
+ break;
+ }
+ case ID_NT:
+ {
+ ComponentKey ntree_key(id, DEG_NODE_TYPE_SHADING);
+ add_relation(driver_key,
+ ntree_key,
+ "[Driver -> NTree Shading Update]");
+ break;
+ }
+ default:
+ break;
}
}
/* Ensure that affected prop's update callbacks will be triggered once
/* world's nodetree */
if (world->nodetree != NULL) {
build_nodetree(world->nodetree);
- ComponentKey ntree_key(&world->nodetree->id, DEG_NODE_TYPE_PARAMETERS);
- ComponentKey world_key(world_id, DEG_NODE_TYPE_PARAMETERS);
- add_relation(ntree_key, world_key, "NTree->World Parameters");
+ ComponentKey ntree_key(&world->nodetree->id, DEG_NODE_TYPE_SHADING);
+ ComponentKey world_key(world_id, DEG_NODE_TYPE_SHADING);
+ add_relation(ntree_key, world_key, "NTree->World Shading Update");
}
}
LINKLIST_FOREACH (ParticleSystem *, psys, &ob->particlesystem) {
ParticleSettings *part = psys->part;
- /* particle settings */
- build_animdata(&part->id);
-
- /* this particle system */
- OperationKey psys_key(&ob->id, DEG_NODE_TYPE_EVAL_PARTICLES, DEG_OPCODE_PARTICLE_SYSTEM_EVAL, psys->name);
+ /* Build particle settings relations.
+ *
+ * NOTE: The call itself ensures settings are only build once.
+ */
+ build_particle_settings(part);
+
+ /* This particle system. */
+ OperationKey psys_key(&ob->id,
+ DEG_NODE_TYPE_EVAL_PARTICLES,
+ DEG_OPCODE_PARTICLE_SYSTEM_EVAL,
+ psys->name);
+
+ /* Update particle system when settings changes. */
+ OperationKey particle_settings_key(&part->id,
+ DEG_NODE_TYPE_PARAMETERS,
+ DEG_OPCODE_PARTICLE_SETTINGS_EVAL);
+ OperationKey particle_settings_recalc_clear_key(
+ &part->id,
+ DEG_NODE_TYPE_PARAMETERS,
+ DEG_OPCODE_PARTICLE_SETTINGS_RECALC_CLEAR);
+ OperationKey psys_settings_key(&ob->id,
+ DEG_NODE_TYPE_EVAL_PARTICLES,
+ DEG_OPCODE_PARTICLE_SETTINGS_EVAL,
+ psys->name);
+ add_relation(particle_settings_key, psys_settings_key, "Particle Settings Change");
+ add_relation(psys_settings_key, psys_key, "Particle Settings Update");
+ add_relation(psys_key,
+ particle_settings_recalc_clear_key,
+ "Particle Settings Recalc Clear");
/* XXX: if particle system is later re-enabled, we must do full rebuild? */
if (!psys_check_enabled(ob, psys, G.is_rendering))
/* collisions */
if (part->type != PART_HAIR) {
- add_collision_relations(psys_key, scene, ob, part->collision_group, ob->lay, true, "Particle Collision");
+ add_collision_relations(psys_key,
+ scene,
+ ob,
+ part->collision_group,
+ true,
+ "Particle Collision");
}
- else if ((psys->flag & PSYS_HAIR_DYNAMICS) && psys->clmd && psys->clmd->coll_parms) {
- add_collision_relations(psys_key, scene, ob, psys->clmd->coll_parms->group, ob->lay | scene->lay, true, "Hair Collision");
+ else if ((psys->flag & PSYS_HAIR_DYNAMICS) &&
+ psys->clmd != NULL &&
+ psys->clmd->coll_parms != NULL)
+ {
+ add_collision_relations(psys_key,
+ scene,
+ ob,
+ psys->clmd->coll_parms->group,
+ true,
+ "Hair Collision");
}
/* effectors */
- add_forcefield_relations(psys_key, scene, ob, psys, part->effector_weights, part->type == PART_HAIR, "Particle Field");
+ add_forcefield_relations(psys_key,
+ scene,
+ ob,
+ psys,
+ part->effector_weights,
+ part->type == PART_HAIR,
+ "Particle Field");
/* boids */
if (part->boids) {
ComponentKey transform_key(&ob->id, DEG_NODE_TYPE_TRANSFORM);
add_relation(transform_key, obdata_ubereval_key, "Partcile Eval");
- /* pointcache */
- // TODO...
+ /* TODO(sergey): Do we need a point cache operations here? */
+}
+
+void DepsgraphRelationBuilder::build_particle_settings(ParticleSettings *part)
+{
+ ID *part_id = &part->id;
+ if (part_id->tag & LIB_TAG_DOIT) {
+ return;
+ }
+ part_id->tag |= LIB_TAG_DOIT;
+
+ /* Animation data relations. */
+ build_animdata(&part->id);
+
+ OperationKey eval_key(part_id,
+ DEG_NODE_TYPE_PARAMETERS,
+ DEG_OPCODE_PARTICLE_SETTINGS_EVAL);
+ OperationKey recalc_clear_key(part_id,
+ DEG_NODE_TYPE_PARAMETERS,
+ DEG_OPCODE_PARTICLE_SETTINGS_RECALC_CLEAR);
+ add_relation(eval_key, recalc_clear_key, "Particle Settings Clear Recalc");
}
void DepsgraphRelationBuilder::build_cloth(Scene * /*scene*/,
{
OperationKey cache_key(&object->id,
DEG_NODE_TYPE_CACHE,
- DEG_OPCODE_PLACEHOLDER,
- "Cloth Modifier");
+ DEG_OPCODE_GEOMETRY_CLOTH_MODIFIER);
/* Cache component affects on modifier. */
OperationKey modifier_key(&object->id,
DEG_NODE_TYPE_GEOMETRY,
/* link components to each other */
add_relation(obdata_geom_key, geom_key, "Object Geometry Base Data");
+ OperationKey obdata_ubereval_key(&ob->id,
+ DEG_NODE_TYPE_GEOMETRY,
+ DEG_OPCODE_GEOMETRY_UBEREVAL);
+
+ /* Special case: modifiers and DerivedMesh creation queries scene for various
+ * things like data mask to be used. We add relation here to ensure object is
+ * never evaluated prior to Scene's CoW is ready.
+ */
+ OperationKey scene_key(&scene->id,
+ DEG_NODE_TYPE_PARAMETERS,
+ DEG_OPCODE_PLACEHOLDER,
+ "Scene Eval");
+ add_relation(scene_key, obdata_ubereval_key, "CoW Relation");
+
/* Modifiers */
if (ob->modifiers.first != NULL) {
- OperationKey obdata_ubereval_key(&ob->id,
- DEG_NODE_TYPE_GEOMETRY,
- DEG_OPCODE_GEOMETRY_UBEREVAL);
-
LINKLIST_FOREACH (ModifierData *, md, &ob->modifiers) {
const ModifierTypeInfo *mti = modifierType_getInfo((ModifierType)md->type);
Material *ma = give_current_material(ob, a);
if (ma != NULL) {
build_material(ma);
+
+ if (ob->type == OB_MESH) {
+ OperationKey material_key(&ma->id,
+ DEG_NODE_TYPE_SHADING,
+ DEG_OPCODE_MATERIAL_UPDATE);
+ OperationKey shading_key(&ob->id, DEG_NODE_TYPE_SHADING, DEG_OPCODE_SHADING);
+ add_relation(material_key, shading_key, "Material Update");
+ }
}
}
}
}
camera_id->tag |= LIB_TAG_DOIT;
- ComponentKey parameters_key(camera_id, DEG_NODE_TYPE_PARAMETERS);
+ ComponentKey object_parameters_key(&ob->id, DEG_NODE_TYPE_PARAMETERS);
+ ComponentKey camera_parameters_key(camera_id, DEG_NODE_TYPE_PARAMETERS);
+
+ add_relation(camera_parameters_key, object_parameters_key,
+ "Camera -> Object");
if (needs_animdata_node(camera_id)) {
ComponentKey animation_key(camera_id, DEG_NODE_TYPE_ANIMATION);
- add_relation(animation_key, parameters_key, "Camera Parameters");
+ add_relation(animation_key, camera_parameters_key, "Camera Parameters");
}
/* DOF */
- if (cam->dof_ob) {
- ComponentKey ob_param_key(&ob->id, DEG_NODE_TYPE_PARAMETERS);
+ if (cam->dof_ob != NULL) {
ComponentKey dof_ob_key(&cam->dof_ob->id, DEG_NODE_TYPE_TRANSFORM);
- add_relation(dof_ob_key, ob_param_key, "Camera DOF");
+ add_relation(dof_ob_key, object_parameters_key, "Camera DOF");
}
}
}
lamp_id->tag |= LIB_TAG_DOIT;
- ComponentKey parameters_key(lamp_id, DEG_NODE_TYPE_PARAMETERS);
+ ComponentKey object_parameters_key(&ob->id, DEG_NODE_TYPE_PARAMETERS);
+ ComponentKey lamp_parameters_key(lamp_id, DEG_NODE_TYPE_PARAMETERS);
+
+ add_relation(lamp_parameters_key, object_parameters_key,
+ "Lamp -> Object");
if (needs_animdata_node(lamp_id)) {
ComponentKey animation_key(lamp_id, DEG_NODE_TYPE_ANIMATION);
- add_relation(animation_key, parameters_key, "Lamp Parameters");
+ add_relation(animation_key, lamp_parameters_key, "Lamp Parameters");
}
/* lamp's nodetree */
if (la->nodetree) {
build_nodetree(la->nodetree);
- ComponentKey nodetree_key(&la->nodetree->id, DEG_NODE_TYPE_PARAMETERS);
- add_relation(nodetree_key, parameters_key, "NTree->Lamp Parameters");
+ ComponentKey nodetree_key(&la->nodetree->id, DEG_NODE_TYPE_SHADING);
+ add_relation(nodetree_key, lamp_parameters_key, "NTree->Lamp Parameters");
}
/* textures */
build_texture_stack(la->mtex);
+
+ if (DEG_depsgraph_use_copy_on_write()) {
+ /* Make sure copy on write of lamp data is always properly updated for
+ * visible lamps.
+ */
+ OperationKey ob_copy_on_write_key(&ob->id,
+ DEG_NODE_TYPE_COPY_ON_WRITE,
+ DEG_OPCODE_COPY_ON_WRITE);
+ OperationKey lamp_copy_on_write_key(lamp_id,
+ DEG_NODE_TYPE_COPY_ON_WRITE,
+ DEG_OPCODE_COPY_ON_WRITE);
+ add_relation(lamp_copy_on_write_key, ob_copy_on_write_key, "Eval Order");
+ }
}
void DepsgraphRelationBuilder::build_nodetree(bNodeTree *ntree)
{
- if (!ntree)
+ if (ntree == NULL) {
return;
-
+ }
ID *ntree_id = &ntree->id;
-
build_animdata(ntree_id);
-
- OperationKey parameters_key(ntree_id,
- DEG_NODE_TYPE_PARAMETERS,
- DEG_OPCODE_PARAMETERS_EVAL);
-
+ ComponentKey shading_key(ntree_id, DEG_NODE_TYPE_SHADING);
/* nodetree's nodes... */
LINKLIST_FOREACH (bNode *, bnode, &ntree->nodes) {
if (bnode->id) {
build_nodetree(group_ntree);
group_ntree->id.tag |= LIB_TAG_DOIT;
}
- OperationKey group_parameters_key(&group_ntree->id,
- DEG_NODE_TYPE_PARAMETERS,
- DEG_OPCODE_PARAMETERS_EVAL);
- add_relation(group_parameters_key, parameters_key, "Group Node");
+ ComponentKey group_shading_key(&group_ntree->id,
+ DEG_NODE_TYPE_SHADING);
+ add_relation(group_shading_key, shading_key, "Group Node");
}
}
}
if (needs_animdata_node(ntree_id)) {
ComponentKey animation_key(ntree_id, DEG_NODE_TYPE_ANIMATION);
- add_relation(animation_key, parameters_key, "NTree Parameters");
+ add_relation(animation_key, shading_key, "NTree Parameters");
}
+
+ OperationKey shading_update_key(ntree_id,
+ DEG_NODE_TYPE_SHADING,
+ DEG_OPCODE_MATERIAL_UPDATE);
+ OperationKey shading_parameters_key(ntree_id,
+ DEG_NODE_TYPE_SHADING_PARAMETERS,
+ DEG_OPCODE_MATERIAL_UPDATE);
+ add_relation(shading_parameters_key, shading_update_key, "NTree Shading Parameters");
}
/* Recursively build graph for material */
if (ma->nodetree != NULL) {
build_nodetree(ma->nodetree);
OperationKey ntree_key(&ma->nodetree->id,
- DEG_NODE_TYPE_PARAMETERS,
- DEG_OPCODE_PARAMETERS_EVAL);
+ DEG_NODE_TYPE_SHADING,
+ DEG_OPCODE_MATERIAL_UPDATE);
OperationKey material_key(&ma->id,
DEG_NODE_TYPE_SHADING,
- DEG_OPCODE_PLACEHOLDER,
- "Material Update");
+ DEG_OPCODE_MATERIAL_UPDATE);
add_relation(ntree_key, material_key, "Material's NTree");
}
}
build_animdata(&clip->id);
}
+void DepsgraphRelationBuilder::build_lightprobe(Object *object)
+{
+ LightProbe *probe = (LightProbe *)object->data;
+ ID *probe_id = &probe->id;
+ if (probe_id->tag & LIB_TAG_DOIT) {
+ return;
+ }
+ probe_id->tag |= LIB_TAG_DOIT;
+ build_animdata(&probe->id);
+
+ OperationKey probe_key(probe_id,
+ DEG_NODE_TYPE_PARAMETERS,
+ DEG_OPCODE_PLACEHOLDER,
+ "LightProbe Eval");
+ OperationKey object_key(&object->id,
+ DEG_NODE_TYPE_PARAMETERS,
+ DEG_OPCODE_PLACEHOLDER,
+ "LightProbe Eval");
+ add_relation(probe_key, object_key, "LightProbe Update");
+}
+
+void DepsgraphRelationBuilder::build_copy_on_write_relations()
+{
+ GHASH_FOREACH_BEGIN(IDDepsNode *, id_node, m_graph->id_hash)
+ {
+ build_copy_on_write_relations(id_node);
+ }
+ GHASH_FOREACH_END();
+}
+
+void DepsgraphRelationBuilder::build_copy_on_write_relations(IDDepsNode *id_node)
+{
+ ID *id_orig = id_node->id_orig;
+
+ TimeSourceKey time_source_key;
+ OperationKey copy_on_write_key(id_orig,
+ DEG_NODE_TYPE_COPY_ON_WRITE,
+ DEG_OPCODE_COPY_ON_WRITE);
+ /* XXX: This is a quick hack to make Alt-A to work. */
+ // add_relation(time_source_key, copy_on_write_key, "Fluxgate capacitor hack");
+ /* Resat of code is using rather low level trickery, so need to get some
+ * explicit pointers.
+ */
+ DepsNode *node_cow = find_node(copy_on_write_key);
+ OperationDepsNode *op_cow = node_cow->get_exit_operation();
+ /* Plug any other components to this one. */
+ GHASH_FOREACH_BEGIN(ComponentDepsNode *, comp_node, id_node->components)
+ {
+ if (comp_node->type == DEG_NODE_TYPE_COPY_ON_WRITE) {
+ /* Copy-on-write component never depends on itself. */
+ continue;
+ }
+ if (!comp_node->depends_on_cow()) {
+ /* Component explicitly requests to not add relation. */
+ continue;
+ }
+ /* All entry operations of each component should wait for a proper
+ * copy of ID.
+ */
+ OperationDepsNode *op_entry = comp_node->get_entry_operation();
+ if (op_entry != NULL) {
+ m_graph->add_new_relation(op_cow, op_entry, "CoW Dependency");
+ }
+ /* All dangling operations should also be executed after copy-on-write. */
+ GHASH_FOREACH_BEGIN(OperationDepsNode *, op_node, comp_node->operations_map)
+ {
+ if (op_node->inlinks.size() == 0) {
+ m_graph->add_new_relation(op_cow, op_node, "CoW Dependency");
+ }
+ }
+ GHASH_FOREACH_END();
+ /* NOTE: We currently ignore implicit relations to an external
+ * datablocks for copy-on-write operations. This means, for example,
+ * copy-on-write component of Object will not wait for copy-on-write
+ * component of it's Mesh. This is because pointers are all known
+ * already so remapping will happen all correct. And then If some object
+ * evaluation step needs geometry, it will have transitive dependency
+ * to Mesh copy-on-write already.
+ */
+ }
+ GHASH_FOREACH_END();
+}
+
} // namespace DEG