Merge branch 'blender-v2.93-release'

This commit is contained in:
Brecht Van Lommel 2021-04-19 21:07:42 +02:00
commit 2d1d6fbb23
6 changed files with 63 additions and 27 deletions

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@ -2636,6 +2636,7 @@ static void scene_graph_update_tagged(Depsgraph *depsgraph, Main *bmain, bool on
Scene *scene = DEG_get_input_scene(depsgraph);
ViewLayer *view_layer = DEG_get_input_view_layer(depsgraph);
bool used_multiple_passes = false;
bool run_callbacks = DEG_id_type_any_updated(depsgraph);
if (run_callbacks) {
@ -2672,8 +2673,6 @@ static void scene_graph_update_tagged(Depsgraph *depsgraph, Main *bmain, bool on
* If there are no relations changed by the callback this call will do nothing. */
DEG_graph_relations_update(depsgraph);
}
/* Inform editors about possible changes. */
DEG_editors_update(bmain, depsgraph, scene, view_layer, false);
/* If user callback did not tag anything for update we can skip second iteration.
* Otherwise we update scene once again, but without running callbacks to bring
@ -2682,8 +2681,17 @@ static void scene_graph_update_tagged(Depsgraph *depsgraph, Main *bmain, bool on
break;
}
/* Clear recalc flags for second pass, but back them up for editors update. */
DEG_ids_clear_recalc(depsgraph, true);
used_multiple_passes = true;
run_callbacks = false;
}
/* Inform editors about changes, using recalc flags from both passes. */
if (used_multiple_passes) {
DEG_ids_restore_recalc(depsgraph);
}
DEG_editors_update(depsgraph, false);
}
void BKE_scene_graph_update_tagged(Depsgraph *depsgraph, Main *bmain)
@ -2702,6 +2710,7 @@ void BKE_scene_graph_update_for_newframe(Depsgraph *depsgraph)
Scene *scene = DEG_get_input_scene(depsgraph);
ViewLayer *view_layer = DEG_get_input_view_layer(depsgraph);
Main *bmain = DEG_get_bmain(depsgraph);
bool used_multiple_passes = false;
/* Keep this first. */
BKE_callback_exec_id(bmain, &scene->id, BKE_CB_EVT_FRAME_CHANGE_PRE);
@ -2738,16 +2747,23 @@ void BKE_scene_graph_update_for_newframe(Depsgraph *depsgraph)
DEG_graph_relations_update(depsgraph);
}
/* Inform editors about possible changes. */
DEG_editors_update(bmain, depsgraph, scene, view_layer, true);
/* If user callback did not tag anything for update we can skip second iteration.
* Otherwise we update scene once again, but without running callbacks to bring
* scene to a fully evaluated state with user modifications taken into account. */
if (DEG_is_fully_evaluated(depsgraph)) {
break;
}
/* Clear recalc flags for second pass, but back them up for editors update. */
DEG_ids_clear_recalc(depsgraph, true);
used_multiple_passes = true;
}
/* Inform editors about changes, using recalc flags from both passes. */
if (used_multiple_passes) {
DEG_ids_restore_recalc(depsgraph);
}
DEG_editors_update(depsgraph, true);
}
/**

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@ -145,14 +145,14 @@ void DEG_enable_editors_update(struct Depsgraph *depsgraph);
/* Check if something was changed in the database and inform editors about this,
* then clear recalc flags. */
void DEG_editors_update(struct Main *bmain,
struct Depsgraph *depsgraph,
struct Scene *scene,
struct ViewLayer *view_layer,
bool time);
void DEG_editors_update(struct Depsgraph *depsgraph, bool time);
/* Clear recalc flags after editors or renderers have handled updates. */
void DEG_ids_clear_recalc(Depsgraph *depsgraph);
void DEG_ids_clear_recalc(Depsgraph *depsgraph, const bool backup);
/* Restore recalc flags, backed up by a previous call to DEG_ids_clear_recalc.
* This also clears the backup. */
void DEG_ids_restore_recalc(Depsgraph *depsgraph);
/* ************************************************ */
/* Evaluation Engine API */

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@ -824,23 +824,26 @@ void DEG_enable_editors_update(Depsgraph *depsgraph)
/* Check if something was changed in the database and inform
* editors about this. */
void DEG_editors_update(
Main *bmain, Depsgraph *depsgraph, Scene *scene, ViewLayer *view_layer, bool time)
void DEG_editors_update(Depsgraph *depsgraph, bool time)
{
deg::Depsgraph *graph = (deg::Depsgraph *)depsgraph;
if (graph->use_editors_update) {
bool updated = time || DEG_id_type_any_updated(depsgraph);
DEGEditorUpdateContext update_ctx = {nullptr};
update_ctx.bmain = bmain;
update_ctx.depsgraph = depsgraph;
update_ctx.scene = scene;
update_ctx.view_layer = view_layer;
deg::deg_editors_scene_update(&update_ctx, updated);
if (!graph->use_editors_update) {
return;
}
DEG_ids_clear_recalc(depsgraph);
Scene *scene = DEG_get_input_scene(depsgraph);
ViewLayer *view_layer = DEG_get_input_view_layer(depsgraph);
Main *bmain = DEG_get_bmain(depsgraph);
bool updated = time || DEG_id_type_any_updated(depsgraph);
DEGEditorUpdateContext update_ctx = {nullptr};
update_ctx.bmain = bmain;
update_ctx.depsgraph = depsgraph;
update_ctx.scene = scene;
update_ctx.view_layer = view_layer;
deg::deg_editors_scene_update(&update_ctx, updated);
DEG_ids_clear_recalc(depsgraph, false);
}
static void deg_graph_clear_id_recalc_flags(ID *id)
@ -854,7 +857,7 @@ static void deg_graph_clear_id_recalc_flags(ID *id)
/* XXX And what about scene's master collection here? */
}
void DEG_ids_clear_recalc(Depsgraph *depsgraph)
void DEG_ids_clear_recalc(Depsgraph *depsgraph, const bool backup)
{
deg::Depsgraph *deg_graph = reinterpret_cast<deg::Depsgraph *>(depsgraph);
/* TODO(sergey): Re-implement POST_UPDATE_HANDLER_WORKAROUND using entry_tags
@ -864,6 +867,9 @@ void DEG_ids_clear_recalc(Depsgraph *depsgraph)
}
/* Go over all ID nodes nodes, clearing tags. */
for (deg::IDNode *id_node : deg_graph->id_nodes) {
if (backup) {
id_node->id_cow_recalc_backup |= id_node->id_cow->recalc;
}
/* TODO: we clear original ID recalc flags here, but this may not work
* correctly when there are multiple depsgraph with others still using
* the recalc flag. */
@ -875,3 +881,13 @@ void DEG_ids_clear_recalc(Depsgraph *depsgraph)
}
memset(deg_graph->id_type_updated, 0, sizeof(deg_graph->id_type_updated));
}
void DEG_ids_restore_recalc(Depsgraph *depsgraph)
{
deg::Depsgraph *deg_graph = reinterpret_cast<deg::Depsgraph *>(depsgraph);
for (deg::IDNode *id_node : deg_graph->id_nodes) {
id_node->id_cow->recalc |= id_node->id_cow_recalc_backup;
id_node->id_cow_recalc_backup = 0;
}
}

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@ -90,6 +90,7 @@ void IDNode::init(const ID *id, const char *UNUSED(subdata))
is_collection_fully_expanded = false;
has_base = false;
is_user_modified = false;
id_cow_recalc_backup = 0;
visible_components_mask = 0;
previously_visible_components_mask = 0;

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@ -120,6 +120,9 @@ struct IDNode : public Node {
/* Accumulated flag from operation. Is initialized and used during updates flush. */
bool is_user_modified;
/* Accumulate recalc flags from multiple update passes. */
int id_cow_recalc_backup;
IDComponentsMask visible_components_mask;
IDComponentsMask previously_visible_components_mask;

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@ -702,7 +702,7 @@ static void engine_depsgraph_exit(RenderEngine *engine)
if (engine_keep_depsgraph(engine)) {
/* Clear recalc flags since the engine should have handled the updates for the currently
* rendered framed by now. */
DEG_ids_clear_recalc(engine->depsgraph);
DEG_ids_clear_recalc(engine->depsgraph, false);
}
else {
/* Free immediately to save memory. */
@ -718,7 +718,7 @@ void RE_engine_frame_set(RenderEngine *engine, int frame, float subframe)
}
/* Clear recalc flags before update so engine can detect what changed. */
DEG_ids_clear_recalc(engine->depsgraph);
DEG_ids_clear_recalc(engine->depsgraph, false);
Render *re = engine->re;
double cfra = (double)frame + (double)subframe;