Depsgraph: Remove object-level visibility from geometry builders

Continuation of the D13404 which finished the design of not having
geometry-level nodes dependent on object-level.

Differential Revision: https://developer.blender.org/D13405
This commit is contained in:
Sergey Sharybin 2021-11-29 12:12:22 +01:00
parent a3e634d4d7
commit a230445cae
Notes: blender-bot 2023-02-14 02:30:11 +01:00
Referenced by commit e5c65709a2, Fix T98379: Wrong evaluation when deactivating/activating collections
Referenced by issue #98379, Regression: Multiple modifiers failing when deactivating/activating collections
4 changed files with 31 additions and 55 deletions

View File

@ -199,9 +199,7 @@ IDNode *DepsgraphNodeBuilder::add_id_node(ID *id)
nullptr, OperationCode::OPERATION, "", -1);
/* Pin the node so that it and its relations are preserved by the unused nodes/relations
* deletion. This is mainly to make it easier to debug visibility. */
/* NOTE: Keep un-pinned for the 3.0 release. This way we are more sure that side effects of the
* change is minimal outside of the dependency graph area. */
// visibility_operation->flag |= OperationFlag::DEPSOP_FLAG_PINNED;
visibility_operation->flag |= OperationFlag::DEPSOP_FLAG_PINNED;
graph_->operations.append(visibility_operation);
}
return id_node;
@ -589,11 +587,7 @@ void DepsgraphNodeBuilder::build_id(ID *id)
case ID_HA:
case ID_PT:
case ID_VO:
/* TODO(sergey): Get visibility from a "parent" somehow.
*
* NOTE: Similarly to above, we don't want false-positives on
* visibility. */
build_object_data_geometry_datablock(id, false);
build_object_data_geometry_datablock(id);
break;
case ID_SPK:
build_speaker((Speaker *)id);
@ -769,32 +763,28 @@ void DepsgraphNodeBuilder::build_object(int base_index,
if (object->modifiers.first != nullptr) {
BuilderWalkUserData data;
data.builder = this;
data.is_parent_visible = is_visible;
BKE_modifiers_foreach_ID_link(object, modifier_walk, &data);
}
/* Grease Pencil Modifiers. */
if (object->greasepencil_modifiers.first != nullptr) {
BuilderWalkUserData data;
data.builder = this;
data.is_parent_visible = is_visible;
BKE_gpencil_modifiers_foreach_ID_link(object, modifier_walk, &data);
}
/* Shader FX. */
if (object->shader_fx.first != nullptr) {
BuilderWalkUserData data;
data.builder = this;
data.is_parent_visible = is_visible;
BKE_shaderfx_foreach_ID_link(object, modifier_walk, &data);
}
/* Constraints. */
if (object->constraints.first != nullptr) {
BuilderWalkUserData data;
data.builder = this;
data.is_parent_visible = is_visible;
BKE_constraints_id_loop(&object->constraints, constraint_walk, &data);
}
/* Object data. */
build_object_data(object, is_visible);
build_object_data(object);
/* Parameters, used by both drivers/animation and also to inform dependency
* from object's data. */
build_parameters(&object->id);
@ -897,7 +887,7 @@ void DepsgraphNodeBuilder::build_object_instance_collection(Object *object, bool
is_parent_collection_visible_ = is_current_parent_collection_visible;
}
void DepsgraphNodeBuilder::build_object_data(Object *object, bool is_object_visible)
void DepsgraphNodeBuilder::build_object_data(Object *object)
{
if (object->data == nullptr) {
return;
@ -914,14 +904,14 @@ void DepsgraphNodeBuilder::build_object_data(Object *object, bool is_object_visi
case OB_HAIR:
case OB_POINTCLOUD:
case OB_VOLUME:
build_object_data_geometry(object, is_object_visible);
build_object_data_geometry(object);
break;
case OB_ARMATURE:
if (ID_IS_LINKED(object) && object->proxy_from != nullptr) {
build_proxy_rig(object, is_object_visible);
build_proxy_rig(object);
}
else {
build_rig(object, is_object_visible);
build_rig(object);
}
break;
case OB_LAMP:
@ -1472,7 +1462,7 @@ void DepsgraphNodeBuilder::build_shapekeys(Key *key)
/* ObData Geometry Evaluation */
/* XXX: what happens if the datablock is shared! */
void DepsgraphNodeBuilder::build_object_data_geometry(Object *object, bool is_object_visible)
void DepsgraphNodeBuilder::build_object_data_geometry(Object *object)
{
OperationNode *op_node;
Scene *scene_cow = get_cow_datablock(scene_);
@ -1494,7 +1484,7 @@ void DepsgraphNodeBuilder::build_object_data_geometry(Object *object, bool is_ob
/* Point caches. */
build_object_pointcache(object);
/* Geometry. */
build_object_data_geometry_datablock((ID *)object->data, is_object_visible);
build_object_data_geometry_datablock((ID *)object->data);
build_dimensions(object);
/* Batch cache. */
add_operation_node(
@ -1504,7 +1494,7 @@ void DepsgraphNodeBuilder::build_object_data_geometry(Object *object, bool is_ob
[object_cow](::Depsgraph *depsgraph) { BKE_object_select_update(depsgraph, object_cow); });
}
void DepsgraphNodeBuilder::build_object_data_geometry_datablock(ID *obdata, bool is_object_visible)
void DepsgraphNodeBuilder::build_object_data_geometry_datablock(ID *obdata)
{
if (built_map_.checkIsBuiltAndTag(obdata)) {
return;
@ -1548,17 +1538,15 @@ void DepsgraphNodeBuilder::build_object_data_geometry_datablock(ID *obdata, bool
BKE_curve_eval_geometry(depsgraph, (Curve *)obdata_cow);
});
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 != nullptr) {
build_object(-1, cu->bevobj, DEG_ID_LINKED_INDIRECTLY, is_object_visible);
build_object(-1, cu->bevobj, DEG_ID_LINKED_INDIRECTLY, false);
}
if (cu->taperobj != nullptr) {
build_object(-1, cu->taperobj, DEG_ID_LINKED_INDIRECTLY, is_object_visible);
build_object(-1, cu->taperobj, DEG_ID_LINKED_INDIRECTLY, false);
}
if (cu->textoncurve != nullptr) {
build_object(-1, cu->textoncurve, DEG_ID_LINKED_INDIRECTLY, is_object_visible);
build_object(-1, cu->textoncurve, DEG_ID_LINKED_INDIRECTLY, false);
}
break;
}
@ -2121,10 +2109,7 @@ void DepsgraphNodeBuilder::modifier_walk(void *user_data,
}
switch (GS(id->name)) {
case ID_OB:
/* Special case for object, so we take owner visibility into
* account. */
data->builder->build_object(
-1, (Object *)id, DEG_ID_LINKED_INDIRECTLY, data->is_parent_visible);
data->builder->build_object(-1, (Object *)id, DEG_ID_LINKED_INDIRECTLY, false);
break;
default:
data->builder->build_id(id);
@ -2144,10 +2129,7 @@ void DepsgraphNodeBuilder::constraint_walk(bConstraint * /*con*/,
}
switch (GS(id->name)) {
case ID_OB:
/* Special case for object, so we take owner visibility into
* account. */
data->builder->build_object(
-1, (Object *)id, DEG_ID_LINKED_INDIRECTLY, data->is_parent_visible);
data->builder->build_object(-1, (Object *)id, DEG_ID_LINKED_INDIRECTLY, false);
break;
default:
data->builder->build_id(id);

View File

@ -186,20 +186,17 @@ class DepsgraphNodeBuilder : public DepsgraphBuilder {
virtual void build_object_flags(int base_index,
Object *object,
eDepsNode_LinkedState_Type linked_state);
virtual void build_object_data(Object *object, bool is_object_visible);
virtual void build_object_data(Object *object);
virtual void build_object_data_camera(Object *object);
virtual void build_object_data_geometry(Object *object, bool is_object_visible);
virtual void build_object_data_geometry_datablock(ID *obdata, bool is_object_visible);
virtual void build_object_data_geometry(Object *object);
virtual void build_object_data_geometry_datablock(ID *obdata);
virtual void build_object_data_light(Object *object);
virtual void build_object_data_lightprobe(Object *object);
virtual void build_object_data_speaker(Object *object);
virtual void build_object_transform(Object *object);
virtual void build_object_constraints(Object *object);
virtual void build_object_pointcache(Object *object);
virtual void build_pose_constraints(Object *object,
bPoseChannel *pchan,
int pchan_index,
bool is_object_visible);
virtual void build_pose_constraints(Object *object, bPoseChannel *pchan, int pchan_index);
virtual void build_rigidbody(Scene *scene);
virtual void build_particle_systems(Object *object, bool is_object_visible);
virtual void build_particle_settings(ParticleSettings *part);
@ -227,8 +224,8 @@ class DepsgraphNodeBuilder : public DepsgraphBuilder {
virtual void build_dimensions(Object *object);
virtual void build_ik_pose(Object *object, bPoseChannel *pchan, bConstraint *con);
virtual void build_splineik_pose(Object *object, bPoseChannel *pchan, bConstraint *con);
virtual void build_rig(Object *object, bool is_object_visible);
virtual void build_proxy_rig(Object *object, bool is_object_visible);
virtual void build_rig(Object *object);
virtual void build_proxy_rig(Object *object);
virtual void build_armature(bArmature *armature);
virtual void build_armature_bones(ListBase *bones);
virtual void build_shapekeys(Key *key);
@ -284,8 +281,6 @@ class DepsgraphNodeBuilder : public DepsgraphBuilder {
struct BuilderWalkUserData {
DepsgraphNodeBuilder *builder;
/* Denotes whether object the walk is invoked from is visible. */
bool is_parent_visible;
};
static void modifier_walk(void *user_data,
struct Object *object,

View File

@ -58,13 +58,11 @@ namespace blender::deg {
void DepsgraphNodeBuilder::build_pose_constraints(Object *object,
bPoseChannel *pchan,
int pchan_index,
bool is_object_visible)
int pchan_index)
{
/* Pull indirect dependencies via constraints. */
BuilderWalkUserData data;
data.builder = this;
data.is_parent_visible = is_object_visible;
BKE_constraints_id_loop(&pchan->constraints, constraint_walk, &data);
/* Create node for constraint stack. */
@ -147,7 +145,7 @@ void DepsgraphNodeBuilder::build_splineik_pose(Object *object,
}
/* Pose/Armature Bones Graph */
void DepsgraphNodeBuilder::build_rig(Object *object, bool is_object_visible)
void DepsgraphNodeBuilder::build_rig(Object *object)
{
bArmature *armature = (bArmature *)object->data;
Scene *scene_cow = get_cow_datablock(scene_);
@ -272,7 +270,7 @@ void DepsgraphNodeBuilder::build_rig(Object *object, bool is_object_visible)
}
/* Build constraints. */
if (pchan->constraints.first != nullptr) {
build_pose_constraints(object, pchan, pchan_index, is_object_visible);
build_pose_constraints(object, pchan, pchan_index);
}
/**
* IK Solvers.
@ -301,14 +299,14 @@ void DepsgraphNodeBuilder::build_rig(Object *object, bool is_object_visible)
}
/* Custom shape. */
if (pchan->custom != nullptr) {
/* TODO(sergey): Use own visibility. */
build_object(-1, pchan->custom, DEG_ID_LINKED_INDIRECTLY, is_object_visible);
/* NOTE: The relation builder will ensure visibility of the custom shape object. */
build_object(-1, pchan->custom, DEG_ID_LINKED_INDIRECTLY, false);
}
pchan_index++;
}
}
void DepsgraphNodeBuilder::build_proxy_rig(Object *object, bool is_object_visible)
void DepsgraphNodeBuilder::build_proxy_rig(Object *object)
{
bArmature *armature = (bArmature *)object->data;
OperationNode *op_node;
@ -356,7 +354,8 @@ void DepsgraphNodeBuilder::build_proxy_rig(Object *object, bool is_object_visibl
/* Custom shape. */
if (pchan->custom != nullptr) {
build_object(-1, pchan->custom, DEG_ID_LINKED_INDIRECTLY, is_object_visible);
/* NOTE: The relation builder will ensure visibility of the custom shape object. */
build_object(-1, pchan->custom, DEG_ID_LINKED_INDIRECTLY, false);
}
pchan_index++;

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@ -112,11 +112,11 @@ enum class NodeType {
* which simplifies common algorithms which are dealing with relations and visibility.
*
* The fact that the visibility operates on the ID level basically means that all components in
* NodeA will be considered as affecting directly visible when NodeB's visibility is
* the NodeA will be considered as affecting directly visible when NodeB's visibility is
* affecting directly visible ID.
*
* This is the way to ensure objects needed for visualization without any actual data dependency
* are properly evaluated. Example of this is custom shapes for bones. */
* properly evaluated. Example of this is custom shapes for bones. */
VISIBILITY,
/* **** Evaluation-Related Outer Types (with Subdata) **** */