Draw manager: Listen to depsgraph's ID update callbacks

This replaces dedicated flag which wasn't clean who sets it and who clears it,
and which was also trying to re-implement existing functionality in a way.

Flushing is not currently very efficient but there are ways to speed this up
a lot, but needs more investigation.
This commit is contained in:
Sergey Sharybin 2017-11-28 17:05:52 +01:00
parent 6208ce2e0a
commit a6b6689c0a
12 changed files with 122 additions and 11 deletions

View File

@ -34,6 +34,7 @@ struct Main;
struct Material;
struct Scene;
struct DrawEngineType;
struct ID;
struct IDProperty;
struct bContext;
struct Object;
@ -78,6 +79,7 @@ typedef struct DRWUpdateContext {
struct RenderEngineType *engine_type;
} DRWUpdateContext;
void DRW_notify_view_update(const DRWUpdateContext *update_ctx);
void DRW_notify_id_update(const DRWUpdateContext *update_ctx, struct ID *id);
void DRW_draw_view(const struct bContext *C);

View File

@ -263,6 +263,7 @@ DrawEngineType draw_engine_basic_type = {
NULL,
&BASIC_draw_scene,
NULL,
NULL,
};
/* Note: currently unused, we may want to register so we can see this when debugging the view. */

View File

@ -916,6 +916,7 @@ DrawEngineType draw_engine_clay_type = {
NULL,
&CLAY_draw_scene,
NULL,
NULL,
};
RenderEngineType DRW_engine_viewport_clay_type = {

View File

@ -109,6 +109,7 @@ EEVEE_LightProbeEngineData *EEVEE_lightprobe_data_get(Object *ob)
if (*pedata == NULL) {
*pedata = MEM_callocN(sizeof(**pedata), "EEVEE_LightProbeEngineData");
(*pedata)->need_full_update = true;
(*pedata)->need_update = true;
}

View File

@ -128,8 +128,6 @@ static void EEVEE_cache_populate(void *vedata, Object *ob)
}
else {
BLI_addtail(&sldata->shadow_casters, BLI_genericNodeN(ob));
EEVEE_ObjectEngineData *oedata = EEVEE_object_data_get(ob);
oedata->need_update = ((ob->deg_update_flag & DEG_RUNTIME_DATA_UPDATE) != 0);
}
}
}
@ -287,6 +285,26 @@ static void EEVEE_view_update(void *vedata)
}
}
static void EEVEE_id_update(void *UNUSED(vedata), ID *id)
{
const ID_Type id_type = GS(id->name);
if (id_type == ID_OB) {
Object *object = (Object *)id;
EEVEE_LightProbeEngineData *ped = EEVEE_lightprobe_data_get(object);
if (ped != NULL) {
ped->need_full_update = true;
}
EEVEE_LampEngineData *led = EEVEE_lamp_data_get(object);
if (led != NULL) {
led->need_update = true;
}
EEVEE_ObjectEngineData *oedata = EEVEE_object_data_get(object);
if (oedata != NULL) {
oedata->need_update = true;
}
}
}
static void EEVEE_engine_free(void)
{
EEVEE_bloom_free();
@ -395,6 +413,7 @@ DrawEngineType draw_engine_eevee_type = {
&EEVEE_draw_scene,
NULL, //&EEVEE_draw_scene
&EEVEE_view_update,
&EEVEE_id_update,
};
RenderEngineType DRW_engine_viewport_eevee_type = {

View File

@ -490,7 +490,9 @@ void EEVEE_lightprobes_cache_add(EEVEE_ViewLayerData *sldata, Object *ob)
ped->num_cell = probe->grid_resolution_x * probe->grid_resolution_y * probe->grid_resolution_z;
if ((ob->deg_update_flag & DEG_RUNTIME_DATA_UPDATE) != 0) {
if (ped->need_full_update) {
ped->need_full_update = false;
ped->need_update = true;
ped->probe_id = 0;

View File

@ -257,10 +257,6 @@ void EEVEE_lights_cache_add(EEVEE_ViewLayerData *sldata, Object *ob)
Lamp *la = (Lamp *)ob->data;
EEVEE_LampEngineData *led = EEVEE_lamp_data_get(ob);
if ((ob->deg_update_flag & DEG_RUNTIME_DATA_UPDATE) != 0) {
led->need_update = true;
}
MEM_SAFE_FREE(led->storage);
if (la->mode & (LA_SHAD_BUF | LA_SHAD_RAY)) {

View File

@ -568,7 +568,19 @@ typedef struct EEVEE_LampEngineData {
} EEVEE_LampEngineData;
typedef struct EEVEE_LightProbeEngineData {
/* NOTE: need_full_update is set by dependency graph when the probe or it's
* object is updated. This triggers full probe update, including it's
* "progressive" GI refresh.
*
* need_update is always set to truth when need_full_update is tagged, but
* might also be forced to be kept truth during GI refresh stages.
*
* TODO(sergey): Is there a way to avoid two flags here, or at least make
* it more clear what's going on here?
*/
bool need_full_update;
bool need_update;
bool ready_to_shade;
int updated_cells;
int updated_lvl;

View File

@ -217,6 +217,7 @@ DrawEngineType draw_engine_external_type = {
NULL,
&EXTERNAL_draw_scene,
NULL,
NULL,
};
/* Note: currently unused, we should not register unless we want to see this when debugging the view. */

View File

@ -138,6 +138,7 @@ typedef struct DrawEngineType {
void (*draw_scene)(void *vedata);
void (*view_update)(void *vedata);
void (*id_update)(void *vedata, struct ID *id);
} DrawEngineType;
#ifndef __DRW_ENGINE_H__

View File

@ -3259,6 +3259,46 @@ void DRW_notify_view_update(const DRWUpdateContext *update_ctx)
/** \} */
/** \name ID Update
* \{ */
/* TODO(sergey): This code is run for each changed ID (including the ones which
* are changed indirectly via update flush. Need to find a way to make this to
* run really fast, hopefully without any memory allocations on a heap
* Idea here could be to run every known engine's id_update() and make them
* do nothing if there is no engine-specific data yet.
*/
void DRW_notify_id_update(const DRWUpdateContext *update_ctx, ID *id)
{
RenderEngineType *engine_type = update_ctx->engine_type;
ARegion *ar = update_ctx->ar;
View3D *v3d = update_ctx->v3d;
RegionView3D *rv3d = ar->regiondata;
Scene *scene = update_ctx->scene;
ViewLayer *view_layer = update_ctx->view_layer;
if (rv3d->viewport == NULL) {
return;
}
/* Reset before using it. */
memset(&DST, 0x0, sizeof(DST));
DST.viewport = rv3d->viewport;
DST.draw_ctx = (DRWContextState){
ar, rv3d, v3d, scene, view_layer, OBACT(view_layer), engine_type, NULL,
};
DRW_engines_enable(scene, view_layer, engine_type);
for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
DrawEngineType *draw_engine = link->data;
ViewportEngineData *data = DRW_viewport_engine_data_get(draw_engine);
if (draw_engine->id_update) {
draw_engine->id_update(data, id);
}
}
DST.viewport = NULL;
DRW_engines_disable();
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Main Draw Loops (DRW_draw)
@ -3329,8 +3369,6 @@ void DRW_draw_render_loop_ex(
DEG_OBJECT_ITER(graph, ob, DEG_OBJECT_ITER_FLAG_ALL);
{
DRW_engines_cache_populate(ob);
/* XXX find a better place for this. maybe Depsgraph? */
ob->deg_update_flag = 0;
}
DEG_OBJECT_ITER_END

View File

@ -539,7 +539,9 @@ void ED_render_id_flush_update(const DEGEditorUpdateContext *update_ctx, ID *id)
return;
}
Main *bmain = update_ctx->bmain;
Scene *scene = update_ctx->scene;
ViewLayer *view_layer = update_ctx->view_layer;
/* Internal ID update handlers. */
switch (GS(id->name)) {
case ID_MA:
material_changed(bmain, (Material *)id);
@ -565,7 +567,42 @@ void ED_render_id_flush_update(const DEGEditorUpdateContext *update_ctx, ID *id)
render_engine_flag_changed(bmain, RE_ENGINE_UPDATE_OTHER);
break;
}
/* Inform all draw managers about changes.
*
* TODO(sergey): This code is run for every updated ID, via flushing
* mechanism. How can we avoid iterating over the whole interface for
* every of those IDs? One of the ideas would be to call draw manager's
* ID update which is not bound to any of contexts.
*/
{
wmWindowManager *wm = bmain->wm.first;
for (wmWindow *win = wm->windows.first; win; win = win->next) {
bScreen *sc = WM_window_get_active_screen(win);
WorkSpace *workspace = BKE_workspace_active_get(win->workspace_hook);
ViewRender *view_render = BKE_viewrender_get(win->scene, workspace);
for (ScrArea *sa = sc->areabase.first; sa; sa = sa->next) {
if (sa->spacetype != SPACE_VIEW3D) {
continue;
}
for (ARegion *ar = sa->regionbase.first; ar; ar = ar->next) {
if (ar->regiontype != RGN_TYPE_WINDOW) {
continue;
}
RenderEngineType *engine_type = RE_engines_find(view_render->engine_id);
DRW_notify_id_update(
(&(DRWUpdateContext){
.bmain = bmain,
.scene = scene,
.view_layer = view_layer,
.ar = ar,
.v3d = (View3D *)sa->spacedata.first,
.engine_type = engine_type
}),
id);
}
}
}
}
}