Merge branch 'blender-v2.91-release'

This commit is contained in:
Kévin Dietrich 2020-10-29 17:41:46 +01:00
commit d9b22b8094
9 changed files with 114 additions and 26 deletions

View File

@ -35,10 +35,22 @@ CCL_NAMESPACE_BEGIN
template<typename K, typename T> class id_map {
public:
id_map()
id_map(Scene *scene_) : scene(scene_)
{
}
~id_map()
{
set<T *> nodes;
typename map<K, T *>::iterator jt;
for (jt = b_map.begin(); jt != b_map.end(); jt++) {
nodes.insert(jt->second);
}
scene->delete_nodes(nodes);
}
T *find(const BL::ID &id)
{
return find(id.ptr.owner_id);
@ -98,16 +110,15 @@ template<typename K, typename T> class id_map {
}
/* Combined add and update as needed. */
bool add_or_update(Scene *scene, T **r_data, const BL::ID &id)
bool add_or_update(T **r_data, const BL::ID &id)
{
return add_or_update(scene, r_data, id, id, id.ptr.owner_id);
return add_or_update(r_data, id, id, id.ptr.owner_id);
}
bool add_or_update(Scene *scene, T **r_data, const BL::ID &id, const K &key)
bool add_or_update(T **r_data, const BL::ID &id, const K &key)
{
return add_or_update(scene, r_data, id, id, key);
return add_or_update(r_data, id, id, key);
}
bool add_or_update(
Scene *scene, T **r_data, const BL::ID &id, const BL::ID &parent, const K &key)
bool add_or_update(T **r_data, const BL::ID &id, const BL::ID &parent, const K &key)
{
T *data = find(key);
bool recalc;
@ -146,7 +157,7 @@ template<typename K, typename T> class id_map {
b_map[NULL] = data;
}
void post_sync(Scene *scene, bool do_delete = true)
void post_sync(bool do_delete = true)
{
map<K, T *> new_map;
typedef pair<const K, T *> TMapPair;
@ -177,6 +188,7 @@ template<typename K, typename T> class id_map {
map<K, T *> b_map;
set<T *> used_set;
set<void *> b_recalc;
Scene *scene;
};
/* Object Key

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@ -39,9 +39,9 @@ void BlenderSync::sync_light(BL::Object &b_parent,
BL::Light b_light(b_ob.data());
/* Update if either object or light data changed. */
if (!light_map.add_or_update(scene, &light, b_ob, b_parent, key)) {
if (!light_map.add_or_update(&light, b_ob, b_parent, key)) {
Shader *shader;
if (!shader_map.add_or_update(scene, &shader, b_light)) {
if (!shader_map.add_or_update(&shader, b_light)) {
if (light->is_portal)
*use_portal = true;
return;
@ -176,7 +176,7 @@ void BlenderSync::sync_background_light(BL::SpaceView3D &b_v3d, bool use_portal)
Light *light;
ObjectKey key(b_world, 0, b_world, false);
if (light_map.add_or_update(scene, &light, b_world, b_world, key) || world_recalc ||
if (light_map.add_or_update(&light, b_world, b_world, key) || world_recalc ||
b_world.ptr.data != world_map) {
light->type = LIGHT_BACKGROUND;
if (sampling_method == SAMPLING_MANUAL) {

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@ -218,7 +218,7 @@ Object *BlenderSync::sync_object(BL::Depsgraph &b_depsgraph,
/* test if we need to sync */
bool object_updated = false;
if (object_map.add_or_update(scene, &object, b_ob, b_parent, key))
if (object_map.add_or_update(&object, b_ob, b_parent, key))
object_updated = true;
/* mesh sync */
@ -435,10 +435,10 @@ void BlenderSync::sync_objects(BL::Depsgraph &b_depsgraph,
sync_background_light(b_v3d, use_portal);
/* handle removed data and modified pointers */
light_map.post_sync(scene);
geometry_map.post_sync(scene);
object_map.post_sync(scene);
particle_system_map.post_sync(scene);
light_map.post_sync();
geometry_map.post_sync();
object_map.post_sync();
particle_system_map.post_sync();
}
if (motion)

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@ -53,8 +53,7 @@ bool BlenderSync::sync_dupli_particle(BL::Object &b_ob,
ParticleSystem *psys;
bool first_use = !particle_system_map.is_used(key);
bool need_update = particle_system_map.add_or_update(
scene, &psys, b_ob, b_instance.object(), key);
bool need_update = particle_system_map.add_or_update(&psys, b_ob, b_instance.object(), key);
/* no update needed? */
if (!need_update && !object->geometry->need_update && !scene->object_manager->need_update)

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@ -238,6 +238,7 @@ void BlenderSession::reset_session(BL::BlendData &b_data, BL::Depsgraph &b_depsg
* See note on create_session().
*/
/* sync object should be re-created */
delete sync;
sync = new BlenderSync(b_engine, b_data, b_scene, scene, !background, session->progress);
BL::SpaceView3D b_null_space_view3d(PointerRNA_NULL);

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@ -1241,7 +1241,7 @@ void BlenderSync::sync_materials(BL::Depsgraph &b_depsgraph, bool update_all)
Shader *shader;
/* test if we need to sync */
if (shader_map.add_or_update(scene, &shader, b_mat) || update_all) {
if (shader_map.add_or_update(&shader, b_mat) || update_all) {
ShaderGraph *graph = new ShaderGraph();
shader->name = b_mat.name().c_str();
@ -1467,7 +1467,7 @@ void BlenderSync::sync_lights(BL::Depsgraph &b_depsgraph, bool update_all)
Shader *shader;
/* test if we need to sync */
if (shader_map.add_or_update(scene, &shader, b_light) || update_all) {
if (shader_map.add_or_update(&shader, b_light) || update_all) {
ShaderGraph *graph = new ShaderGraph();
/* create nodes */

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@ -56,11 +56,11 @@ BlenderSync::BlenderSync(BL::RenderEngine &b_engine,
: b_engine(b_engine),
b_data(b_data),
b_scene(b_scene),
shader_map(),
object_map(),
geometry_map(),
light_map(),
particle_system_map(),
shader_map(scene),
object_map(scene),
geometry_map(scene),
light_map(scene),
particle_system_map(scene),
world_map(NULL),
world_recalc(false),
scene(scene),
@ -247,7 +247,7 @@ void BlenderSync::sync_data(BL::RenderSettings &b_render,
/* Shader sync done at the end, since object sync uses it.
* false = don't delete unused shaders, not supported. */
shader_map.post_sync(scene, false);
shader_map.post_sync(false);
free_data_after_sync(b_depsgraph);

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@ -707,4 +707,58 @@ template<> void Scene::delete_node_impl(Shader * /*node*/)
/* don't delete unused shaders, not supported */
}
template<typename T>
static void remove_nodes_in_set(const set<T *> &nodes_set,
vector<T *> &nodes_array,
const NodeOwner *owner)
{
size_t new_size = nodes_array.size();
for (size_t i = 0; i < new_size; ++i) {
T *node = nodes_array[i];
if (nodes_set.find(node) != nodes_set.end()) {
std::swap(nodes_array[i], nodes_array[new_size - 1]);
assert(node->get_owner() == owner);
delete node;
i -= 1;
new_size -= 1;
}
}
nodes_array.resize(new_size);
(void)owner;
}
template<> void Scene::delete_nodes(const set<Light *> &nodes, const NodeOwner *owner)
{
remove_nodes_in_set(nodes, lights, owner);
light_manager->tag_update(this);
}
template<> void Scene::delete_nodes(const set<Geometry *> &nodes, const NodeOwner *owner)
{
remove_nodes_in_set(nodes, geometry, owner);
geometry_manager->tag_update(this);
}
template<> void Scene::delete_nodes(const set<Object *> &nodes, const NodeOwner *owner)
{
remove_nodes_in_set(nodes, objects, owner);
object_manager->tag_update(this);
}
template<> void Scene::delete_nodes(const set<ParticleSystem *> &nodes, const NodeOwner *owner)
{
remove_nodes_in_set(nodes, particle_systems, owner);
particle_system_manager->tag_update(this);
}
template<> void Scene::delete_nodes(const set<Shader *> & /*nodes*/, const NodeOwner * /*owner*/)
{
/* don't delete unused shaders, not supported */
}
CCL_NAMESPACE_END

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@ -322,6 +322,18 @@ class Scene : public NodeOwner {
(void)owner;
}
/* Remove all nodes in the set from the appropriate data arrays, and tag the
* specific managers for an update. This assumes that the scene owns the nodes.
*/
template<typename T> void delete_nodes(const set<T *> &nodes)
{
delete_nodes(nodes, this);
}
/* Same as above, but specify the actual owner of all the nodes in the set.
*/
template<typename T> void delete_nodes(const set<T *> &nodes, const NodeOwner *owner);
protected:
/* Check if some heavy data worth logging was updated.
* Mainly used to suppress extra annoying logging.
@ -381,6 +393,16 @@ template<> void Scene::delete_node_impl(ParticleSystem *node);
template<> void Scene::delete_node_impl(Shader *node);
template<> void Scene::delete_nodes(const set<Light *> &nodes, const NodeOwner *owner);
template<> void Scene::delete_nodes(const set<Geometry *> &nodes, const NodeOwner *owner);
template<> void Scene::delete_nodes(const set<Object *> &nodes, const NodeOwner *owner);
template<> void Scene::delete_nodes(const set<ParticleSystem *> &nodes, const NodeOwner *owner);
template<> void Scene::delete_nodes(const set<Shader *> &nodes, const NodeOwner *owner);
CCL_NAMESPACE_END
#endif /* __SCENE_H__ */