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source/blender/depsgraph/intern/depsgraph.h
| Show First 20 Lines • Show All 188 Lines • ▼ Show 20 Lines | struct Depsgraph { | ||||
| bool is_active; | bool is_active; | ||||
| /* NOTE: Corresponds to G_DEBUG_DEPSGRAPH_* flags. */ | /* NOTE: Corresponds to G_DEBUG_DEPSGRAPH_* flags. */ | ||||
| int debug_flags; | int debug_flags; | ||||
| string debug_name; | string debug_name; | ||||
| bool debug_is_evaluating; | bool debug_is_evaluating; | ||||
| /* Is set to truth for dependency graph which are used for post-processing (compositor and | |||||
| * sequencer). | |||||
| * Such dependency graph needs all view layers (so render pipeline can access names), but it | |||||
| * does not need any bases. */ | |||||
| bool is_render_pipeline_depsgraph; | |||||
brecht: Is it just for postprocessing, or would it be used for the pipeline as a whole to animate… | |||||
Not Done Inline ActionsEhm. Probably better to rename to bool keep_all_view_layers_but_remove_bases; All the IDs which are pulled into dependency graph will have animation components. But depsgraph itself doesn't care how the result is used. As for original question: depsgraph will evaluate scene's animation, which might or might not affect compositor and sequencer. sergey: Ehm. Probably better to rename to `bool keep_all_view_layers_but_remove_bases;`
All the IDs… | |||||
Not Done Inline ActionsOr it could be is_render_pipeline_depsgraph, easier if the same terminology is used in the render and depsgraph module. brecht: Or it could be `is_render_pipeline_depsgraph`, easier if the same terminology is used in the… | |||||
| /* Cached list of colliders/effectors for collections and the scene | /* Cached list of colliders/effectors for collections and the scene | ||||
| * created along with relations, for fast lookup during evaluation. */ | * created along with relations, for fast lookup during evaluation. */ | ||||
| GHash *physics_relations[DEG_PHYSICS_RELATIONS_NUM]; | GHash *physics_relations[DEG_PHYSICS_RELATIONS_NUM]; | ||||
| }; | }; | ||||
| } // namespace DEG | } // namespace DEG | ||||
Is it just for postprocessing, or would it be used for the pipeline as a whole to animate render parameters that do not affect the compositor and sequencer?