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blender-archive/source/blender/nodes/intern/node_exec.h
Aaron Carlisle 710e46cb2d Cleanup: Move specific node tree execution functions into respective module
`node_exec` had some code that was specific to texture/shader nodes.
These functions  arent used outside there module so limit there declarations.

Also make a function static that is only used in `node_exec.c`

Reviewed By: JacquesLucke

Differential Revision: https://developer.blender.org/D13899
2022-01-26 15:29:31 -05:00

89 lines
2.6 KiB
C++

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2007 Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup nodes
*/
#pragma once
#include "DNA_listBase.h"
#include "BLI_utildefines.h"
#include "BKE_node.h"
#include "node_util.h"
#include "RNA_types.h"
#ifdef __cplusplus
extern "C" {
#endif
struct bNode;
struct bNodeStack;
struct bNodeTree;
/* Node execution data */
typedef struct bNodeExec {
/** Backpointer to node. */
struct bNode *node;
bNodeExecData data;
/** Free function, stored in exec itself to avoid dangling node pointer access. */
NodeFreeExecFunction free_exec_fn;
} bNodeExec;
/* Execution Data for each instance of node tree execution */
typedef struct bNodeTreeExec {
struct bNodeTree *nodetree; /* backpointer to node tree */
int totnodes; /* total node count */
struct bNodeExec *nodeexec; /* per-node execution data */
int stacksize;
struct bNodeStack *stack; /* socket data stack */
/* only used by material and texture trees to keep one stack for each thread */
ListBase *threadstack; /* one instance of the stack for each thread */
} bNodeTreeExec;
/* stores one stack copy for each thread (material and texture trees) */
typedef struct bNodeThreadStack {
struct bNodeThreadStack *next, *prev;
struct bNodeStack *stack;
bool used;
} bNodeThreadStack;
/** For a given socket, find the actual stack entry. */
struct bNodeStack *node_get_socket_stack(struct bNodeStack *stack, struct bNodeSocket *sock);
void node_get_stack(struct bNode *node,
struct bNodeStack *stack,
struct bNodeStack **in,
struct bNodeStack **out);
struct bNodeTreeExec *ntree_exec_begin(struct bNodeExecContext *context,
struct bNodeTree *ntree,
bNodeInstanceKey parent_key);
void ntree_exec_end(struct bNodeTreeExec *exec);
#ifdef __cplusplus
}
#endif