Use a shorter/simpler license convention, stops the header taking so much space. Follow the SPDX license specification: https://spdx.org/licenses - C/C++/objc/objc++ - Python - Shell Scripts - CMake, GNUmakefile While most of the source tree has been included - `./extern/` was left out. - `./intern/cycles` & `./intern/atomic` are also excluded because they use different header conventions. doc/license/SPDX-license-identifiers.txt has been added to list SPDX all used identifiers. See P2788 for the script that automated these edits. Reviewed By: brecht, mont29, sergey Ref D14069
73 lines
1.9 KiB
C++
73 lines
1.9 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2007 Blender Foundation. All rights reserved. */
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/** \file
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* \ingroup nodes
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*/
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#pragma once
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#include "DNA_listBase.h"
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#include "BLI_utildefines.h"
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#include "BKE_node.h"
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#include "node_util.h"
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#include "RNA_types.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct bNode;
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struct bNodeStack;
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struct bNodeTree;
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/* Node execution data */
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typedef struct bNodeExec {
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/** Backpointer to node. */
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struct bNode *node;
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bNodeExecData data;
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/** Free function, stored in exec itself to avoid dangling node pointer access. */
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NodeFreeExecFunction free_exec_fn;
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} bNodeExec;
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/* Execution Data for each instance of node tree execution */
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typedef struct bNodeTreeExec {
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struct bNodeTree *nodetree; /* backpointer to node tree */
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int totnodes; /* total node count */
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struct bNodeExec *nodeexec; /* per-node execution data */
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int stacksize;
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struct bNodeStack *stack; /* socket data stack */
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/* only used by material and texture trees to keep one stack for each thread */
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ListBase *threadstack; /* one instance of the stack for each thread */
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} bNodeTreeExec;
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/* stores one stack copy for each thread (material and texture trees) */
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typedef struct bNodeThreadStack {
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struct bNodeThreadStack *next, *prev;
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struct bNodeStack *stack;
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bool used;
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} bNodeThreadStack;
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/** For a given socket, find the actual stack entry. */
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struct bNodeStack *node_get_socket_stack(struct bNodeStack *stack, struct bNodeSocket *sock);
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void node_get_stack(struct bNode *node,
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struct bNodeStack *stack,
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struct bNodeStack **in,
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struct bNodeStack **out);
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struct bNodeTreeExec *ntree_exec_begin(struct bNodeExecContext *context,
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struct bNodeTree *ntree,
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bNodeInstanceKey parent_key);
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void ntree_exec_end(struct bNodeTreeExec *exec);
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#ifdef __cplusplus
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}
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#endif
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