When using clangd or running clang-tidy on headers there are currently many errors. These are noisy in IDEs, make auto fixes impossible, and break features like code completion, refactoring and navigation. This makes source/blender headers work by themselves, which is generally the goal anyway. But #includes and forward declarations were often incomplete. * Add #includes and forward declarations * Add IWYU pragma: export in a few places * Remove some unused #includes (but there are many more) * Tweak ShaderCreateInfo macros to work better with clangd Some types of headers still have errors, these could be fixed or worked around with more investigation. Mostly preprocessor template headers like NOD_static_types.h. Note that that disabling WITH_UNITY_BUILD is required for clangd to work properly, otherwise compile_commands.json does not contain the information for the relevant source files. For more details see the developer docs: https://developer.blender.org/docs/handbook/tooling/clangd/ Pull Request: https://projects.blender.org/blender/blender/pulls/132608
118 lines
3.7 KiB
C++
118 lines
3.7 KiB
C++
/* SPDX-FileCopyrightText: 2021 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup draw_engine
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*/
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#pragma once
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#include "DNA_screen_types.h"
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#include "DNA_space_types.h"
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#include "image_private.hh"
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namespace blender::image_engine {
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class SpaceNodeAccessor : public AbstractSpaceAccessor {
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SpaceNode *snode;
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public:
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SpaceNodeAccessor(SpaceNode *snode) : snode(snode) {}
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::Image *get_image(Main *bmain) override
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{
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return BKE_image_ensure_viewer(bmain, IMA_TYPE_COMPOSITE, "Viewer Node");
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}
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ImageUser *get_image_user() override
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{
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return nullptr;
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}
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ImBuf *acquire_image_buffer(::Image *image, void **lock) override
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{
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return BKE_image_acquire_ibuf(image, nullptr, lock);
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}
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void release_buffer(::Image *image, ImBuf *ibuf, void *lock) override
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{
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BKE_image_release_ibuf(image, ibuf, lock);
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}
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void get_shader_parameters(ShaderParameters &r_shader_parameters, ImBuf *ibuf) override
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{
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if ((snode->flag & SNODE_USE_ALPHA) != 0) {
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/* Show RGBA */
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r_shader_parameters.flags |= ImageDrawFlags::SHOW_ALPHA | ImageDrawFlags::APPLY_ALPHA;
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}
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else if ((snode->flag & SNODE_SHOW_ALPHA) != 0) {
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r_shader_parameters.flags |= ImageDrawFlags::SHUFFLING;
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r_shader_parameters.shuffle = float4(0.0f, 0.0f, 0.0f, 1.0f);
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}
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else if ((snode->flag & SNODE_SHOW_R) != 0) {
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r_shader_parameters.flags |= ImageDrawFlags::SHUFFLING;
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if (IMB_alpha_affects_rgb(ibuf)) {
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r_shader_parameters.flags |= ImageDrawFlags::APPLY_ALPHA;
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}
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r_shader_parameters.shuffle = float4(1.0f, 0.0f, 0.0f, 0.0f);
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}
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else if ((snode->flag & SNODE_SHOW_G) != 0) {
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r_shader_parameters.flags |= ImageDrawFlags::SHUFFLING;
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if (IMB_alpha_affects_rgb(ibuf)) {
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r_shader_parameters.flags |= ImageDrawFlags::APPLY_ALPHA;
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}
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r_shader_parameters.shuffle = float4(0.0f, 1.0f, 0.0f, 0.0f);
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}
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else if ((snode->flag & SNODE_SHOW_B) != 0) {
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r_shader_parameters.flags |= ImageDrawFlags::SHUFFLING;
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if (IMB_alpha_affects_rgb(ibuf)) {
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r_shader_parameters.flags |= ImageDrawFlags::APPLY_ALPHA;
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}
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r_shader_parameters.shuffle = float4(0.0f, 0.0f, 1.0f, 0.0f);
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}
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else /* RGB */ {
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if (IMB_alpha_affects_rgb(ibuf)) {
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r_shader_parameters.flags |= ImageDrawFlags::APPLY_ALPHA;
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}
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}
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}
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bool use_tile_drawing() const override
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{
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return false;
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}
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/**
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* The backdrop of the node editor isn't drawn in screen space UV space. But is locked with the
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* screen.
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*/
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void init_ss_to_texture_matrix(const ARegion *region,
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const float image_offset[2],
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const float image_resolution[2],
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float r_uv_to_texture[4][4]) const override
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{
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unit_m4(r_uv_to_texture);
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float display_resolution[2];
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float image_display_offset[2];
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mul_v2_v2fl(display_resolution, image_resolution, snode->zoom);
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mul_v2_v2fl(image_display_offset, image_offset, snode->zoom);
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const float scale_x = display_resolution[0] / region->winx;
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const float scale_y = display_resolution[1] / region->winy;
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const float translate_x = ((region->winx - display_resolution[0]) * 0.5f + snode->xof +
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image_display_offset[0]) /
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region->winx;
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const float translate_y = ((region->winy - display_resolution[1]) * 0.5f + snode->yof +
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image_display_offset[1]) /
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region->winy;
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r_uv_to_texture[0][0] = scale_x;
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r_uv_to_texture[1][1] = scale_y;
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r_uv_to_texture[3][0] = translate_x;
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r_uv_to_texture[3][1] = translate_y;
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}
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};
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} // namespace blender::image_engine
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