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
37 lines
919 B
C++
37 lines
919 B
C++
/* SPDX-FileCopyrightText: 2023 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#pragma once
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#include "BLI_string_ref.hh"
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#include "BKE_attribute_filter.hh"
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namespace blender::bke {
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/**
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* Checks if the attribute name has the `.a_` prefix which indicates that it is an anonymous
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* attribute. I.e. it is just internally used by Blender and the name should not be exposed to the
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* user.
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*
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* Use #hash_to_anonymous_attribute_name to generate names for anonymous attributes.
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*/
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inline bool attribute_name_is_anonymous(const StringRef name)
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{
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return name.startswith(".a_");
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}
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class ProcessAllAttributeExceptAnonymous : public AttributeFilter {
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public:
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Result filter(const StringRef name) const override
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{
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if (attribute_name_is_anonymous(name)) {
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return AttributeFilter::Result::AllowSkip;
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}
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return AttributeFilter::Result::Process;
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}
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};
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} // namespace blender::bke
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