Files
test/source/blender/nodes/intern/node_exec.hh
Campbell Barton e955c94ed3 License Headers: Set copyright to "Blender Authors", add AUTHORS
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.

While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.

Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.

Some directories in `./intern/` have also been excluded:

- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.

An "AUTHORS" file has been added, using the chromium projects authors
file as a template.

Design task: #110784

Ref !110783.
2023-08-16 00:20:26 +10:00

63 lines
1.6 KiB
C++

/* SPDX-FileCopyrightText: 2007 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup nodes
*/
#pragma once
#include "DNA_listBase.h"
#include "BLI_utildefines.h"
#include "BKE_node.hh"
#include "node_util.hh"
#include "RNA_types.hh"
struct bNode;
struct bNodeStack;
struct bNodeTree;
/* Node execution data */
struct bNodeExec {
/** Back-pointer to node. */
bNode *node;
bNodeExecData data;
/** Free function, stored in exec itself to avoid dangling node pointer access. */
NodeFreeExecFunction free_exec_fn;
};
/* Execution Data for each instance of node tree execution */
struct bNodeTreeExec {
bNodeTree *nodetree; /* Back-pointer to node tree. */
int totnodes; /* total node count */
bNodeExec *nodeexec; /* per-node execution data */
int stacksize;
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 */
};
/* stores one stack copy for each thread (material and texture trees) */
struct bNodeThreadStack {
bNodeThreadStack *next, *prev;
bNodeStack *stack;
bool used;
};
/** For a given socket, find the actual stack entry. */
bNodeStack *node_get_socket_stack(bNodeStack *stack, bNodeSocket *sock);
void node_get_stack(bNode *node, bNodeStack *stack, bNodeStack **in, bNodeStack **out);
bNodeTreeExec *ntree_exec_begin(bNodeExecContext *context,
bNodeTree *ntree,
bNodeInstanceKey parent_key);
void ntree_exec_end(bNodeTreeExec *exec);