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test2/source/blender/nodes/intern/node_exec.hh

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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 "BKE_node.hh"
#include "node_util.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. */
blender::bke::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);