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
107 lines
3.4 KiB
C
107 lines
3.4 KiB
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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/** \file
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* \ingroup bli
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* \brief Efficient in-memory storage of multiple similar arrays.
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*/
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#include "BLI_sys_types.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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typedef struct BArrayState BArrayState;
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typedef struct BArrayStore BArrayStore;
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/**
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* Create a new array store, which can store any number of arrays
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* as long as their stride matches.
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*
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* \param stride: `sizeof()` each element,
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*
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* \note while a stride of `1` will always work,
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* its less efficient since duplicate chunks of memory will be searched
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* at positions unaligned with the array data.
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*
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* \param chunk_count: Number of elements to split each chunk into.
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* - A small value increases the ability to de-duplicate chunks,
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* but adds overhead by increasing the number of chunks to look up when searching for duplicates,
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* as well as some overhead constructing the original array again, with more calls to `memcpy`.
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* - Larger values reduce the *book keeping* overhead,
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* but increase the chance a small,
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* isolated change will cause a larger amount of data to be duplicated.
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*
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* \return A new array store, to be freed with #BLI_array_store_destroy.
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*/
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BArrayStore *BLI_array_store_create(unsigned int stride, unsigned int chunk_count);
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/**
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* Free the #BArrayStore, including all states and chunks.
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*/
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void BLI_array_store_destroy(BArrayStore *bs);
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/**
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* Clear all contents, allowing reuse of \a bs.
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*/
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void BLI_array_store_clear(BArrayStore *bs);
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/**
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* Find the memory used by all states (expanded & real).
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*
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* \return the total amount of memory that would be used by getting the arrays for all states.
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*/
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size_t BLI_array_store_calc_size_expanded_get(const BArrayStore *bs);
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/**
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* \return the amount of memory used by all #BChunk.data
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* (duplicate chunks are only counted once).
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*/
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size_t BLI_array_store_calc_size_compacted_get(const BArrayStore *bs);
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/**
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* \param data: Data used to create
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* \param state_reference: The state to use as a reference when adding the new state,
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* typically this is the previous state,
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* however it can be any previously created state from this \a bs.
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*
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* \return The new state,
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* which is used by the caller as a handle to get back the contents of \a data.
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* This may be removed using #BLI_array_store_state_remove,
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* otherwise it will be removed with #BLI_array_store_destroy.
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*/
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BArrayState *BLI_array_store_state_add(BArrayStore *bs,
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const void *data,
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size_t data_len,
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const BArrayState *state_reference);
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/**
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* Remove a state and free any unused #BChunk data.
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*
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* The states can be freed in any order.
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*/
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void BLI_array_store_state_remove(BArrayStore *bs, BArrayState *state);
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/**
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* \return the expanded size of the array,
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* use this to know how much memory to allocate #BLI_array_store_state_data_get's argument.
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*/
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size_t BLI_array_store_state_size_get(BArrayState *state);
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/**
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* Fill in existing allocated memory with the contents of \a state.
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*/
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void BLI_array_store_state_data_get(const BArrayState *state, void *data);
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/**
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* Allocate an array for \a state and return it.
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*/
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void *BLI_array_store_state_data_get_alloc(BArrayState *state, size_t *r_data_len);
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/**
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* \note Only for tests.
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*/
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bool BLI_array_store_is_valid(BArrayStore *bs);
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#ifdef __cplusplus
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}
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#endif
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