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
39 lines
1.2 KiB
C++
39 lines
1.2 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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namespace blender::compositor {
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class RenderContext;
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class Profiler;
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} // namespace blender::compositor
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struct bNodeTree;
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struct Render;
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struct RenderData;
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struct Scene;
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/* ------------------------------------------------------------------------------------------------
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* Render Compositor
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*
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* Implementation of the compositor for final rendering, as opposed to the viewport compositor
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* that is part of the draw manager. The input and output of this is pre-existing RenderResult
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* buffers in scenes, that are uploaded to and read back from the GPU. */
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namespace blender::render {
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class Compositor;
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}
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/* Execute compositor. */
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void RE_compositor_execute(Render &render,
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const Scene &scene,
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const RenderData &render_data,
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const bNodeTree &node_tree,
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const char *view_name,
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blender::compositor::RenderContext *render_context,
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blender::compositor::Profiler *profiler);
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/* Free compositor caches. */
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void RE_compositor_free(Render &render);
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