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author | Clément Foucault <foucault.clem@gmail.com> | 2022-01-26 23:57:44 +0300 |
---|---|---|
committer | Clément Foucault <foucault.clem@gmail.com> | 2022-01-27 00:03:58 +0300 |
commit | 4226c484bdbe7336f1221094916fcdfb12850034 (patch) | |
tree | 33428e72be40105c222ca77935ee1554b702facc /source/blender/depsgraph/DEG_depsgraph_build.h | |
parent | 55a6a8900aec81e94f4d82401d6051e3b5507c0e (diff) | |
parent | af87b6d8cb75d9d625378dee25d726a0d55f75c6 (diff) |
Merge branch 'draw-viewport-data' into eevee-rewrite
# Conflicts:
# release/scripts/startup/bl_ui/properties_data_camera.py
# source/blender/blenkernel/BKE_camera.h
# source/blender/blenkernel/BKE_node.h
# source/blender/blenkernel/intern/camera.c
# source/blender/blenlib/BLI_float2.hh
# source/blender/blenlib/BLI_float3.hh
# source/blender/blenlib/BLI_float4.hh
# source/blender/blenlib/BLI_math_geom.h
# source/blender/blenlib/intern/math_geom.c
# source/blender/draw/CMakeLists.txt
# source/blender/draw/engines/basic/basic_engine.c
# source/blender/draw/engines/eevee/eevee_cryptomatte.c
# source/blender/draw/engines/eevee/eevee_effects.c
# source/blender/draw/engines/eevee/eevee_engine.c
# source/blender/draw/engines/eevee/eevee_lightcache.c
# source/blender/draw/engines/eevee/eevee_lightcache.h
# source/blender/draw/engines/eevee/eevee_lightprobes.c
# source/blender/draw/engines/eevee/eevee_lights.c
# source/blender/draw/engines/eevee/eevee_materials.c
# source/blender/draw/engines/eevee/eevee_motion_blur.c
# source/blender/draw/engines/eevee/eevee_occlusion.c
# source/blender/draw/engines/eevee/eevee_private.h
# source/blender/draw/engines/eevee/eevee_render.c
# source/blender/draw/engines/eevee/eevee_renderpasses.c
# source/blender/draw/engines/eevee/eevee_sampling.c
# source/blender/draw/engines/eevee/eevee_screen_raytrace.c
# source/blender/draw/engines/eevee/eevee_shaders.c
# source/blender/draw/engines/eevee/eevee_shadows.c
# source/blender/draw/engines/eevee/eevee_shadows_cube.c
# source/blender/draw/engines/eevee/eevee_temporal_sampling.c
# source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl
# source/blender/draw/engines/eevee/shaders/closure_eval_lib.glsl
# source/blender/draw/engines/eevee/shaders/common_utiltex_lib.glsl
# source/blender/draw/engines/eevee/shaders/effect_dof_bokeh_frag.glsl
# source/blender/draw/engines/eevee/shaders/effect_dof_gather_frag.glsl
# source/blender/draw/engines/eevee/shaders/effect_dof_reduce_frag.glsl
# source/blender/draw/engines/eevee/shaders/effect_reflection_resolve_frag.glsl
# source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl
# source/blender/draw/engines/eevee/shaders/random_lib.glsl
# source/blender/draw/engines/eevee/shaders/shadow_vert.glsl
# source/blender/draw/engines/eevee/shaders/surface_lib.glsl
# source/blender/draw/engines/eevee/shaders/surface_vert.glsl
# source/blender/draw/engines/eevee/shaders/volumetric_lib.glsl
# source/blender/draw/engines/external/external_engine.c
# source/blender/draw/engines/gpencil/gpencil_engine.c
# source/blender/draw/engines/image/image_engine.c
# source/blender/draw/engines/overlay/overlay_engine.c
# source/blender/draw/engines/select/select_engine.c
# source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl
# source/blender/draw/engines/workbench/shaders/workbench_volume_vert.glsl
# source/blender/draw/engines/workbench/workbench_engine.c
# source/blender/draw/engines/workbench/workbench_shader.c
# source/blender/draw/intern/DRW_render.h
# source/blender/draw/intern/draw_debug.h
# source/blender/draw/intern/draw_manager_data.c
# source/blender/draw/intern/draw_manager_exec.c
# source/blender/draw/intern/draw_view_data.h
# source/blender/gpu/CMakeLists.txt
# source/blender/gpu/GPU_material.h
# source/blender/gpu/GPU_shader.h
# source/blender/gpu/GPU_state.h
# source/blender/gpu/GPU_vertex_buffer.h
# source/blender/gpu/intern/gpu_codegen.c
# source/blender/gpu/intern/gpu_material.c
# source/blender/gpu/intern/gpu_material_library.h
# source/blender/gpu/intern/gpu_node_graph.c
# source/blender/gpu/intern/gpu_texture_private.hh
# source/blender/gpu/intern/gpu_vertex_buffer.cc
# source/blender/gpu/opengl/gl_shader.cc
# source/blender/gpu/shaders/gpu_shader_common_obinfos_lib.glsl
# source/blender/gpu/shaders/material/gpu_shader_material_shader_to_rgba.glsl
# source/blender/nodes/shader/node_shader_tree.cc
# source/blender/nodes/shader/nodes/node_shader_background.cc
# source/blender/nodes/shader/nodes/node_shader_bsdf_anisotropic.cc
# source/blender/nodes/shader/nodes/node_shader_bsdf_diffuse.cc
# source/blender/nodes/shader/nodes/node_shader_bsdf_glass.cc
# source/blender/nodes/shader/nodes/node_shader_bsdf_glossy.cc
# source/blender/nodes/shader/nodes/node_shader_bsdf_hair.cc
# source/blender/nodes/shader/nodes/node_shader_bsdf_hair_principled.c
# source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c
# source/blender/nodes/shader/nodes/node_shader_bsdf_refraction.cc
# source/blender/nodes/shader/nodes/node_shader_bsdf_toon.cc
# source/blender/nodes/shader/nodes/node_shader_bsdf_translucent.cc
# source/blender/nodes/shader/nodes/node_shader_bsdf_transparent.cc
# source/blender/nodes/shader/nodes/node_shader_bsdf_velvet.cc
# source/blender/nodes/shader/nodes/node_shader_eevee_specular.cc
# source/blender/nodes/shader/nodes/node_shader_emission.cc
# source/blender/nodes/shader/nodes/node_shader_holdout.cc
# source/blender/nodes/shader/nodes/node_shader_output_material.cc
# source/blender/nodes/shader/nodes/node_shader_subsurface_scattering.c
# source/blender/nodes/shader/nodes/node_shader_tex_coord.cc
# source/blender/nodes/shader/nodes/node_shader_vector_transform.cc
# source/blender/nodes/shader/nodes/node_shader_volume_absorption.cc
# source/blender/nodes/shader/nodes/node_shader_volume_principled.cc
# source/blender/nodes/shader/nodes/node_shader_volume_scatter.cc
# source/blender/render/RE_pipeline.h
# source/blender/render/intern/initrender.c
Diffstat (limited to 'source/blender/depsgraph/DEG_depsgraph_build.h')
-rw-r--r-- | source/blender/depsgraph/DEG_depsgraph_build.h | 53 |
1 files changed, 32 insertions, 21 deletions
diff --git a/source/blender/depsgraph/DEG_depsgraph_build.h b/source/blender/depsgraph/DEG_depsgraph_build.h index c029d203574..0461d8b63fd 100644 --- a/source/blender/depsgraph/DEG_depsgraph_build.h +++ b/source/blender/depsgraph/DEG_depsgraph_build.h @@ -50,37 +50,43 @@ extern "C" { /* Graph Building -------------------------------- */ -/* Build depsgraph for the given scene, and dump results in given graph container. */ +/** Build depsgraph for the given scene layer, and dump results in given graph container. */ void DEG_graph_build_from_view_layer(struct Depsgraph *graph); -/* Build depsgraph for all objects (so also invisible ones) in the given view layer. */ +/** + * Build depsgraph for all objects (so also invisible ones) in the given view layer. + */ void DEG_graph_build_for_all_objects(struct Depsgraph *graph); -/* Special version of builder which produces dependency graph suitable for the render pipeline. - * It will contain sequencer and compositor (if needed) and all their dependencies. */ +/** + * Special version of builder which produces dependency graph suitable for the render pipeline. + * It will contain sequencer and compositor (if needed) and all their dependencies. + */ void DEG_graph_build_for_render_pipeline(struct Depsgraph *graph); -/* Builds minimal dependency graph for compositor preview. +/** + * Builds minimal dependency graph for compositor preview. * * Note that compositor editor might have pinned node tree, which is different from scene's node * tree. */ void DEG_graph_build_for_compositor_preview(struct Depsgraph *graph, struct bNodeTree *nodetree); -void DEG_graph_build_from_ids(struct Depsgraph *graph, struct ID **ids, const int num_ids); +void DEG_graph_build_from_ids(struct Depsgraph *graph, struct ID **ids, int num_ids); -/* Tag relations from the given graph for update. */ +/** Tag relations from the given graph for update. */ void DEG_graph_tag_relations_update(struct Depsgraph *graph); -/* Create or update relations in the specified graph. */ +/** Create or update relations in the specified graph. */ void DEG_graph_relations_update(struct Depsgraph *graph); -/* Tag all relations in the database for update. */ +/** Tag all relations in the database for update. */ void DEG_relations_tag_update(struct Main *bmain); /* Add Dependencies ----------------------------- */ -/* Handle for components to define their dependencies from callbacks. +/** + * Handle for components to define their dependencies from callbacks. * This is generated by the depsgraph and passed to dependency callbacks * as a symbolic reference to the current DepsNode. * All relations will be defined in reference to that node. @@ -114,7 +120,7 @@ typedef enum eDepsObjectComponentType { DEG_OB_COMP_ANIMATION, /* Transform Component (Parenting/Constraints) */ DEG_OB_COMP_TRANSFORM, - /* Geometry Component (Mesh/Displist) */ + /* Geometry Component (#Mesh / #DispList). */ DEG_OB_COMP_GEOMETRY, /* Evaluation-Related Outer Types (with Sub-data) */ @@ -147,9 +153,9 @@ void DEG_add_collection_geometry_customdata_mask(struct DepsNodeHandle *node_han void DEG_add_simulation_relation(struct DepsNodeHandle *node_handle, struct Simulation *simulation, const char *description); -void DEG_add_node_tree_relation(struct DepsNodeHandle *node_handle, - struct bNodeTree *node_tree, - const char *description); +void DEG_add_node_tree_output_relation(struct DepsNodeHandle *node_handle, + struct bNodeTree *node_tree, + const char *description); void DEG_add_bone_relation(struct DepsNodeHandle *handle, struct Object *object, const char *bone_name, @@ -159,23 +165,28 @@ void DEG_add_object_cache_relation(struct DepsNodeHandle *handle, struct CacheFile *cache_file, eDepsObjectComponentType component, const char *description); -/* Adds relation from DEG_OPCODE_GENERIC_DATABLOCK_UPDATE of a given ID. - * Is used for such entities as textures and images. */ +/** + * Adds relation from #DEG_OPCODE_GENERIC_DATABLOCK_UPDATE of a given ID. + * Is used for such entities as textures and images. + */ void DEG_add_generic_id_relation(struct DepsNodeHandle *node_handle, struct ID *id, const char *description); -/* Special function which is used from modifiers' updateDepsgraph() callback +/** + * Special function which is used from modifiers' #updateDepsgraph() callback * to indicate that the modifier needs to know transformation of the object * which that modifier belongs to. * This function will take care of checking which operation is required to - * have transformation for the modifier, taking into account possible simulation - * solvers. */ + * have transformation for the modifier, taking into account possible simulation solvers. + */ void DEG_add_modifier_to_transform_relation(struct DepsNodeHandle *node_handle, const char *description); -/* Adds relations from the given component of a given object to the given node - * handle AND the component to the point cache component of the node's ID. */ +/** + * Adds relations from the given component of a given object to the given node + * handle AND the component to the point cache component of the node's ID. + */ void DEG_add_object_pointcache_relation(struct DepsNodeHandle *node_handle, struct Object *object, eDepsObjectComponentType component, |