diff options
Diffstat (limited to 'source/blender/compositor/intern/COM_ExecutionSystem.h')
-rw-r--r-- | source/blender/compositor/intern/COM_ExecutionSystem.h | 56 |
1 files changed, 28 insertions, 28 deletions
diff --git a/source/blender/compositor/intern/COM_ExecutionSystem.h b/source/blender/compositor/intern/COM_ExecutionSystem.h index 0990df31c55..5b0d36ebacd 100644 --- a/source/blender/compositor/intern/COM_ExecutionSystem.h +++ b/source/blender/compositor/intern/COM_ExecutionSystem.h @@ -33,23 +33,23 @@ class ExecutionGroup; #include "COM_NodeOperation.h" /** - * @page execution Execution model + * \page execution Execution model * In order to get to an efficient model for execution, several steps are being done. these steps are explained below. * - * @section EM_Step1 Step 1: translating blender node system to the new compsitor system + * \section EM_Step1 Step 1: translating blender node system to the new compsitor system * Blenders node structure is based on C structs (DNA). These structs are not efficient in the new architecture. * We want to use classes in order to simplify the system. * during this step the blender node_tree is evaluated and converted to a CPP node system. * - * @see ExecutionSystem - * @see Converter.convert - * @see Node + * \see ExecutionSystem + * \see Converter.convert + * \see Node * - * @section EM_Step2 Step2: translating nodes to operations + * \section EM_Step2 Step2: translating nodes to operations * Ungrouping the GroupNodes. Group nodes are node_tree's in node_tree's. * The new system only supports a single level of node_tree. We will 'flatten' the system in a single level. - * @see GroupNode - * @see ExecutionSystemHelper.ungroup + * \see GroupNode + * \see ExecutionSystemHelper.ungroup * * Every node has the ability to convert itself to operations. The node itself is responsible to create a correct * NodeOperation setup based on its internal settings. @@ -59,11 +59,11 @@ class ExecutionGroup; * based on the selected Mixtype a different operation will be used. * for more information see the page about creating new Nodes. [@subpage newnode] * - * @see ExecutionSystem.convertToOperations - * @see Node.convertToOperations - * @see NodeOperation base class for all operations in the system + * \see ExecutionSystem.convertToOperations + * \see Node.convertToOperations + * \see NodeOperation base class for all operations in the system * - * @section EM_Step3 Step3: add additional conversions to the operation system + * \section EM_Step3 Step3: add additional conversions to the operation system * - Data type conversions: the system has 3 data types COM_DT_VALUE, COM_DT_VECTOR, COM_DT_COLOR. * The user can connect a Value socket to a color socket. * As values are ordered differently than colors a conversion happens. @@ -77,10 +77,10 @@ class ExecutionGroup; * - [@ref InputSocketResizeMode.COM_SC_STRETCH]: The width and the height of both images are aligned * - [@ref InputSocketResizeMode.COM_SC_NO_RESIZE]: bottom left of the images are aligned. * - * @see Converter.convertDataType Datatype conversions - * @see Converter.convertResolution Image size conversions + * \see Converter.convertDataType Datatype conversions + * \see Converter.convertResolution Image size conversions * - * @section EM_Step4 Step4: group operations in executions groups + * \section EM_Step4 Step4: group operations in executions groups * ExecutionGroup are groups of operations that are calculated as being one bigger operation. * All operations will be part of an ExecutionGroup. * Complex nodes will be added to separate groups. Between ExecutionGroup's the data will be stored in MemoryBuffers. @@ -101,14 +101,14 @@ class ExecutionGroup; * |cFAA | |cFAA | |cFAA | |cFAA | * +------+ +------+ +-------+ +-------+ * </pre> - * @see ExecutionSystem.groupOperations method doing this step - * @see ExecutionSystem.addReadWriteBufferOperations - * @see NodeOperation.isComplex - * @see ExecutionGroup class representing the ExecutionGroup + * \see ExecutionSystem.groupOperations method doing this step + * \see ExecutionSystem.addReadWriteBufferOperations + * \see NodeOperation.isComplex + * \see ExecutionGroup class representing the ExecutionGroup */ /** - * @brief the ExecutionSystem contains the whole compositor tree. + * \brief the ExecutionSystem contains the whole compositor tree. */ class ExecutionSystem { public: @@ -117,17 +117,17 @@ public: private: /** - * @brief the context used during execution + * \brief the context used during execution */ CompositorContext m_context; /** - * @brief vector of operations + * \brief vector of operations */ Operations m_operations; /** - * @brief vector of groups + * \brief vector of groups */ Groups m_groups; @@ -144,11 +144,11 @@ private: //methods public: /** - * @brief Create a new ExecutionSystem and initialize it with the + * \brief Create a new ExecutionSystem and initialize it with the * editingtree. * - * @param editingtree [bNodeTree *] - * @param rendering [true false] + * \param editingtree [bNodeTree *] + * \param rendering [true false] */ ExecutionSystem(RenderData *rd, Scene *scene, bNodeTree *editingtree, bool rendering, bool fastcalculation, const ColorManagedViewSettings *viewSettings, const ColorManagedDisplaySettings *displaySettings, @@ -162,7 +162,7 @@ public: void set_operations(const Operations &operations, const Groups &groups); /** - * @brief execute this system + * \brief execute this system * - initialize the NodeOperation's and ExecutionGroup's * - schedule the output ExecutionGroup's based on their priority * - deinitialize the ExecutionGroup's and NodeOperation's @@ -170,7 +170,7 @@ public: void execute(); /** - * @brief get the reference to the compositor context + * \brief get the reference to the compositor context */ const CompositorContext &getContext() const { return this->m_context; } |