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Diffstat (limited to 'source/blender/compositor/realtime_compositor/COM_utilities.hh')
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diff --git a/source/blender/compositor/realtime_compositor/COM_utilities.hh b/source/blender/compositor/realtime_compositor/COM_utilities.hh
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+/* SPDX-License-Identifier: GPL-2.0-or-later */
+
+#pragma once
+
+#include "BLI_function_ref.hh"
+#include "BLI_math_vec_types.hh"
+
+#include "NOD_derived_node_tree.hh"
+
+#include "GPU_shader.h"
+
+#include "COM_input_descriptor.hh"
+#include "COM_result.hh"
+
+namespace blender::realtime_compositor {
+
+using namespace nodes::derived_node_tree_types;
+
+/* Get the origin socket of the given node input. If the input is not linked, the socket itself is
+ * returned. If the input is linked, the socket that is linked to it is returned, which could
+ * either be an input or an output. An input socket is returned when the given input is connected
+ * to an unlinked input of a group input node. */
+DSocket get_input_origin_socket(DInputSocket input);
+
+/* Get the output socket linked to the given node input. If the input is not linked to an output, a
+ * null output is returned. */
+DOutputSocket get_output_linked_to_input(DInputSocket input);
+
+/* Get the result type that corresponds to the type of the given socket. */
+ResultType get_node_socket_result_type(const bNodeSocket *socket);
+
+/* Returns true if any of the nodes linked to the given output satisfies the given condition, and
+ * false otherwise. */
+bool is_output_linked_to_node_conditioned(DOutputSocket output,
+ FunctionRef<bool(DNode)> condition);
+
+/* Returns the number of inputs linked to the given output that satisfy the given condition. */
+int number_of_inputs_linked_to_output_conditioned(DOutputSocket output,
+ FunctionRef<bool(DInputSocket)> condition);
+
+/* A node is a shader node if it defines a method to get a shader node operation. */
+bool is_shader_node(DNode node);
+
+/* Returns true if the given node is supported, that is, have an implementation. Returns false
+ * otherwise. */
+bool is_node_supported(DNode node);
+
+/* Get the input descriptor of the given input socket. */
+InputDescriptor input_descriptor_from_input_socket(const bNodeSocket *socket);
+
+/* Dispatch the given compute shader in a 2D compute space such that the number of threads in both
+ * dimensions is as small as possible but at least covers the entirety of threads_range assuming
+ * the shader has a local group size given by local_size. That means that the number of threads
+ * might be a bit larger than threads_range, so shaders has to put that into consideration. A
+ * default local size of 16x16 is assumed, which is the optimal local size for many image
+ * processing shaders. */
+void compute_dispatch_threads_at_least(GPUShader *shader,
+ int2 threads_range,
+ int2 local_size = int2(16));
+
+} // namespace blender::realtime_compositor