Cleanup: note that functions in BKE_node.h aren't part of blenkernel
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Notes:
blender-bot
2023-02-14 06:00:44 +01:00
Referenced by issue #93797, Crash [or faulty eevee render] when opening UDIM_monster
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@ -1254,6 +1254,9 @@ void ntreeShaderEndExecTree(struct bNodeTreeExec *exec);
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struct bNode *ntreeShaderOutputNode(struct bNodeTree *ntree, int target);
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/**
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* This one needs to work on a local tree.
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*
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* TODO: This is *not* part of `blenkernel`, it's defined under "source/blender/nodes/".
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* This declaration should be be moved out of BKE.
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*/
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void ntreeGPUMaterialNodes(struct bNodeTree *localtree,
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struct GPUMaterial *mat,
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@ -1461,6 +1464,9 @@ void ntreeCompositTagRender(struct Scene *scene);
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* - The render engine calls RE_engine_register_pass for each pass.
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* - #RE_engine_register_pass calls #ntreeCompositRegisterPass,
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* which calls #node_cmp_rlayers_register_pass for every render layer node.
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*
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* TODO: This is *not* part of `blenkernel`, it's defined under "source/blender/nodes/".
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* This declaration should be be moved out of BKE.
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*/
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void ntreeCompositUpdateRLayers(struct bNodeTree *ntree);
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void ntreeCompositRegisterPass(struct bNodeTree *ntree,
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