Cleanup: note that functions in BKE_node.h aren't part of blenkernel

This commit is contained in:
Campbell Barton 2021-12-07 18:55:57 +11:00
parent 512a560cde
commit 1de3636624
Notes: blender-bot 2023-02-14 06:00:44 +01:00
Referenced by issue #93797, Crash [or faulty eevee render] when opening UDIM_monster
1 changed files with 6 additions and 0 deletions

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@ -1254,6 +1254,9 @@ void ntreeShaderEndExecTree(struct bNodeTreeExec *exec);
struct bNode *ntreeShaderOutputNode(struct bNodeTree *ntree, int target);
/**
* This one needs to work on a local tree.
*
* TODO: This is *not* part of `blenkernel`, it's defined under "source/blender/nodes/".
* This declaration should be be moved out of BKE.
*/
void ntreeGPUMaterialNodes(struct bNodeTree *localtree,
struct GPUMaterial *mat,
@ -1461,6 +1464,9 @@ void ntreeCompositTagRender(struct Scene *scene);
* - The render engine calls RE_engine_register_pass for each pass.
* - #RE_engine_register_pass calls #ntreeCompositRegisterPass,
* which calls #node_cmp_rlayers_register_pass for every render layer node.
*
* TODO: This is *not* part of `blenkernel`, it's defined under "source/blender/nodes/".
* This declaration should be be moved out of BKE.
*/
void ntreeCompositUpdateRLayers(struct bNodeTree *ntree);
void ntreeCompositRegisterPass(struct bNodeTree *ntree,