44 const float aspect = render_data->
xsch > 0 ?
47 int preview_width, preview_height;
101 render_data,
scene,
node_tree, rendering,
true, viewSettings, displaySettings, viewName);
111 render_data,
scene,
node_tree, rendering,
false, viewSettings, displaySettings, viewName);
typedef float(TangentPoint)[2]
void BKE_node_preview_init_tree(struct bNodeTree *ntree, int xsize, int ysize, bool create_previews)
int BKE_render_num_threads(const struct RenderData *r)
void BLI_mutex_end(ThreadMutex *mutex)
void BLI_mutex_init(ThreadMutex *mutex)
void BLI_mutex_lock(ThreadMutex *mutex)
void BLI_mutex_unlock(ThreadMutex *mutex)
pthread_mutex_t ThreadMutex
static void compositor_reset_node_tree_status(bNodeTree *node_tree)
void COM_execute(RenderData *render_data, Scene *scene, bNodeTree *node_tree, int rendering, const ColorManagedViewSettings *viewSettings, const ColorManagedDisplaySettings *displaySettings, const char *viewName)
The main method that is used to execute the compositor tree. It can be executed during editing (blenk...
static struct @171 g_compositor
static void compositor_init_node_previews(const RenderData *render_data, bNodeTree *node_tree)
void COM_deinitialize()
Deinitialize the compositor caches and allocated memory. Use COM_clearCaches to only free the caches.
the ExecutionSystem contains the whole compositor tree.
void execute()
execute this system
constexpr float COM_PREVIEW_SIZE
static void deinitialize()
deinitialize the WorkScheduler free all allocated resources
static void initialize(bool use_opencl, int num_cpu_threads)
initialize the WorkScheduler