Blender V2.61 - r43446
Functions

node_shader_util.c File Reference

#include "DNA_node_types.h"
#include "node_shader_util.h"
#include "node_exec.h"

Go to the source code of this file.

Functions

void nodestack_get_vec (float *in, short type_in, bNodeStack *ns)
void node_shader_pass_on (void *UNUSED(data), int UNUSED(thread), struct bNode *node, void *UNUSED(nodedata), struct bNodeStack **in, struct bNodeStack **out)
int gpu_shader_pass_on (struct GPUMaterial *mat, struct bNode *node, void *UNUSED(nodedata), struct GPUNodeStack *in, struct GPUNodeStack *out)
void ntreeShaderGetTexcoMode (bNodeTree *ntree, int r_mode, short *texco, int *mode)
void nodeShaderSynchronizeID (bNode *node, int copyto)
void node_gpu_stack_from_data (struct GPUNodeStack *gs, int type, bNodeStack *ns)
void node_data_from_gpu_stack (bNodeStack *ns, GPUNodeStack *gs)
static void gpu_stack_from_data_list (GPUNodeStack *gs, ListBase *sockets, bNodeStack **ns)
static void data_from_gpu_stack_list (ListBase *sockets, bNodeStack **ns, GPUNodeStack *gs)
bNodenodeGetActiveTexture (bNodeTree *ntree)
void ntreeExecGPUNodes (bNodeTreeExec *exec, GPUMaterial *mat, int do_outputs)
void node_shader_gpu_tex_mapping (GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *UNUSED(out))

Detailed Description

Definition in file node_shader_util.c.


Function Documentation

static void data_from_gpu_stack_list ( ListBase sockets,
bNodeStack **  ns,
GPUNodeStack gs 
) [static]

Definition at line 288 of file node_shader_util.c.

References ListBase::first, i, bNodeSocket::next, and node_data_from_gpu_stack().

Referenced by ntreeExecGPUNodes().

int gpu_shader_pass_on ( struct GPUMaterial mat,
struct bNode node,
void *  UNUSEDnodedata,
struct GPUNodeStack in,
struct GPUNodeStack out 
)
static void gpu_stack_from_data_list ( GPUNodeStack gs,
ListBase sockets,
bNodeStack **  ns 
) [static]
void node_data_from_gpu_stack ( bNodeStack ns,
GPUNodeStack gs 
)
void node_gpu_stack_from_data ( struct GPUNodeStack gs,
int  type,
bNodeStack ns 
)
void node_shader_gpu_tex_mapping ( GPUMaterial mat,
bNode node,
GPUNodeStack in,
GPUNodeStack UNUSEDout 
)
void node_shader_pass_on ( void *  UNUSEDdata,
int   UNUSEDthread,
struct bNode node,
void *  UNUSEDnodedata,
struct bNodeStack **  in,
struct bNodeStack **  out 
)
bNode* nodeGetActiveTexture ( bNodeTree ntree) [read]
void nodeShaderSynchronizeID ( bNode node,
int  copyto 
)
void nodestack_get_vec ( float *  in,
short  type_in,
bNodeStack ns 
)
void ntreeExecGPUNodes ( bNodeTreeExec exec,
GPUMaterial mat,
int  do_outputs 
)
void ntreeShaderGetTexcoMode ( bNodeTree ntree,
int  r_mode,
short *  texco,
int *  mode 
)