Cleanup: make class doc-strings directly above classes
In some cases it wasn't clear if a comment before a class was meant to be it's doc-string. Remove blank lines between the class & it's doc-string.
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@ -63,11 +63,12 @@ class TaskPool {
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int num_tasks_pushed;
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};
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/* Task Scheduler
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/**
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* Task Scheduler
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*
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* Central scheduler that holds running threads ready to execute tasks. A single
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* queue holds the task from all pools. */
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* queue holds the task from all pools.
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*/
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class TaskScheduler {
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public:
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static void init(int num_threads = 0);
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@ -29,9 +29,10 @@ typedef std::mutex thread_mutex;
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typedef std::unique_lock<std::mutex> thread_scoped_lock;
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typedef std::condition_variable thread_condition_variable;
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/* Own thread implementation similar to std::thread, so we can set a
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* custom stack size on macOS. */
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/**
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* Own thread implementation similar to std::thread, so we can set a
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* custom stack size on macOS.
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*/
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class thread {
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public:
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thread(function<void()> run_cb);
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@ -17,7 +17,6 @@
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* To be valid, a rectangle should have a left coordinate smaller than or equal to right.
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* To be valid, a rectangle should have a top coordinate smaller than or equal to bottom.
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*/
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class GHOST_Rect {
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public:
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/**
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@ -6,9 +6,10 @@
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#include "GHOST_NDOFManager.hh"
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/* Event capture is handled within the NDOF manager on Linux,
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* so there's no need for SystemX11 to look for them. */
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/**
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* Event capture is handled within the NDOF manager on Linux,
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* so there's no need for SystemX11 to look for them.
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*/
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class GHOST_NDOFManagerUnix : public GHOST_NDOFManager {
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public:
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GHOST_NDOFManagerUnix(GHOST_System &);
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@ -57,7 +57,6 @@ class GHOST_WindowX11;
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* X11 Implementation of GHOST_System class.
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* \see GHOST_System.
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*/
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class GHOST_SystemX11 : public GHOST_System {
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public:
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/**
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@ -32,7 +32,6 @@ class GHOST_DropTargetX11;
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* Dimensions are given in screen coordinates that are
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* relative to the upper-left corner of the screen.
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*/
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class GHOST_WindowX11 : public GHOST_Window {
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public:
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/**
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@ -32,7 +32,6 @@
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* The ordering of these transformations is vital, you must
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* use exactly the same transformations when displaying the segments
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*/
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class IK_QSegment {
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public:
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EIGEN_MAKE_ALIGNED_OPERATOR_NEW
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@ -22,7 +22,6 @@
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* \author Maarten Gribnau
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* \date March 31, 2001
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*/
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class MEM_RefCounted {
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public:
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/**
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@ -239,7 +239,6 @@ class IMeshArena : NonCopyable, NonMovable {
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* internal structures for indexing exactly the set of needed Verts,
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* and also going from a Vert pointer to the index in that system.
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*/
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class IMesh {
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Array<Face *> face_; /* Not `const` so can lazily populate planes. */
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Array<const Vert *> vert_; /* Only valid if vert_populated_. */
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@ -27,10 +27,11 @@
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# include <tbb/task_group.h>
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#endif
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/* Task
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/**
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* Task
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*
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* Unit of work to execute. This is a C++ class to work with TBB. */
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* Unit of work to execute. This is a C++ class to work with TBB.
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*/
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class Task {
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public:
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TaskPool *pool;
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@ -12,7 +12,6 @@ namespace blender::compositor {
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* \brief KuwaharaNode
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* \ingroup Node
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*/
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class KuwaharaNode : public Node {
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public:
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KuwaharaNode(bNode *editor_node) : Node(editor_node) {}
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@ -12,7 +12,6 @@ namespace blender::compositor {
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* All this programs converts an input color to an output value.
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* it assumes we are in sRGB color space.
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*/
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class MixBaseOperation : public MultiThreadedOperation {
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protected:
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struct PixelCursor {
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@ -86,7 +86,6 @@ class TonemapOperation : public MultiThreadedOperation {
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* most parts have already been done in #TonemapOperation.
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* \ingroup operation
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*/
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class PhotoreceptorTonemapOperation : public TonemapOperation {
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public:
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/**
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@ -17,9 +17,10 @@
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namespace blender::realtime_compositor {
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/* ------------------------------------------------------------------------------------------------
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* Symmetric Separable Blur Weights Key.
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*/
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/* -------------------------------------------------------------------- */
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/** \name Symmetric Separable Blur Weights Key
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* \{ */
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class SymmetricSeparableBlurWeightsKey {
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public:
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int type;
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@ -33,13 +34,17 @@ class SymmetricSeparableBlurWeightsKey {
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bool operator==(const SymmetricSeparableBlurWeightsKey &a,
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const SymmetricSeparableBlurWeightsKey &b);
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/* -------------------------------------------------------------------------------------------------
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* Symmetric Separable Blur Weights.
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Symmetric Separable Blur Weights
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*
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* A cached resource that computes and caches a 1D GPU texture containing the weights of the
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* separable filter of the given type and radius. The filter is assumed to be symmetric, because
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* the filter functions are all even functions. Consequently, only the positive half of the filter
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* is computed and the shader takes that into consideration. */
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* is computed and the shader takes that into consideration.
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* \{ */
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class SymmetricSeparableBlurWeights : public CachedResource {
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private:
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GPUTexture *texture_ = nullptr;
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@ -54,9 +59,11 @@ class SymmetricSeparableBlurWeights : public CachedResource {
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void unbind_as_texture() const;
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};
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/* ------------------------------------------------------------------------------------------------
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* Symmetric Separable Blur Weights Container.
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*/
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Symmetric Separable Blur Weights Container
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* \{ */
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class SymmetricSeparableBlurWeightsContainer : public CachedResourceContainer {
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private:
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@ -72,4 +79,6 @@ class SymmetricSeparableBlurWeightsContainer : public CachedResourceContainer {
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SymmetricSeparableBlurWeights &get(int type, float radius);
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};
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/** \} */
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} // namespace blender::realtime_compositor
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@ -101,7 +101,6 @@ struct ArmatureDrawContext {
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* manage drawing. These subclasses are defined further down in the file. This
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* abstract class needs to be defined before any function that uses it, though.
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*/
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class ArmatureBoneDrawStrategy {
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public:
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virtual void update_display_matrix(EditBone *eBone, bPoseChannel *pchan) const = 0;
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@ -566,10 +566,11 @@ class TipRemoverShader : public StrokeShader {
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real _tipLength;
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};
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/** [ Texture Shader ].
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* Shader to assign texture to the Stroke material.
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/**
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* Texture Shader.
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*
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* Shader to assign texture to the Stroke material.
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*/
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class BlenderTextureShader : public StrokeShader {
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private:
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MTex *_mtex;
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@ -605,10 +606,11 @@ class BlenderTextureShader : public StrokeShader {
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virtual int shade(Stroke &stroke) const;
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};
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/** [ Texture Shader ].
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* Shader to assign texture to the Stroke material.
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/**
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* Texture Shader.
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*
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* Shader to assign texture to the Stroke material.
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*/
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class StrokeTextureStepShader : public StrokeShader {
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private:
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float _step;
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@ -34,17 +34,16 @@ namespace Freestyle {
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/* */
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/**********************************/
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/* Density
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* Mean area depth value
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* distance to a point
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*/
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class ViewVertex;
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class ViewEdge;
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class ViewShape;
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class TVertex;
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/** Class defining the ViewMap. */
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/**
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* Class defining the ViewMap.
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*
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* \note density is the mean area depth value distance to a point.
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*/
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class ViewMap {
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public:
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typedef vector<ViewEdge *> viewedges_container;
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@ -668,10 +668,12 @@ class MTLCommandBufferManager {
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void unfold_pending_debug_groups();
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};
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/** MTLContext -- Core render loop and state management. **/
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/* NOTE(Metal): Partial #MTLContext stub to provide wrapper functionality
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* for work-in-progress `MTL*` classes. */
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/**
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* MTLContext -- Core render loop and state management.
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*
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* NOTE(Metal): Partial #MTLContext stub to provide wrapper functionality
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* for work-in-progress `MTL*` classes.
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*/
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class MTLContext : public Context {
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friend class MTLBackend;
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friend class MTLRenderPassState;
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@ -16,11 +16,11 @@ struct Main;
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namespace blender::io::alembic {
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/* Wrappers around input and output archives. The goal is to be able to use
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/**
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* Wrappers around input and output archives. The goal is to be able to use
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* streams so that unicode paths work on Windows (#49112), and to make sure that
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* the stream objects remain valid as long as the archives are open.
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*/
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class ArchiveReader {
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Alembic::Abc::IArchive m_archive;
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std::ifstream m_infile;
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@ -61,11 +61,12 @@ class TexturePool : public realtime_compositor::TexturePool {
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}
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};
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/* Render Context Data
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/**
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* Render Context Data
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*
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* Stored separately from the context so we can update it without losing any cached
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* data from the context. */
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* data from the context.
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*/
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class ContextInputData {
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public:
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const Scene *scene;
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