Add Chromium-only Blender WebEngine parity work
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294
blender-5.2.0/source/blender/render/RE_engine.h
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294
blender-5.2.0/source/blender/render/RE_engine.h
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/* SPDX-FileCopyrightText: 2006 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup render
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*/
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#pragma once
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#include "DNA_listBase.h"
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#include "DNA_node_types.h"
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#include "DNA_scene_types.h"
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#include "RE_bake.h"
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#include "RNA_types.hh"
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#include "BLI_threads.h"
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namespace blender {
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struct BakePixel;
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struct BakeTargets;
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struct bNode;
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struct bNodeTree;
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struct Depsgraph;
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struct GPUContext;
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struct Main;
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struct Object;
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struct Render;
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struct RenderData;
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struct RenderEngine;
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struct RenderEngineType;
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struct RenderLayer;
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struct RenderPass;
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struct RenderResult;
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struct ReportList;
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struct Scene;
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struct ViewLayer;
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struct ViewRender;
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/* External Engine */
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/** #RenderEngineType.flag */
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enum RenderEngineTypeFlag {
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RE_INTERNAL = (1 << 0),
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RE_USE_PREVIEW = (1 << 1),
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RE_USE_POSTPROCESS = (1 << 2),
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RE_USE_EEVEE_VIEWPORT = (1 << 3),
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RE_USE_SHADING_NODES_CUSTOM = (1 << 4),
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RE_USE_SPHERICAL_STEREO = (1 << 5),
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RE_USE_STEREO_VIEWPORT = (1 << 6),
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RE_USE_GPU_CONTEXT = (1 << 7),
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RE_USE_CUSTOM_FREESTYLE = (1 << 8),
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RE_USE_NO_IMAGE_SAVE = (1 << 9),
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RE_USE_MATERIALX = (1 << 10),
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};
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/** #RenderEngine.flag */
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enum RenderEngineFlag {
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RE_ENGINE_ANIMATION = (1 << 0),
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RE_ENGINE_PREVIEW = (1 << 1),
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RE_ENGINE_DO_DRAW = (1 << 2),
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RE_ENGINE_DO_UPDATE = (1 << 3),
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RE_ENGINE_RENDERING = (1 << 4),
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RE_ENGINE_HIGHLIGHT_TILES = (1 << 5),
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RE_ENGINE_CAN_DRAW = (1 << 6),
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};
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extern ListBaseT<RenderEngineType> R_engines;
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struct RenderEngineType {
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struct RenderEngineType *next, *prev;
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/* Type info. */
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char idname[/*BKE_ST_MAXNAME*/ 64];
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char name[64];
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int flag;
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void (*update)(struct RenderEngine *engine, struct Main *bmain, struct Depsgraph *depsgraph);
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void (*render)(struct RenderEngine *engine, struct Depsgraph *depsgraph);
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/* Offline rendering is finished - no more view layers will be rendered.
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*
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* All the pending data is to be communicated from the engine back to Blender. In a possibly
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* most memory-efficient manner (engine might free its database before making Blender to allocate
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* full-frame render result). */
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void (*render_frame_finish)(struct RenderEngine *engine);
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void (*draw)(struct RenderEngine *engine,
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const struct bContext *context,
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struct Depsgraph *depsgraph);
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void (*bake)(struct RenderEngine *engine,
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struct Depsgraph *depsgraph,
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struct Object *object,
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int pass_type,
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int pass_filter,
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int width,
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int height);
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void (*view_update)(struct RenderEngine *engine,
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const struct bContext *context,
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struct Depsgraph *depsgraph);
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void (*view_draw)(struct RenderEngine *engine,
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const struct bContext *context,
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struct Depsgraph *depsgraph);
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void (*update_script_node)(struct RenderEngine *engine,
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struct bNodeTree *ntree,
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struct bNode *node);
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void (*update_render_passes)(struct RenderEngine *engine,
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struct Scene *scene,
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struct ViewLayer *view_layer);
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void (*update_custom_camera)(struct RenderEngine *engine, struct Camera *cam);
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struct DrawEngineType *draw_engine;
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/* RNA integration */
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ExtensionRNA rna_ext;
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};
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using update_render_passes_cb_t = void (*)(void *userdata,
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struct Scene *scene,
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struct ViewLayer *view_layer,
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const char *name,
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int channels,
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const char *chanid,
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eNodeSocketDatatype type);
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struct RenderEngine {
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RenderEngineType *type;
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void *py_instance;
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int flag;
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struct Object *camera_override;
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unsigned int layer_override;
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struct Render *re;
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ListBaseT<RenderResult> fullresult;
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char text[/*IMA_MAX_RENDER_TEXT_SIZE*/ 512];
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int resolution_x, resolution_y;
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struct ReportList *reports;
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struct {
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const struct BakeTargets *targets;
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const struct BakePixel *pixels;
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float *result;
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int image_id;
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int object_id;
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} bake;
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/* Depsgraph */
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struct Depsgraph *depsgraph;
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bool has_grease_pencil;
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/* callback for render pass query */
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ThreadMutex update_render_passes_mutex;
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update_render_passes_cb_t update_render_passes_cb;
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void *update_render_passes_data;
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/* GPU context. */
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GHOST_IContext *system_gpu_context; /* WindowManager GPU context -> GHOSTContext. */
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ThreadMutex blender_gpu_context_mutex;
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bool use_drw_render_context;
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struct GPUContext *blender_gpu_context;
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/* Whether to restore DRWState after RenderEngine display pass. */
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bool gpu_restore_context;
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};
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RenderEngine *RE_engine_create(RenderEngineType *type);
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void RE_engine_free(RenderEngine *engine);
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/**
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* Loads in image into a result, size must match
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* x/y offsets are only used on a partial copy when dimensions don't match.
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*/
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void RE_layer_load_from_file(
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struct RenderLayer *layer, struct ReportList *reports, const char *filepath, int x, int y);
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void RE_result_load_from_file(struct RenderResult *result,
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struct ReportList *reports,
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const char *filepath);
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struct RenderResult *RE_engine_begin_result(
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RenderEngine *engine, int x, int y, int w, int h, const char *layername, const char *viewname);
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void RE_engine_update_result(RenderEngine *engine, struct RenderResult *result);
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void RE_engine_add_pass(RenderEngine *engine,
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const char *name,
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int channels,
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const char *chan_id,
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const char *layername);
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void RE_engine_end_result(RenderEngine *engine,
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struct RenderResult *result,
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bool cancel,
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bool highlight,
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bool merge_results);
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struct RenderResult *RE_engine_get_result(struct RenderEngine *engine);
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struct RenderPass *RE_engine_pass_by_index_get(struct RenderEngine *engine,
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const char *layer_name,
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int index);
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const char *RE_engine_active_view_get(RenderEngine *engine);
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void RE_engine_active_view_set(RenderEngine *engine, const char *viewname);
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float RE_engine_get_camera_shift_x(RenderEngine *engine,
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struct Object *camera,
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bool use_spherical_stereo);
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void RE_engine_get_camera_model_matrix(RenderEngine *engine,
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struct Object *camera,
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bool use_spherical_stereo,
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float r_modelmat[16]);
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bool RE_engine_get_spherical_stereo(RenderEngine *engine, struct Object *camera);
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bool RE_engine_test_break(RenderEngine *engine);
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void RE_engine_update_stats(RenderEngine *engine, const char *stats, const char *info);
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void RE_engine_update_progress(RenderEngine *engine, float progress);
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void RE_engine_update_memory_stats(RenderEngine *engine, float mem_used, float mem_peak);
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void RE_engine_report(RenderEngine *engine, int type, const char *msg);
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void RE_engine_set_error_message(RenderEngine *engine, const char *msg);
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bool RE_engine_render(struct Render *re, bool do_all);
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bool RE_engine_is_external(const struct Render *re);
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void RE_engine_frame_set(struct RenderEngine *engine, int frame, float subframe);
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void RE_engine_update_render_passes(struct RenderEngine *engine,
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struct Scene *scene,
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struct ViewLayer *view_layer,
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update_render_passes_cb_t callback,
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void *callback_data);
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void RE_engine_register_pass(struct RenderEngine *engine,
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struct Scene *scene,
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struct ViewLayer *view_layer,
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const char *name,
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int channels,
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const char *chanid,
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eNodeSocketDatatype type);
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bool RE_engine_use_persistent_data(struct RenderEngine *engine);
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struct RenderEngine *RE_engine_get(const struct Render *re);
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struct RenderEngine *RE_view_engine_get(const struct ViewRender *view_render);
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/**
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* Acquire render engine for drawing via its `draw()` callback.
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*
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* If drawing is not possible false is returned. If drawing is possible then the engine is
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* "acquired" so that it can not be freed by the render pipeline.
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*
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* Drawing is possible if the engine has the `draw()` callback and it is in its `render()`
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* callback.
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*/
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bool RE_engine_draw_acquire(struct Render *re);
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void RE_engine_draw_release(struct Render *re);
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/**
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* GPU context for engine to create and update GPU resources in its own thread,
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* without blocking the main thread. Used by Cycles' display driver to create
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* display textures.
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*/
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bool RE_engine_gpu_context_create(struct RenderEngine *engine);
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void RE_engine_gpu_context_destroy(struct RenderEngine *engine);
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bool RE_engine_gpu_context_enable(struct RenderEngine *engine);
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void RE_engine_gpu_context_disable(struct RenderEngine *engine);
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void RE_engine_gpu_context_lock(struct RenderEngine *engine);
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void RE_engine_gpu_context_unlock(struct RenderEngine *engine);
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/* Engine Types */
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void RE_engines_init();
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void RE_engines_exit();
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void RE_engines_register(RenderEngineType *render_type);
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RenderEngineType *RE_engines_find(const char *idname);
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bool RE_engines_is_registered(const char *idname);
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const rcti *RE_engine_get_current_tiles(struct Render *re, int *r_total_tiles);
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struct RenderData *RE_engine_get_render_data(struct Render *re);
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void RE_bake_engine_set_engine_parameters(struct Render *re,
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struct Main *bmain,
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struct Scene *scene);
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void RE_engine_free_blender_memory(struct RenderEngine *engine);
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void RE_engine_tile_highlight_set(
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struct RenderEngine *engine, int x, int y, int width, int height, bool highlight);
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void RE_engine_tile_highlight_clear_all(struct RenderEngine *engine);
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} // namespace blender
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